TEXT: By Jeffrey Swank
  REFUGEES OF 
  THE WEARY SKY
  PATHFINDER SOCIETY SCENARIO #8–17 
  TIER 7–11
  
  Pathfinder Society Scenario #8–17: Refugees of 
  the Weary Sky is a Pathfinder Society Scenario 
  designed for 7th- through 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario 
  is designed for play in the Pathfinder Society 
  Roleplaying Guild campaign, but can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Jeffrey Swank
  Development Leads • Ron Lundeen and Mark Moreland
  Contributing Artists • Helge C. Balzer, Paul Guzenko, 
  Dion Harris, and Tom Ventre
  Cartographer • Robert Lazzaretti
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  Creative Design Director • Sarah E. Robinson
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  Brad Matteson, Adrian Ng, Joe Pasini, and  
  Lacy Pellazar
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
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  Pathfinder Society Scenario #8–17: Refugees of the Weary Sky © 2017, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  GM ResouRces
  Refugees of the Weary Sky makes use of the following Pathfinder Roleplaying Game products: 
  Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Bestiary, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 5, Pathfinder RPG Pathfinder 
  Unchained, and Pathfinder RPG Ultimate Equipment (UE). In addition to being available for 
  purchase in bookstores and game stores worldwide, all rules referenced in this adventure can be 
  found in the free Pathfinder Reference Document online at paizo.com/prd. The relevant rules 
  from the Bestiary volumes are reprinted at the end of the scenario for the GM’s convenience.
  Table of Contents
  Refugees of the Weary Sky  .   .   .   .   . 3
  Player Handouts  .  .  .  .  .  .  .  .  .  . 19
  Appendix Stat Blocks   .  .  .  .  .  . 20
  Map  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  22
  Chronicle Sheet   .  .  .  .  .  .  .  .  . 24
  
  • Manaket
  Citadel of the 
  Weary Sky
  •
  Deep Sky •
  Napsune
  Mountains
  Rahadoum
  3
  animated by potent elemental spirits, and that the intense 
  elemental storms over the Jaizun Citadel made these 
  spirits restless within their bodies of metal and stone. They 
  strengthened the connection between the storm and Deep 
  Sky, subtly increasing the spirits’ ability to rebel.
  As the doors of the completed Deep Sky were sealed, the 
  golems fell into a berserk rage, lashing out at their Jistkan 
  masters and killing many elementalists in their initial 
  surprise assault. As the golems rampaged throughout the 
  complex, a number of the Jistkan elementalists teleported 
  away, abandoning the site entirely.
  Whereas most of the golems were blindly murderous, one 
  of the elemental spirits intuited a way to tear its golem body 
  apart without destroying itself in the process, emerging as an 
  incorporeal entity called an ozimat. The ozimat tried to free 
  T
  he Jistka Imperium was one of the first civilizations 
  in the Inner Sea region to rise following the Age of 
  Darkness, claiming a vast territory in lands that now 
  belong to Cheliax, Rahadoum, and Thuvia. Even today, 8,000 
  years after the empire’s fall, what remains of Jistkan artificers’ 
  golem-craft is remarkable, yet the empire’s armies of golems 
  and bound outsiders were not enough to fend off its ascendant 
  neighbor to the east, Osirion. Early in the Age of Destiny, 
  Jistka fell into a decline marked by raids by the Tekritanin 
  League and magical terrors sent by its Osirian enemies. 
  Jistka fought back by creating architectural and technological 
  marvels to bolster their forces, including a focus of elemental 
  powers called the Jaizun Citadel. The overwhelming energies 
  around the Jaizun Citadel—harnessed with an eye to power 
  mighty magics—tore apart reality itself, creating an ongoing 
  elemental storm and earning the structure a new name: the 
  Citadel of the Weary Sky (featured in Pathfinder Society Scenario 
  #2–09 The Heresy of Man, Part III: Beneath Forgotten Sands). 
  This planar wound eventually attracted Ahriman, Lord of the 
  Divs, who expanded the rift and crushed the citadel with an 
  elemental cataclysm.
  Many Jistkan artificers and elementalists abandoned the 
  Citadel of the Weary Sky shortly before its destruction, leading 
  an entourage of servants and golems to a nearby fortress in 
  the Napsune Mountains. The secret refuge was named Deep 
  Sky, as the magnificent structure was created within a massive 
  cavern, its domed ceiling magically glamered to mirror the 
  current sky outside of the mountain. This outpost was 
  made by the joint efforts of four bound genies, one of each 
  elemental type. Forced into their labor, the genies conspired 
  with one another to bring doom upon their enslavers.
  The genies built the outpost to their Jistkan masters’ 
  specifications, including a device they dubbed the elemental 
  gauge, a massive timepiece that monitored the elemental 
  storm raging around the Citadel of the Weary Sky to 
  accurately predict the safest times to emerge from the outpost 
  and return to the Citadel. Though the Jistkan elementalists 
  took great pains to bend the genies to their will, the genies 
  concocted a curse that threaded the loopholes in the contracts 
  that bound them. They knew that the Jistkan golems were 
  REFUGEES OF
  THE WEARY SKY
  By Jeffrey Swank
  This adventure takes place in the ruined outpost of Deep 
  Sky, a hideaway of Jistkan elementalists buried in the base 
  of one of the tallest peaks in the Napsune Mountains, 
  southwest of the Citadel of the Weary Sky in central 
  Rahadoum. For more information regarding the Rahadoum 
  and the Jistka Imperium, see Pathfinder Campaign Setting: 
  The Inner Sea World Guide and Pathfinder Campaign 
  Setting: Lost Kingdoms, available at bookstores and game 
  stores everywhere, and online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  air carries with it fragrances from the lush gardens surrounding 
  Swordmeet Lodge. In the distance, the low rumble of the ocean 
  surf echoes throughout the port city of Manaket on Rahadoum’s 
  northern coast.
  “Millennia ago, when Ahriman, the Lord of the Divs, attacked 
  the famed Jaizun Citadel, a few of the resident artificers and 
  elementalists of the Jistka Imperium made their escape. Their 
  whereabouts, and the secrets they took with them, were lost 
  to the desert sands and the ages. Soon after, the Citadel of the 
  Weary Sky, as the Jaizun Citadel became known, was demolished 
  by a fierce elemental storm.” Obo glances over to the thin man 
  standing to his side, “The Sapphire Sage, Amenopheus, is lending 
  a hand in the nascent partnership between the Pathfinder 
  Society and the Concordance of Elements. This new alliance is 
  already beginning to bear fruit. The Concordance was particularly 
  interested in the information we had about the Citadel of the 
  Weary Sky. Recently, they detected an unusual elemental 
  energy to the south, in the Napsune Mountains, and asked us to 
  investigate this disturbance.”
  Amenopheus clasps his robes tightly about himself, “We have 
  long suspected that the Jistkan refugees from the citadel may 
  have made their way into the mountains and constructed a 
  hidden stronghold there. There appears to be some connection 
  between this refuge and the elemental storms that battered the 
  Citadel of the Weary Sky. This connection made our new friends 
  in the Concordance of Elements nervous; they do not wish a 
  resurgence of violent elemental storms any more than we do. 
  Now that we’ve identified this lingering elemental imbalance, it 
  must be corrected.”
  Obo steels his gaze, “If we’ve truly discovered the ancient 
  elementalists’ retreat, then it may well pose a very real danger. 
  Our alliance with the Concordance is tentative at best and I wish 
  to show our goodwill, but I cannot in good conscience order you 
  to investigate. Instead, I offer you the right of first refusal—more 
  an invitation—to explore.” 
  Obo withdraws a map from a scroll tube. “The Concordance gave 
  us this map to the location of the disturbance. An ancient Jistkan 
  mechanism blocks the entrance. The Concordance was unable to 
  gain passage, but described it as some kind of sealed portal. From 
  my collection of Jistkan puzzle-boxes, I’d wager it will take keen 
  minds, such as you possess, to unlock this portal and gain entry.”
  Venture-Captain Obo holds out the map. “If you are all in 
  agreement, then good luck, Pathfinders. May the gods look down 
  upon you and grant you good fortune.”
  The map provides detailed directions leading through 
  the Rahadoumi landscape into the Napsune Mountains. The 
  trail leads up a hidden mountain pass to a small plateau. 
  The map explains that the entrance to the Jistkan outpost 
  can be found here. Neither the Pathfinder Society nor the 
  Concordance of Elements knows the secret to unlocking 
  the entrance into the outpost, and no description of the 
  sealed portal is provided on the map. 
  its “siblings” with minimal success. In the many millennia 
  since, it never abandoned its golem charges, instead trying 
  to recreate the process that liberated it so long ago.
  The Pathfinder Society uncovered the buried Jaizun Citadel 
  ruins 6 years ago. When the Pathfinder Society recently 
  struck a tentative alliance with an extraplanar organization 
  of elementals and geniekin called the Concordance of 
  Elements, their new allies identified the elemental storm as a 
  terrible imbalance that had not fully dissipated. Concordance 
  agents sensed an elemental disturbance in the Napsune 
  Mountains—where the ozimat still dwells—and sensed a 
  connection to the elemental storm that blasted the Jaizun 
  Citadel millennia ago. As a show of good faith in sealing their 
  new alliance, Concordance leaders requested that Pathfinders 
  investigate the facility in the Napsune Mountains and put any 
  elemental imbalances there to rest.
  ADVENTURE SUMMARY
  The PCs meet with Venture-Captain Obo and the Sapphire 
  Sage Amenopheus, a leading member of the Scarab Sages. 
  Venture-Captain Obo informs the PCs of the whereabouts of 
  a recently identified Jistkan ruin known as Deep Sky and tasks 
  the PCs to investigate. More specifically, Obo and Amenopheus 
  want the PCs to resolve an elemental disturbance in the ruin. 
  The PCs reach the site without difficulty, but a strange puzzle 
  blocks their entry. Once the PCs enter the refuge, they must 
  contend with guardians that have lain dormant for millennia. 
  The PCs explore the outpost and reactivate Deep Sky’s power 
  network to travel deeper within the ruins and learn about 
  the grim fate of the Jistkan elementalists that sought refuge 
  here. Throughout the explorations, the PCs sense that they 
  are being watched, and might notice parts of the ruin seem to 
  come alive to peer at them. 
  Deep within the complex, the PCs come across the massive 
  and complicated elemental gauge and meet a troubled genie 
  who defends it. Understanding and dissipating the energy 
  within the elemental gauge is the crux of the PCs’ mission. In a 
  nearby room, the PCs meet the last refugee from the Citadel 
  of the Weary Sky, an ozimat named Korj. Diplomatic PCs 
  might strike an alliance with Korj to gain information and 
  a petrified prisoner from the days of the Jistka Imperium.
  GETTING STARTED
  The PCs each receive a letter from Venture-Captain Obo, 
  inviting them to a joint meeting with him and the Sapphire 
  Sage, Amenopheus. The meeting occurs in a secluded area of 
  the gardens outside the Swordmeet Lodge in Manaket, a port 
  city in Rahadoum, where Venture-Captain Obo welcomes 
  the PCs and offers refreshments. Read or paraphrase the 
  following to get the adventure underway.
  “Welcome Pathfinders, please sit and be comfortable.” Venture-
  Captain Obo motions to various benches. A gentle breeze of sea 
  
  Venture-Captain 
  Obo
  5
  REFUGEES OF THE WEARY SKY
  Amenopheus secures camels for the PCs if they do not 
  have transportation. He marks on their map good places to 
  stop and secure shelter and watering holes. Before the PCs 
  leave, he provides them with a piece of advice, “I likely don’t 
  have to remind explorers as experienced as yourselves that 
  understanding the situation in Deep Sky and chronicling 
  your discoveries appropriately will almost certainly require 
  fluency in the Jistka language. If none of you speaks the 
  language, I highly recommend acquiring appropriate 
  magical assistance before you depart.” 
  Venture-Captain Obo and Amenopheus 
  answer the PCs’ questions as 
  best they can. Some common 
  questions and answers are 
  provided here.
  What is the Concordance 
  of Elements? “The Concordance of 
  Elements is an extraplanar organization 
  of elementals and genie-kin who seek to 
  bring balance to elemental energies 
  by any means necessary.” 
  What is the Jistka Imperium? 
  “An ancient empire that collapsed 
  8,000 years ago. Jistka was home to 
  powerful wizards who made pacts 
  with outsiders, mainly genies, to 
  guard the Imperium’s borders. They 
  were also peerless artificers who 
  crafted elaborate mechanisms and 
  golem guardians, using summoning 
  magic to call forth elementals and bind elemental spirits 
  into their constructs.” 
  What can you tell us about the elemental storm? “At the 
  grand Jaizun Citadel, Jistkan elementalists and conjurers 
  summoned a multitude of genies and elementals to bolster 
  their armies. The magic expended in drawing these creatures 
  from the elemental planes fractured reality around the 
  citadel. The sky above the Jaizun Citadel constantly roiled 
  with unfettered elemental energy and eventually attracted 
  the Lord of Divs, Ahriman. He added to the elemental energy 
  and directed it into a massive storm to destroy the citadel. 
  The storm abated thereafter, but our research indicates that 
  it never fully dissipated.” 
  What sorts of threats or defenses should we expect? 
  Amenopheus answers. “If the outpost is truly secret, then 
  it’s unlikely that you will encounter many people. I imagine 
  there might be ancient Jistkan guardians, puzzles, or traps, 
  so be careful and resourceful.” 
  How do we resolve the disturbance when we find it? “We 
  are unsure of the answer to this, as we do not exactly know 
  what the disturbance is. All we know is where it is, and that 
  it is likely a remnant of the ancient elemental storm’s energy 
  still bound in some manner.”
  Knowledge (history) or Knowledge (planes)
  Based on the result of a Knowledge (history) or Knowledge 
  (planes) check, the PCs might know more about Jistkan 
  history and its dealings with elemental energies. Each PC 
  recalls all the information whose DC is less than or equal to 
  the result of her check.
  15+: There are several ruins in northern Garund 
  left behind by long-lost human civilizations, 
  most famously the Jistka Imperium. 
  The Jistkans were famous for building 
  golems and other mighty constructs.
  20+: Turmoil 
  led 
  the 
  Jistkan 
  magistrates to build Jaizun Citadel to 
  focus the power of their elementalists 
  and extraplanar allies.
  25+: 
  The 
  Jistkan 
  elementalists 
  bound the spirits of elementals into 
  golems and constructs during 
  their crafting. They used these 
  golems as guards and soldiers.
  30+: The ancient people 
  of the emerging nation of 
  Osirion made peaceful pacts 
  with 
  genies 
  and 
  similar 
  outsiders. Many genies bound 
  by the Jistka Imperium betrayed 
  their masters. After the genies 
  proved unreliable, Jistkan artificers 
  powered their golems with the spirits 
  of daemons, devils, and demons, and 
  they developed notorious behemoth golems that could stand 
  against Osirion’s allied divs and elemental outsiders.
  Grand Lodge Faction
  If any PCs belong to the Grand Lodge faction, Venture-
  Captain Obo asks to speak with them in private after the 
  meeting. The venture-captain indicates that the alliance 
  with the Concordance of Elements is more tenuous than the 
  Pathfinder Society likes to admit. He asks that the faction 
  PCs pay particular attention to defusing the elemental 
  energies in the least destructive manner possible so as to 
  avoid another catastrophe, which could sour relations with 
  the Concordance. 
  Scarab Sage Faction
  If any PCs belong to the Scarab Sage faction, Amenopheus 
  requests they remain in his company after Venture-Captain 
  Obo dismisses the meeting. Amenopheus asks one of the 
  faction PCs to carry his sage jewel with them into Deep 
  Sky—a considerable honor. Amenopheus believes that 
  the sage jewels have some deeper connection to elemental 
  forces—potentially malign forces. He asks the PCs to 
  carefully evaluate how the sage jewel reacts to the energies 
  
  PATHFINDER SOCIETY SCENARIO
  6
  within the Jistkan ruin. For information on the powers of 
  the sage jewel, see Player Handout #1: Sage Jewel on page 19.
  A. DEEP SKY
  The journey through Rahadoum to the location provided on 
  the Concordance’s map is uneventful. The entrance to Deep 
  Sky is high in the Napsune Mountains.
  Features of Deep Sky
  The following special features are present inside and around 
  Deep Sky.
  Light: Deep Sky is an enormous cavern with a high natural 
  ceiling. Ancient enchantments on the ceiling provide light in 
  the cave matching that of the current sky outside, including 
  clouds. This effect is an illusion, and does not function 
  as actual sunlight or moonlight. Some structures within 
  the cavern have windows to admit this light, although the 
  windows are not made of glass but are instead permanent 
  walls of force. Rooms without any windows, such as area A8, 
  have no light unless the PCs bring a light source or ignite 
  the torches there by restoring power to the complex in the 
  elemental stone sanctum (area A3). 
  Architecture: Interior walls within Deep Sky are made of 
  2-foot-thick stone and are decorated with crystal mosaics 
  in complex patterns. Interior rooms are 20 feet high unless 
  otherwise indicated. Doors within Deep Sky are made of 
  solid stone, and none of them are locked or sealed other 
  than the entry door at area A1.
  Ozimat’s Observations: The ozimat Korj (see area A11) 
  possesses a strong connection with Deep Sky. Korj can 
  see through stone or metal objects shaped like humanoid 
  faces, such as the doors in area A1. The change between 
  normal sculpted eyes and those Korj is spying through is 
  subtle and requires a successful DC 22 Perception check to 
  detect (DC 25 in Subtier 10–11), although creatures in the 
  area gain an eerie sense of being watched. Korj is curious 
  about intruders and wants to determine if they have 
  brought magic or resources necessary to free its siblings. 
  If the PCs attempt to interact with Korj, the ozimat 
  retreats and moves to another observation point to gather 
  more information. As Korj cannot communicate through 
  sculpted forms other than to observe, and cannot affect or 
  be affected by the PCs in these forms, this effect should 
  give Deep Sky an eerie, haunted feel.
  The ozimat’s starting attitude is indifferent. Its attitude 
  worsens by one step if it sees the PCs destroy the golems 
  in area A2 or the shaitan genie in area A9. Korj’s attitude 
  ultimately determines how it interacts with the PCs when 
  they reach area A11.
  A1. Deep Sky Entrance 
  When the PCs arrive at the entrance to Deep Sky in the 
  mountains, read or paraphrase the following.
  The narrow, stony mountain path broadens as it ascends to a 
  narrow ledge. The rock face to the south towers hundreds of feet 
  in height. Two massive doors made of green marble loom within. 
  They lack any hinges or handles but are carved with enormous, 
  stern, scowling faces. Next to the doors is a shallow indentation 
  containing a tiny stone door with a weathered metal handle. 
  The marble doors are the entrance to Deep Sky. They are 
  magically reinforced and prove difficult to open (hardness 
  9, hp 100, break DC 28). 
  The tiny stone door opens freely. Within, five thin metal 
  strips are attached to the rock face, with large rivets set at the 
  top and bottom. Above the metal strips, a phrase is carved 
  into the wall in Jistka, “The spaces between notes are just as 
  important as the notes themselves.” Each metal strip bears 
  faded images of hands with raised fingers (see the Jistkan 
  Harmonic Key section below). The metal strips here can 
  be played like a xylophone. A PC with a rank in Perform 
  (percussion) recognizes the resemblance, as does any other 
  PC who succeeds at a DC 15 Perform (percussion) check. A 
  delicate wooden mallet hangs from a hook. The mallet is too 
  fragile to strike the keys in its current state, though mending 
  or similar magic can restore it to usable condition. When the 
  PCs strike the strips in the proper sequence, the doors grind 
  open. The PCs can use any other thin wood or metal object 
  to strike the keys, though the sound such improvised tools 
  produce is somewhat jarring. See the Jistkan Harmonic Key 
  section below for a description of the strips and the proper 
  sequence to play them.
  Hazard: If the PCs play the incorrect tune, the doors 
  draw upon elemental energies to strike against them. All 
  PCs within 20 feet of the doors take 4d6 points of damage, 
  equally divided among acid, cold, electricity, and fire (DC 
  17 Reflex half ). In Subtier 10–11, the DC of the Reflex save 
  increases to 20. The door shoots out elemental energy the 
  first three times the PCs play an incorrect tune. After the 
  third failed attempt, the doors spark with electricity and 
  swing open. This ward on the doors uses energy from the 
  elemental gauge (area A9). With the elemental gauge’s power 
  source not functioning properly (area A3), it can only 
  discharge its stored energy. If the PCs tear the doors down 
  by force, the door discharges all remaining damage in a 
  single burst.
  Development: When the PCs arrive at the landing, the 
  ozimat Korj observes their arrival through the faces on the 
  stone doors, as described in Features of Deep Sky. The faces 
  on the doors subtly shift, following the PCs’ movements.
  Jistkan Harmonic Key
  Give PCs Player Handout #2: Jistkan Harmonic Key (see 
  page 19) when they examine the metal strips. There are 5 
  strips of metal that each depicts a set of hands holding up a 
  number of fingers. From left to right they show: 
  
  A. Deep Sky
  1 square = 5 feet
  A1
  A2
  A3
  A4
  A6
  A7
  A8
  A9
  A10
  A11
  A5a
  A5c
  A5b
  N
  7
  REFUGEES OF THE WEARY SKY
  
  PATHFINDER SOCIETY SCENARIO
  8
  Strip 1: 3 fingers, 3 fingers, 1 finger, 1 finger = 4 
  Strip 2: 1 finger, 2 fingers, 2 fingers, 1 finger = 2
  Strip 3: 3 fingers, 1 finger, 1 finger, 2 fingers = ?
  Strip 4: 1 finger, 2 fingers, 1 finger, 1 finger = ? 
  Strip 5: 5 fingers, 1 finger, 1 finger, 2 fingers = ?
  The answer to each strip is the sum of the number of 
  spaces between the upraised fingers (that is, the gaps between 
  fingers). The answer to strip 3 is 3, strip 4 is 1, and strip 5 is 
  5. Once the PCs determine these answers, they can play the 
  strips in order from 1 to 5 to create the activation tune. 
  A2. Transport Chamber (CR 10 or CR 13)
  This chamber has a stone staircase leading to a platform of blue 
  stone, polished to a mirror-like finish. At the platform’s center is 
  an inlaid gold rune five feet in diameter. The walls are covered in 
  small, tight-fitting ceramic tiles creating an intricate mosaic. The 
  wall around the platform is an exception, bearing three large, 
  clear, triangular quartz tiles. Large, clear windows to the south 
  and east provide a view of a large cavern that appears open to 
  the sky.
  This tiled room has a large platform that allows magical 
  transportation to the sky lifts, but the transportation magic 
  does not function until activated in area A3. The gold rune 
  is the Jistkan symbol for “travel,” identifiable by PCs who 
  speak Jistka or succeed on a DC 25 Linguistics or Knowledge 
  (history) check. The three triangular activation controls set 
  into the wall each have a single descriptive rune. PCs who 
  read Jistka or succeed at a DC 25 Linguistics check can 
  identify that these tiles read “Left,” “Middle,” and “Right.”
  The windows are walls of force that look into area A4. 
  The windows to the south look onto the underside of the 
  floating platform at area A5b and the crenellated side of the 
  platform at area A5c. 
  Transport Platform: Once the PCs take the necessary 
  actions to activate the platforms in area A3, the floor 
  rune and three triangular crystal tiles radiate moderate 
  conjuration magic to spells such as detect magic. The clear 
  quartz tiles glow briefly when touched. A PC who succeeds 
  at a DC 22 Knowledge (arcana) check identifies the platform 
  as a magical transportation system. 
  The rune on the platform functions as a permanent 
  dimension door (CL 7th) to platforms A5a, A5b, or A5c. PCs 
  standing on the rune can trigger the transportation effect by 
  touching the desired tile (one representing the sky lift from 
  left to right, area A5a, A5b, and A5c) and succeeding at a DC 
  15 Intelligence check. Alternatively, a PC who succeeds at a 
  DC 20 Use Magic Device check while touching a tile triggers 
  the transportation to the corresponding sky lift.
  Creatures: A lead golem animated by one of Korj’s siblings 
  guards this chamber and immediately attacks intruders. 
  In Subtier 10–11, the room contains two stronger lead 
  golems instead. Any PC carrying Amenopheus’ sage jewel 
  experiences a subtle suggestion to incapacitate or bypass the 
  lead golem(s) in this room rather than destroy them; this 
  urge feels benign and helpful rather than malicious. 
  Subtier 7–8 (CR 10)
  LEAD GOLEM 
  CR 10
  hp 107 (Pathfinder RPG Bestiary 5 127, see page 19)
  TACTICS
  During Combat The lead golem attempts to corner melee 
  opponents, hoping to inflict its retributive miasma on as many 
  foes as possible. It does not generally pursue foes that leave 
  the room, unless attacked from outside the room.
  Morale The lead golem fights until it is destroyed.
  Subtier 10–11 (CR 13)
  ADVANCED LEAD GOLEMS (2) 
  CR 11
  Advanced lead golems (Pathfinder RPG Bestiary 5 288, 127)
  N Large construct
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 30, touch 9, flat-footed 30 (+21 natural, –1 size)
  hp 107 each (14d10+30)
  Fort +4, Ref +4, Will +6
  DR 10/adamantine; Immune acid, construct traits,  
  electricity, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +23 (2d10+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks retributive miasma
  TACTICS
  Use the tactics for the lead golem from Subtier 7–8.
  STATISTICS
  Str 30, Dex 11, Con —, Int —, Wis 15, Cha 1
  Base Atk +14; CMB +25; CMD 35 (43 vs. bull rush, reposition)
  SQ divination screen, intractable density
  SPECIAL ABILITIES
  Divination Screen (Ex) Divination spells cast within 60 feet of a 
  lead golem automatically fail.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: The lead golem has deteriorated; it has 
  a –2 penalty to AC and on attack rolls and saving throws. 
  Additionally, reduce the DC of its retributive miasma by 2.
  Subtier 10–11: Remove the advanced template from 
  the lead golems, using the statistics from page 19 instead.
  Scaling Encounter A2
  
  9
  REFUGEES OF THE WEARY SKY
  Immunity to Magic (Ex) A lead golem is immune to spells or 
  spell-like abilities that allow spell resistance. Certain spells and 
  effects function differently against a lead golem, as noted here.
  •	 A magical attack that deals acid damage instead coats the 
  lead golem, granting its slam attacks an additional 1d6 acid 
  damage for the following 1d4 rounds.
  •	 A gust of wind or neutralize poison spell directed at the lead 
  golem dissipates any clouds created by its retributive miasma 
  ability and prevents it from using that ability for 1d6 rounds.
  Intractable Density (Ex) The weight and sturdiness of its form 
  grants the lead golem a +8 racial bonus on CMD versus bull 
  rush and reposition combat maneuvers.
  Retributive Miasma (Ex) Any attack that overcomes the 
  damage reduction of the lead golem causes fine lead particles 
  to fill the air within a 5-foot radius of the lead golem. This 
  cloud of lead persists for 1 round; any creatures within the 
  area or that pass through the cloud are exposed to the cloud’s 
  poisonous effects. Subsequent attacks damaging the golem 
  increase the duration of the cloud by 1 round each.
   
      Poison Cloud—inhaled; save Fort 16; frequency 1/round for 
  6 rounds; effect 1d3 Constitution and 1d3 Wisdom damage; 
  cure 2 saves. The save DC is Constitution-based.
  Development: Many of the wall tiles in the room are 
  clustered together into stylized faces, allowing the ozimat 
  Korj to observe activity in this area, as described in Features 
  of Deep Sky (page 6).
  Treasure: Twenty-five sapphires are embedded in the 
  walls here, interspersed among the tiles. The gems can be 
  easily pried out of their mountings and are each worth 100 
  gp. In the southwest corner lie a ring of climbing and a periapt 
  of health that once belonged to a Jistkan elementalist that 
  died here. In Subtier 10–11, these treasures are instead an 
  improved ring of climbing and a medallion of thoughts.
  Rewards: If the PCs fail to recover the items, reduce each 
  PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,250 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,750 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,250 gp.
  A3. Elemental Stone Sanctum
  Inlaid in the dark granite wall on the west side of this room is a 
  large square indentation. Beneath it lie four rectangular pieces 
  engraved with runes, each radiating a soft light: brown stone, blue 
  metal, red crystal, and white ivory.
  This chamber serves as power source for the facility, 
  and its interface is the indentation in the wall. The 
  square indentation is 2 feet on a side, and each of the 
  four rectangular pieces—each representing a different 
  element—is 2 feet wide, 6 inches high, and an inch thick. 
  When properly placed in the indentation from top to 
  bottom and activated with a spell or the corresponding 
  element, the four rectangular pieces allow magical energies 
  to flow through the outpost and activate its many magical 
  and automatic systems. Without this, the facility’s torches do 
  not light and its transportation platforms do not function. 
  Most importantly, the power source must be fully activated 
  to restore power to the elemental gauge (area A9). 
  A PC who succeeds at a DC 18 Knowledge (arcana) or 
  Knowledge (engineering) check identifies the indentation 
  as a power source for the complex that is activated by 
  the colored rectangles. Within the indentation is a 
  philosophical allegory shared by the Jistkan elementalists. 
  It reads “At the dawn of time, the fires burned until rain 
  quenched their fury down into solid stone, which has always 
  gazed upon the sky above in envy. Demonstrate obedience 
  to the ancient elemental ordering.” PCs that speak Jistka 
  can read this phrase, as can any PC succeeding at a DC 25 
  Linguistics check. A PC who succeeds at a DC 30 Knowledge 
  (history) check also recalls the ancient Jistkan phrase. This 
  aphorism provides instruction that the proper way to place 
  the rectangles in the indentation, from top to bottom, is air-
  water-fire-earth. 
  Once the rectangles are in the proper order, the PCs must 
  demonstrate obedience to each element, as follows.
  • A PC casting a spell with a fire descriptor in this room 
  or placing a flame from any source against the red crystal 
  activates it; all the rooms in the complex, including this 
  room, flare with continual flame effects. 
  • A PC casting a spell with a water descriptor in this room 
  or touching water to the blue metal begins the fountain in 
  the summoning chamber (area A11).
  • A PC casting a spell with the air descriptor in this room 
  or blowing air onto the white ivory activates the sky lifts and 
  the transportation platforms throughout Deep Sky. 
  • A PC casting a spell with the earth descriptor in this 
  room or pressing earth to the brown stone hears a deep 
  grinding sound from far beneath Deep Sky. Previously, this 
  would open the lower tunnel sections of the complex, but 
  the tunnels are currently collapsed. 
  Once all four rectangles are placed properly and activated, 
  the elemental gauge in area A9 activates, allowing the PCs the 
  opportunity to dissipate the elemental energies contained 
  within it. The complex remains activate until the rectangles 
  are removed.
  A4. Deep Sky Chasm
  This massive chasm has a grand domed ceiling studded with 
  stalactites, barely visible within the multitude of colors racing 
  across the surface. The entire cavern mirrors both the outside 
  weather, including clouds, and the skyline to the horizon. This 
  skyline is interrupted in jagged pieces where chunks of rock have 
  fallen from the ceiling. The bottom of the chasm is lost in darkness.
  
  PATHFINDER SOCIETY SCENARIO
  10
  The floor of the cavern is 200 feet below the rest of the 
  complex. Among the cracked and smashed stonework at 
  the bottom of the cavern are the skeletal remains of the 
  Jistkan elementalists slain in the golem revolt. The golems 
  unceremoniously dumped these bodies in the chasm ages 
  ago. The cavern walls are rough stone, requiring a successful 
  DC 20 Climb check to scale.
  Several additional levels of the Deep Sky complex are carved 
  from the walls below the entry level, but most have collapsed. 
  Exploring these levels is outside the scope of this adventure.
  Treasure: The gear belonging to the dead wizard Kalvanon, 
  currently haunting area A5, lies at the bottom of the cavern. 
  Her gear includes bracers of armor +1, a cloak of resistance +1, and 
  203 gp. In Subtier 10–11, the bracers are instead bracers of armor 
  +2 and her gear includes a headband of vast intelligence +2.
  Rewards: If the PCs do not find Kalvanon’s gear or defeat 
  the ghost and her allies, in area A5, reduce each PC’s gold 
  earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 200 gp.
  Out of Subtier: Reduce each PC’s gold earned by 492 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 783 gp.
  A5. Sky Lifts (CR 11 or CR 14)
  Three triangular black crystal platforms with 3-foot-high 
  crenellations hover in the air suspended 200 feet above the 
  cavern’s floor, at the same elevation as the rest of the complex. 
  Each platform bears an inlaid gold rune, copies of the 
  “travel” rune found in area A2. Each platform also contains 
  two triangular controls, one situated above the other. Long 
  ago, when these sky lifts were fully functional, these controls 
  governed the lifts’ horizontal and vertical movement as well 
  as teleportation around the complex. With these controls, the 
  ancient Jistkans could access the southern rooms in Deep Sky 
  as well as the collapsed lower chambers. Today, even when 
  power is restored to the facility (see area A3), the sky lifts have 
  only limited functionality and pose a hazard to those who 
  would use them (see Hazard, below). In addition, part of the 
  wall and floor of the easternmost lift (area A5c) are cracked 
  and broken.
  The upper triangular control on each lift once controlled 
  horizontal and vertical movement. Today, the these controls 
  in area A5a and A5b only cause their respective platforms to 
  wildly shake. The top control in area A5c instead causes that 
  platform to glide over to the opening to the Hall of Sentience 
  (area A6).
  The lower triangular control used to permit teleportation 
  around the facility. The lower controls in areas A5a and A5b 
  merely returns anyone pressing them to the platform in the 
  Transport Chamber (area A2)—though activating even these 
  broken controls requires a successful DC 15 Intelligence 
  check (as with the platform in area A2, a PC who succeeds at a 
  DC 20 Use Magic Device check also activates this return trip). 
  The lower control in area A5c instead transports users to the 
  platform in the Hall of Sentience (area A6). 
  The PCs might also cross this area by leaping from one sky 
  lift to another or by using magic to fly.
  Hazard: If a PC touches the upper triangular control button 
  on platform A5a or A5b, the platform shakes wildly. All PCs on 
  the platform must succeed at a DC 18 Reflex saving throw or 
  be knocked prone. If a PC fails and is adjacent to an edge, she 
  is instead thrown clear of the sky lift and plummets to the 
  ground 200 feet below (taking 20d6 points of falling damage), 
  unless she succeeds at another DC 15 Reflex saving throw to 
  catch herself on the sky lift’s edge. A PC who catches herself 
  on the edge can scramble over the crenellation and back onto 
  the platform with a DC 15 Climb check.
  Creatures: When a PC first arrives at one of the sky lifts, 
  the restless spirits of slain Jistkan elementalists sense life and 
  attack. All of them have lost their knowledge and personality 
  except the ghost wizard Kalvanon. Kalvanon was one of the 
  senior elementalists at the Jaizun Citadel. The retreat to Deep 
  Sky frustrated her, as she felt her comrades were simply hiding 
  out while invading Osirian armies marched upon their home. 
  She believed it was still possible to harness the elemental 
  storm over Jaizun Citadel even as the rebellious golems arose 
  to overthrow their Jistkan masters. Even after her corpse was 
  dumped into the cavern, her obsessive spirit would not rest. 
  The leader of the other spirits, Kalvanon has a tortured, lonely 
  existence in the Deep Sky chasm, as her undead brethren are 
  too primal in nature to offer any significant companionship.
  Any PC carrying Amenopheus’s sage jewel feels a psychic 
  projection reaching toward the undead, commanding them 
  to stay away from the bearer and do as the bearer commands. 
  A PC who succeeds at a DC 12 Sense Motive check (DC 15 in 
  Subtier 10–11) notes that this projection has a distinctly darker 
  feeling than the urge she experienced in area A2. Although 
  the sage jewel lacks the power to command the undead, the 
  undead here take a –4 penalty on attack rolls against the 
  bearer of the sage jewel.
  Subtier 7–8 (CR 11)
  SPECTRES (3) 
  CR 7
  hp 52 each (Pathfinder RPG Bestiary 256, see page 20)
  TACTICS
  During Combat The spectres lurk in the shadows behind the 
  sky lifts, attacking as soon as any creature appears on a lift 
  or enters the area. They focus their attacks on the same foe, 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one spectre from the encounter.
  Subtier 10–11: Remove one bhuta from the encounter.
  Scaling Encounter A5
  
  Kalvanon
  11
  REFUGEES OF THE WEARY SKY
  flanking if possible. They pursue foes that flee into other areas 
  of Deep Sky, passing through walls to pursue foes as necessary.
  Morale The spectres retreat if Kalvanon is defeated or flees, but 
  they otherwise fight until destroyed.
  KALVANON 
  CR 7
  Female human ghost water elementalist 6 (Pathfinder RPG 
  Bestiary 144, Pathfinder RPG Advanced Player’s 
  Guide 142)
  CE Medium undead (augmented 
  humanoid, incorporeal)
  Init +2; Senses darkvision 60 ft.; 
  Perception +18
  DEFENSE
  AC 15, touch 15, flat-footed 13  
  (+3 deflection, +2 Dex)
  hp 47 (6d6+24) 
  Fort +5, Ref +4, Will +6
  Defensive Abilities channel 
  resistance +4, incorporeal, 
  rejuvenation;  
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +5 (7d6)
  Special Attacks cold blast (6/day, 1d6+3 plus 
  staggered, DC 16), corrupting gaze (DC 16)
  Wizard Spells Prepared (CL 6th; 
  concentration +9)
  3rd—dispel magic, elemental auraAPG (DC 16), hydraulic 
  torrentAPG, protection from energy
  2nd—acid arrow, blindness/deafness  
  (DC 15), elemental touchAPG (DC 15), fog cloud, shatter (DC 
  15)
  1st—chill touch (DC 14), grease, hydraulic pushAPG, mage 
  armor, obscuring mist
  0 (at will)—dancing lights, daze (DC 13), mage hand, read magic
  Opposition School Fire
  TACTICS
  During Combat Kalvanon positions herself above the sky lifts 
  and attempts to disorient and damage her foes with spells. 
  She pursues foes that flee, passing through walls if necessary.
  Morale Kalvanon fights until reduced to 10 or fewer hit points, at 
  which point she flees to the bottom of the cavern in area A4. 
  STATISTICS
  Str —, Dex 14, Con —, Int 17, Wis 12, Cha 16
  Base Atk +3; CMB +5; CMD 18
  Feats Combat Casting, Elemental Focus (cold)APG, Eschew Materials, 
  Flyby Attack, Scribe Scroll, Widen Spell
  Skills Appraise +12, Fly +22, Knowledge (arcana) +12, Knowledge 
  (planes) +12, Perception +18, Spellcraft +12, Stealth +10, Swim +3; 
  Racial Modifiers  +8 Perception, +8 Stealth
  Languages Aquan, Jistka, Terran
  SQ arcane bond (familiar), water supremacy
  Gear none, as her gear is at the bottom of the cavern (area A4)
  Subtier 10–11 (CR 14)
  BHUTAS (2) 
   
        CR 11
  hp 147 each (Pathfinder RPG Bestiary 3 41, see page 19)
  TACTICS
  Use the spectres’ tactics from Subtier 7–8.
  KALVANON 
  CR 11
  Female human ghost water 
  elementalist 10 (Pathfinder RPG 
  Bestiary 144, Pathfinder RPG 
  Advanced Player’s Guide 142)
  CE Medium undead (augmented 
  humanoid, incorporeal)
  Init +6; Senses darkvision 60 ft.; 
  Perception +22
  DEFENSE
  AC 15, touch 15, flat-footed 13  
  (+3 deflection, +2 Dex)
  hp 77 (10d6+40) 
  Fort +6, Ref +5, Will +8
  Defensive Abilities channel resistance +4, 
  incorporeal, rejuvenation; Immune undead 
  traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +7 (11d6)
  Special Attacks cold blast  
  (7/day, 1d6+5 plus staggered, DC 19), corrupting gaze (DC 18), 
  draining touch, wave
  Wizard Spells Prepared (CL 10th; concentration +14)
  5th—cone of cold (DC 21), geyserAPG (DC 19)
  4th—bestow curse (DC 18), crushing despair (DC 18), 
  enervation, ice storm, elemental spell lightning bolt [cold] 
  (DC 17)
  3rd—dispel magic, elemental auraAPG (DC 17), hydraulic 
  torrentAPG, protection from energy, wind wall
  2nd—acid arrow (2), blindness/deafness (DC 16),  
  elemental touchAPG (DC 16), fog cloud, shatter (DC 16)
  1st—chill touch, grease, hydraulic pushAPG, mage armor, 
  obscuring mist, protection from good
  0 (at will)—dancing lights, daze (DC 14), mage hand, read magic
  Opposition School Fire
  TACTICS
  Use the tactics for Kalvanon from Subtier 7–8, except that 
  Kalvanon makes use of draining touch if forced into melee.
  STATISTICS
  Str —, Dex 14, Con —, Int 18, Wis 12, Cha 16
  Base Atk +5; CMB +7; CMD 20
  Feats Combat Casting, Elemental Focus (cold)APG, Elemental Spell 
  
  PATHFINDER SOCIETY SCENARIO
  12
  (cold)APG, Eschew Materials, Flyby Attack, Greater Elemental 
  Focus (cold)APG, Improved Initiative, Scribe Scroll, Widen Spell
  Skills Appraise +17, Fly +23, Knowledge (arcana) +17, Knowledge 
  (history) +17, Knowledge (planes) +17, Perception +22, 
  Spellcraft +17, Stealth +10, Swim +6; Racial Modifiers +8 
  Perception, +8 Stealth
  Languages Aquan, Auran, Jistka, Terran
  SQ arcane bond (familiar), water supremacy
  Gear none, as Kalvanon’s physical gear is at the bottom of the 
  Deep Sky cavern (area A4)
  A6. Hall of Sentience
  The northwest wall of this long room has crumbled with age, 
  exposing the outside cavern. The stone floor is cracked straight 
  across a gold rune. Large chunks of stone, iron, and lead lie about 
  the chamber in piles. Small tubes of iron filings, broken glass 
  globes, and crystal tables lay cracked and toppled throughout 
  the room. Pieces of sculpture lie haphazardly situated atop 
  gilded benches. 
  This workshop is where Jistkan artificers once constructed 
  golems. For the first few hundred years after the revolt 
  against the Jistkans, the ozimat Korj tried to master the 
  skills of golem construction, hoping to reverse engineer the 
  techniques to free its siblings from their golem bodies. The 
  ozimat eventually realized that golem creation was entirely 
  beyond its abilities. The experiments scattered throughout 
  this room are the result of Korj’s abandoned efforts.
  The rune on the floor is part of the complex’s transport 
  system; it can now only receive travelers from area A5c, but 
  not send travelers back. The PCs must devise an alternate 
  way to navigate the sky lifts if they hope to exit Deep Sky. 
  Development: Korj uses the stone heads in this room to 
  watch the PCs, as described in Features of Deep Sky (see 
  page 6).
  A7. The Assembly Archive
  This chamber’s walls rise to a domed ceiling  riddled with cracks. 
  Forty-foot-high stone shelves fill the room, all lined with books 
  and papyrus scrolls. A ladder leans against the south corner shelf 
  leading to a small walkway that wraps around the room.
  This repository of literature chronicles numerous facets 
  of the Jistka Imperium and the Citadel of the Weary Sky. Its 
  tomes are protected from the passage of time by lingering 
  magic. The majority of the books and scrolls here are written 
  in Jistka, with a few in Ancient Osiriani or Terran. This 
  lore here grants anyone who spends an hour reading the 
  collection a +2 competence bonus on Knowledge (history) 
  checks related to the Jistka Imperium and on Knowledge 
  (planes) checks relating to elementals for 24 hours. If the PCs 
  spend several minutes searching the room and succeed at a 
  DC 20 Perception check (DC 25 In Subtier 10–11), they find a 
  heavy tome that is out of place. A marked page in this book 
  details the Jistkan elementalists’s first contact with a shaitan 
  genie named Illaton who showed a particular interest in 
  building constructs and underground structures.
  Any ancient writing removed from the magical 
  protections of this room quickly fades and crumbles to dust 
  as the weight of centuries catches up to it.
  A8. Corridor of History
  This long room has an arched ceiling. The floor, walls, and 
  ceiling are covered with detailed mosaic tiles depicting fabulous 
  buildings and colorful magic used by stylized humanoid figures. 
  Three alcoves contain limbless iron statues covered in flecks of 
  shattered tile.
  This corridor gives a visual description of the entire 
  Jistka Imperium’s history in a series of mosaics that cover 
  the room’s walls, ceiling, and floors. Some of these mosaics 
  depict an elemental spirit bound within a golem, who 
  appears as a ghostly overlay atop a stern-faced stone golem. 
  These mosaics prominently feature a group of four genies 
  that constructed Deep Sky, with a particularly emphasis on a 
  shaitan genie (this depiction is a very good likeness of Illaton 
  in area A9). A PC who succeeds at a DC 20 Perception or 
  Sense Motive check discovers a subtext of how the elemental 
  spirit and the shaitan gradually and hesitantly became 
  friends but then experienced a falling out. Korj created the 
  mosaics that depict the history of Deep Sky.
  The three limbless iron statues were once iron golems 
  that Korj attempted to disassemble in order to free the 
  elemental spirits trapped within. Korj was unsuccessful, 
  instead enshrining its siblings here until another possibility 
  presented itself. The creatures cannot attack, and the 
  elemental spirits within the iron bodies cannot be roused 
  to action.
  Development: Korj can observe the PCs through the 
  faces in the mosaics and even the heads of the limbless iron 
  golems, as described in Features of Deep Sky (see page 6).
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Illaton’s body has been somewhat 
  weakened from millenia of captivity. Reduce his starting 
  hit points by 30. He does not have the presence of mind 
  to cast stoneskin.
  Subtier 10–11: As in Subtier 7–8, but reduce Illaton’s 
  starting hit points by 50 instead.
  Scaling Encounter A9
  
  13
  REFUGEES OF THE WEARY SKY
  A9. Elemental Gauge (CR 10 or CR 13)
  The rich scent of palm wine, pipe smoke, and cinnamon fills this 
  chamber. An enormous clockwork device with a spherical base, 
  dials, and metal gears takes up the southeast corner of the room.
  The clockwork device is the elemental gauge. This 
  timepiece looks like an oversized astrolabe. The genies that 
  helped the Jistkan refugees construct Deep Sky also aided 
  in the design of the elemental gauge, so the refugees could 
  measure the elemental storm raging over the Citadel of 
  the Weary Sky and identify when it was safe to return. To 
  provide the appropriate connection, the genies used a bit of 
  the elemental storm’s own energy in the construction of the 
  elemental gauge. This allowed the gauge to serve as a power 
  source, as well as giving it the ability to monitor how strong 
  the storm raged. Although the genies that constructed the 
  elemental gauge were subtle and powerful —they used the 
  elemental energy to loosen the spirits within the Jistkans’ 
  golems—the Jistkans were experienced genie-binders. 
  The Jistkan elementalists used several genie wishes in the 
  construction of the elemental gauge, and specified that it 
  could only be operated “upon the touch of a living mortal.” 
  Among the hundreds of other details included in the 
  construction of Deep Sky, none of the genies thought this 
  request odd, nor even specifically committed it to memory, 
  but the result was that the elemental gauge could not be fully 
  utilized after all the elementalists were dead.
  Korj has come to realize that the energy contained within 
  the elemental gauge could free the elemental spirits from the 
  golems in Deep Sky. However, even with Illaton’s help, Korj 
  has been unable to reactivate the device. The ozimat knows 
  the workings of the device intimately but cannot use the 
  contained energy to free its golem siblings.
  The elemental gauge is wholly inert unless the power has been 
  restored in area A3. If so, when touched by a living mortal, the 
  elemental gauge’s gears begin to whirl and its dials spin. These 
  displays register the low strength of the storm around the 
  Jaizun Citadel and indicate the accumulated elemental power 
  stored within the device. The PCs are unlikely to understand 
  exactly what the dials are measuring, but a PC who succeeds at 
  a DC 25 Knowledge (arcana) or Knowledge (engineering) check 
  (DC 28 in Subtier 10–11) recognizes that the dials indicate an 
  energy build-up within the device. 
  Dissipating the elemental energy stored within the 
  elemental gauge requires a successful DC 30 Disable Device or 
  Knowledge (engineering) check, or specific instruction from 
  the ozimat, Korj. Dissipating this energy frees the animating 
  forces from all golems currently within Deep Sky, including 
  the spirits in area A8. If the lead golems still remain in area 
  A2, they turn into inanimate hulks. If the stone golems 
  remain in area A11, they instead become ozimats loyal to 
  Korj (use Korj’s statistics for these ozimats). 
  The PCs might take a more drastic method of dissipating 
  the elemental energy by destroying the elemental gauge 
  (hardness 5, hp 80, Break DC 28). Releasing the energy this 
  way is dangerous; when the elemental gauge is destroyed, 
  all creatures in Deep Sky take 12d6 points of damage 
  (this damage is equal parts acid, cold, electricity, and fire 
  damage) and are stunned for 1d4 rounds. A successful DC 22 
  Fortitude saving throw halves this damage and negates the 
  stun effect. In Subtier 10–11, the damage increases to 16d6, 
  and the Reflex save DC to 25.
  In either case, dissipating the elemental energy remaining 
  in the elemental gauge fulfills the PCs’ primary mission and 
  satisfies the Concordance of Elements. Dissipating the 
  elemental energy also begins to release the petrification effect 
  on the Jistkan elementalist Ocosten (see area A11).
  Creatures: The shaitan genie Illaton, one of the four 
  genies that originally helped to create Deep Sky and the 
  elemental gauge, resides here now, bound by a connection to 
  his summoner, the Jistkan elementalist Ocosten. After he 
  and his fellow genies engineered the golem revolt, almost all 
  of the elementalists perished. With their masters slain, the 
  other genies were free to leave Deep Sky. But since Ocosten 
  remained (and is still petrified in area A11), Illaton was still 
  bound to remain. Illaton spent countless years trying to come 
  with up a way to destroy Ocosten without running afoul of his 
  contractual obligation to protect the Jistkan, but to no avail. 
  At first, he held out hope that one of the other genies would 
  return for him, or that one of his friends or allies from the 
  Plane of Earth would seek him out, but as the years passed, it 
  became increasingly clear that he had been forgotten. In the 
  first few centuries after the revolt, Illaton formed a tentative 
  friendship with the ozimat Korj and they worked together 
  reactivate the elemental gauge, but because full activation 
  required a living mortal, the pair was ultimately stymied. As 
  the prospect of an eternity of captivity loomed, Illaton and 
  Korj came to see each other as reminders of their own failures 
  to escape, and they withdrew into isolation and despair. In 
  the intervening 8,000 years, Illaton lost touch with reality and 
  now believes that his existence is linked to the elemental gauge 
  he helped create. 
  When the PCs arrive, Illaton is unsure of what to make 
  of them. He vacillates between a half-remembered hope 
  that mortals may be the key to him finally becoming free 
  of this place, a deep terror that the PCs’ meddling with the 
  elemental gauge may kill him, a strong suspicion that the PCs 
  are nefarious Jistkans, and a state of confusion. His speech 
  mixes lucid and relevant points with jumbled expressions of 
  his tormented and disoriented mind. If the PCs approach the 
  elemental gauge without first assuaging his fears, he attacks.
  Illaton’s attitude toward the PCs starts off as unfriendly. 
  The PCs can take several different approaches to calm 
  Illaton. They can demonstrate enough understanding 
  of the elemental gauge to jog the shaitan’s memory of its 
  
  PATHFINDER SOCIETY SCENARIO
  14
  true function by succeeding at the DC 25 Knowledge 
  (engineering) or Knowledge (arcana) check (DC 28 in Subtier 
  10–11). Alternatively, they can convince him that they mean 
  no harm  by improving his attitude to friendly. The DC 
  of the Diplomacy check is 28, or 33 in Subtier 10–11; the 
  increased difficulty of this check represents Illaton’s fears, 
  concerns, and confusion.
  If any PC carries the sage jewel into this chamber, portions 
  of the inscriptions on the elemental gauge flare with a ghostly 
  light. This draws Illaton’s attention, and he speaks to the 
  bearer of the sage jewel (even when in combat) in cryptic 
  phrases such as “I have seen that jewel you carry. Oh yes, 
  I have seen the destruction it can wreak,” “Oh, the jewel, 
  I’ve seen its smooth surface, heard the voice that compels 
  obedience.” If the bearer of the sage jewel succeeds at a DC 
  15 Sense Motive check (DC 19 in Subtier 10–11), she detects a 
  malevolent presence in the jewel reaching out to the shaitan. 
  If Illaton is restored, he cannot remember much about the 
  sage jewel, other than to say he expected its bearer to be 
  issuing cruel and imperious commands.
  Subtier 7–8 (CR 10)
  ILLATON 
  CR 10
  Male shaitan barbarian (unchained) 3 (Pathfinder RPG Bestiary 
  143, Pathfinder RPG Pathfinder Unchained 8)
  CN Large outsider (earth, extraplanar)
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +16
  DEFENSE
  AC 27, touch 10, flat-footed 24 (+7 armor, +3 Dex, +10 natural, 
  –1 size, –2 rage)
  hp 143 (12 HD; 9d10+3d12+75) 
  Fort +15, Ref +9, Will +12
  Defensive Abilities danger sense +1, uncanny dodge;  
  Immune electricity
  OFFENSE
  Speed 20 ft., burrow 60 ft., climb 20 ft.; stone glide
  Melee +1 earth breaker +21/+16/+11 (3d6+13/×3) or  
  2 slams +15 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery, metalmorph, rage (12 rounds/
  day), rage power (knockback), stone curse
  Spell-Like Abilities (CL 9th; concentration +12)
  At will—meld into stone, plane shift (willing targets to 
  elemental planes, Astral Plane, or Material Plane only), 
  soften earth and stone, stone shape, veil (self only)
  3/day—quickened glitterdust (DC 15), rusting grasp, stone 
  tell, stoneskin, wall of stone
  1/day—transmute mud to rock, transmute rock to mud
  TACTICS
  Before Combat If Illaton is aware of the PCs, he uses meld into 
  stone to hide and observe the PCs and casts stoneskin. 
  During Combat Illaton casts wall of stone on the first round of 
  combat to separate the PCs, and then rushes into melee.
  Morale By the time combat breaks out, Illaton is convinced that the 
  PCs are untrustworthy and dangerous. Knowing that he cannot 
  leave Deep Sky, he fights to the death.
  Base Statistics When not raging, Illaton’s statistics are: AC 29, 
  touch 12, flat-footed 26; hp 119; Will +10; Melee +1 earth 
  breaker +19/+14/+9 (3d6+11/×3) or 2 slams +13 (2d6+3); 
  CMD 34 (36 vs. bull rush).
  STATISTICS
  Str 24, Dex 17, Con 19, Int 16, Wis 12, Cha 17
  Base Atk +12; CMB +22 (+26 bull rush); CMD 32 (34 vs. bull rush)
  Feats Combat Casting, Greater Bull Rush, Improved Bull Rush, 
  Improved Critical (earth breaker), Improved InitiativeB, Power 
  Attack, Quicken Spell-Like Ability (glitterdust)
  Skills Acrobatics +0, Appraise +17, Bluff +17, Climb +26, Craft 
  (gemcutting) +15, Knowledge (engineering) +18, Knowledge 
  (planes) +18, Perception +16, Sense Motive +14, Spellcraft +18
  Languages Aquan, Auran, Ignan, Jistka, Terran; telepathy 100 ft.
  SQ fast movement
  Other Gear +1 breastplate, +1 earth breakerUE, cloak of 
  resistance +2, golembane scarab, 20 gp
  Subtier 10–11 (CR 13)
  ILLATON 
  CR 13
  Male shaitan barbarian (unchained) 6 (Pathfinder RPG Bestiary 
  143, Pathfinder RPG Pathfinder Unchained 8)
  CN Large outsider (earth, extraplanar)
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +19
  DEFENSE
  AC 29, touch 12, flat-footed 26 (+7 armor, +2 deflection, +3 Dex, 
  +10 natural, –1 size, –2 rage)
  hp 199 (15 HD; 9d10+6d12+111) 
  Fort +18, Ref +10, Will +13
  Defensive Abilities danger sense +2, improved uncanny dodge; 
  Immune electricity
  OFFENSE
  Speed 20 ft., burrow 60 ft., climb 20 ft.; stone glide
  Melee +1 earth breaker +25/+20/+15 (3d6+13/19–20/×3) or 
  2 slams +18 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (19 rounds/day), earth mastery, 
  metalmorph, rage powers (guarded stance, knockback, no 
  escape), stone curse
  Spell-Like Abilities (CL 9th; concentration +12)
  At will —meld into stone, plane shift (willing targets to 
  elemental planes, Astral Plane, or Material Plane only), 
  soften earth and stone, stone shape, veil (self only) 
  3/day—quickened glitterdust (DC 15), rusting grasp, stone 
  tell, stoneskin, wall of stone
  1/day—transmute mud to rock, transmute rock to mud
  
  Illaton
  15
  REFUGEES OF THE WEARY SKY
  TACTICS
  Use Illaton’s tactics from Subtier 7–8.
  Base Statistics When not raging, Illaton’s statistics are: AC 31, 
  touch 14, flat-footed 28; hp 169; Will +11; Melee +1 earth 
  breaker +23/+18/+13 (3d6+11/19–20/×3) or 2 slams +16 
  (2d6+3); CMD 38 (40 vs. bull rush).
  STATISTICS
  Str 24, Dex 17, Con 20, Int 16, Wis 12, Cha 17
  Base Atk +15; CMB +25 (+29 bull rush); CMD 36 (38 vs. bull rush)
  Feats Combat Casting, Greater Bull Rush, Improved Bull Rush, 
  Improved Critical (earth breaker), Improved InitiativeB, 
  Lightning Reflexes, Power Attack, Quicken Spell-Like Ability 
  (glitterdust), Weapon Focus (earth breaker)
  Skills Acrobatics +0, Appraise +21, Bluff +17, Climb +26,  
  Craft (gemcutting) +15, Knowledge (engineering) +21, 
  Knowledge (planes) +21, Perception +19, Sense Motive +19, 
  Spellcraft +21
  Languages Aquan, Auran, Ignan, Jistka, Terran; telepathy 100 ft.
  SQ fast movement
  Other Gear +1 breastplate, +1 earth breakerUE, cloak of resistance 
  +2, golembane scarab, ring of protection +2, 572 gp
  Development: Resourceful PCs might cure 
  Illaton’s troubled mind with greater restoration, 
  heal, limited wish, miracle, or wish. Doing so 
  allows Illaton to reflect upon the cause of 
  his imprisonment; he then pleads 
  with the PCs to find a way to restore 
  the wizard and convince him to 
  release the binding. As it turns 
  out, activating the elemental 
  gauge and releasing its stored 
  energy is the key to freeing 
  the shaitan (See Restoring 
  Ocosten in area A11).
  Treasure: If the PCs free 
  Illaton, he provides his gear 
  to the PCs out of gratitude 
  before departing.
  Rewards: If the PCs do 
  not defeat or free 
  Illaton, reduce each 
  PC’s gold earned by 
  the following amount.
  Subtier 7–8: Reduce each 
  PC’s 
  gold 
  earned 
  by  
  872 gp.
  Out of Subtier: Reduce 
  each PC’s gold earned by 
  1,252 gp.
  Subtier 
  10–11: 
  Reduce 
  each PC’s gold earned by 
  1,631 gp.
  A10. Chasm Stairway
  This curling stairway ends abruptly at a wall of rubble made of 
  jagged stonework and crystalline fragments.
  The stairway once led to the lower levels of the complex, 
  but nearly all of the stairs have collapsed into the cavern, 
  leaving only a precarious rubble-choked passage.
  Hazard: The crumbled stairway is unstable. If the PC 
  move the debris—such as to recover the chain shirt 
  buried in the rubble (see Treasure below)—the floor 
  collapses. PCs on the stairway must succeed at a DC 
  18 Reflex saving throw (DC 22 in Subtier 10–11) to 
  avoid falling 200 feet and taking 20d6 points of 
  falling damage.
  Treasure: A +1 light 
  fortification chain shirt is 
  buried in the rubble. Fragile 
  fragments of the bones of the 
  artificer who once wore the 
  chain shirt still cling to the chain links 
  inside of the armor.
  Rewards: If the PCs do not take the 
  chain shirt, reduce each PC’s gold earned 
  by the following amount.
  Both Subtiers: Reduce each 
  PC’s gold earned by 354 gp.
  A11. Summoning 
  Chamber (CR 11 or CR 14)
  A silvery glow filters through a fine 
  mist in this chamber. A silvery 
  metal rune pulsates with an 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Reduce the damage of ozimat’s calcifying 
  touch to 1d6 points of Dexterity damage and reduce its 
  starting hit points by 30.
  Subtier 10–11: Reduce the damage of ozimat’s 
  calcifying touch to 1d6 points of Dexterity damage and 
  remove one stone golem from the encounter.
  Scaling Encounter A11
  
  PATHFINDER SOCIETY SCENARIO
  16
  iridescent light in the chamber’s southeast alcove. To the south stands 
  an impressive crystalline fountain. In an alcove to the southwest is a 
  statue of a man in robes, his face contorted in a surprised sneer. 
  The Jistkan wizards used the circle in the southwest 
  chamber to summon and bind genies, elemental spirits, and 
  fiends. The binding circle is particularly intricate and is still 
  intact after 8,000 years. 
  The large fountain was originally used for bathing, 
  relaxation, and laundry. The elementalists created a link 
  between the fountain and the elemental Plane of Water that 
  is continually refreshed as long as power flows through the 
  complex. If the blue metal rectangle in area A3 has not been 
  activated, the fountain is dry. If the device has been activated, 
  the fountain sprays a jet of water high into the air. A crack in 
  the fountain’s base releases a steady stream of water across 
  the gray stone floor. The large puddle is only a few inches 
  deep but increases the DC of Acrobatics checks through the 
  puddle by 5.
  To the southwest stands the petrified remains of Ocosten, 
  the first Jistkan elementalist slain by Korj after it gained 
  freedom. Korj’s assault against Ocosten was amplified by 
  wild elemental energies, making the petrification from 
  his calcifying touch permanent; now, however, Korj has 
  the standard calcifying touch of all ozimats. The ozimat 
  sees Ocosten’s body as a trophy and karmic repayment 
  for trapping its friends in lifeless stone bodies. Ocosten’s 
  continued existence is what keeps the genie Illaton bound 
  to Deep Sky.
  Creatures: The golem that led the charge against the 
  elementalists was destroyed, but its elemental spirit came 
  free as an ozimat named Korj. Korj was thrilled to escape its 
  stone body and longed to release its siblings’ spirits within 
  the other remaining golems in Deep Sky. This desire formed 
  a new sort of prison for the ozimat. It refused to abandon its 
  brethren, and over the last few thousand years, its fervent 
  drive to free its kin has held it here. 
  Korj eventually befriended the genie Illaton, but over time, 
  the strain of their respective imprisonments turned them 
  against each other. The ozimat and genie began seeing each 
  other as reminders of their own failures. Illaton became less 
  coherent as the centuries of captivity took their tool upon 
  his mind, and Korj finally resigned itself to seclusion here 
  in this summoning chamber. For thousands of years, the 
  ozimat has existed in a trancelike state. It awoke when the 
  Concordance of Elements approached and examined the 
  doors to Deep Sky several days ago.
  Korj is wary of the PCs but hopeful that they may be able 
  to free its siblings. Its initial attitude toward the PCs is 
  indifferent, but this attitude worsens by one step if the PCs 
  destroy the lead golem(s) in area A2 and by an additional 
  step if the PCs kill Illaton—although the ozimat is no 
  longer a friend to the genie, it does not believe that Illaton 
  deserves to die. If the ozimat is hostile to the PCs, it attacks 
  immediately, shouting threats in Jistka. If its attitude is 
  unfriendly or better, Korj waits to hear what the PCs have 
  to say. Proceed to the Development section on the following 
  page if the PCs speak to the ozimat.
  If Korj succeeds in defeating the PCs, its anger cools. It 
  patiently waits for petrified PCs to recover and hopes they 
  are open to reasonable discussion when given a second 
  chance. Proceed to the Development.
  Subtier 7–8 (CR 11)
  KORJ 
  CR 11
  Ozimat (Pathfinder Campaign Setting: Planes of Power 62)
  N Medium outsider (earth, elemental, extraplanar, incorporeal)
  Init +5; Senses blindsight 30 ft., darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 22 flat-footed 16 (+6 deflection, +5 Dex, +1 dodge)
  hp 168 (16d10+80)
  Fort +16, Ref +17, Will +9
  Defensive Abilities incorporeal; Immune elemental traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee calcifying touch +21 (1d8 Dex)
  TACTICS
  Before Combat Korj does not attack unless its attitude is hostile 
  or the PCs attack it.
  During Combat Korj uses Flyby Attack to move into and out of 
  walls each turn. It uses Vital Strike with its calcific touch ability 
  to eliminate the most dangerous threats first, focusing on the 
  PCs that it knows to be most dangerous from its observations 
  of them throughout Deep Sky. 
  Morale When reduced below 40 hit points, or when it otherwise 
  believes the fight is lost, Korj attempts to parley with the PCs. 
  See Development below.
  STATISTICS
  Str —, Dex 20, Con 19, Int 14, Wis 19, Cha 23
  Base Atk +16; CMB +21; CMD 38
  Feats Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, 
  Hover, Lightning Reflexes, Toughness, Vital Strike
  Skills Acrobatics +21, Appraise +18, Fly +28, Intimidate +22, 
  Knowledge (dungeoneering) +18, Knowledge (planes) +21, 
  Perception +23, Stealth +24
  Languages Jistka, Terran
  SQ earthen host
  SPECIAL ABILITIES
  Calcifying Touch (Su) An incorporeal ozimat’s touch can partially 
  petrify a living creature’s body, dealing 1d8 points of Dexterity 
  damage. When reduced to 0 Dexterity in this way, an affected 
  creature is petrified for 24 hours. A petrified Medium creature 
  can serve as a stone receptacle for the ozimat’s earthen host 
  ability; if used in this manner, it doubles the length of time 
  the ozimat can remain in that form.
  
  17
  REFUGEES OF THE WEARY SKY
  Earthen Host (Su) As a full-round action, an ozimat can merge 
  with a body of inert earth or stone, shedding its incorporeality. 
  The form must be roughly the size of a Medium creature. 
  A merged ozimat loses its incorporeal subtype (plus all 
  incorporeal special qualities, including its deflection bonus 
  to AC) and its fly speed, but gains a Strength score of 24, a 
  +8 natural armor bonus (AC 24, touch 16, flat-footed 18), DR 
  5/—, and Improved Bull Rush and Power Attack as bonus 
  feats. In earthen form, an ozimat gains 2 slam attacks with a 
  +23 bonus to hit, each dealing 3d6+7 points of damage, but 
  cannot use its calcifying touch. Its hit points do not change. An 
  ozimat can maintain its earthen form for a number of rounds 
  per day equal to its Hit Dice (typically 16).
  Subtier 10–11 (CR 14)
  KORJ 
  CR 11
  hp 168 (see statistics from Subtier 7–8 on page 16)
  STONE GOLEMS (2) 
  CR 11
  hp 107 each (Pathfinder RPG Bestiary 163, see page 19)
  TACTICS
  During Combat The stone golems attack the nearest opponent 
  that attacked Korj, flanking if possible. If one of these stone 
  golems is defeated, Korj can inhabit its remains with its 
  earthen host ability.
  Morale The stone golems fight until destroyed, or until 
  commanded to stand down by Korj.
  Development: So long as the PCs are not hostile, they can 
  communicate freely with Korj. The ozimat typically speaks 
  in a calm and methodical manner with a voice like gravel 
  under a boot. The PCs receive a +5 circumstance bonus on 
  Diplomacy checks to influence Korj for each of the following:
  •	 If they announce they have come to resolve an elemental 
  disturbance in Deep Sky. 
  •	 If they interpreted Korj’s history in area A8.
  •	 If they have already used powerful magic like heal or 
  limited wish to soothe Illaton’s troubled mind.
  If the PCs improve Korj’s attitude to friendly or helpful, 
  the ozimat describes its history: how it was freed in the 
  revolt against the Jistkan elementalists, its relationship with 
  the genie Illaton, the possibility that the elemental gauge 
  could free its siblings, the layout of Deep Sky, and any other 
  information from its past. Korj answers other questions the 
  PCs have, which might include the following.
  Who are you? “I am Korj. I am a spirit of elemental earth 
  that once inhabited a construct vessel, as my siblings still do.” 
  Why are you here? “The elementalists of Jistka brought 
  us here in shackles to power their works while we suffered 
  in endless servitude. But they were hungry with power and 
  made a mistake by activating the elemental gauge when the 
  doors to Deep Sky were sealed. The reverberating energy 
  allowed us to take control of our own fates long enough to 
  rise up against our captors. I have been here since, working 
  to liberate my siblings.”
  How did you free yourself? “I am not exactly sure how I 
  survived shedding my physical form, but I believe it has to do 
  with the elemental energies brought about by the storm over 
  the Jaizun Citadel. I can only guess that the energy diverted 
  from the storm weakened my magical prison. The activation 
  of the focused energy within the elemental gauge helped me 
  finally break free. Ever since that fateful day, I have worked 
  The Jistkan elementalist Ocosten has been petrified for 
  more than 8,000 years. When the PCs discharge the energy 
  from the elemental gauge in area A9, his body gradually 
  begins to return to its original state over the course of the 
  next 10 minutes. Ocosten is unarmed, disoriented, and has 
  lost all of his prepared spells. He remembers his name and 
  title as “Ocosten, sixth artificer to the grand master of the 
  Jistka Imperium.” He immediately surrenders if threatened.
  The wizard answers the PCs’ questions as best he can, 
  although he is plainly disoriented and can recall very little 
  about his former life. The last thing Ocosten remembers is 
  protecting himself from golems that went berserk. He saw 
  an elemental spirit called an ozimat tear itself free from 
  a destroyed golem and reach toward him. Ocosten has 
  several questions for the PCs, however.
  Who are you? Do you serve Ahriman? Ocosten wants 
  to know the PCs’ allegiances, although he’s fairly certain 
  they wouldn’t have restored him if they were enemies. 
  If the PCs describe the Pathfinder Society, Ocosten takes 
  an immediate interest in an organization dedicated to 
  recovering ancient lore. Ocosten asks for an introduction 
  to the PCs’ superiors.
  Who rules Jistka today? Ocosten is surprised to hear 
  that 8,000 years have passed. He is greatly saddened to 
  hear about the fall of the once-mighty empire, having 
  hoped it might recover despite pressure from fledgling 
  nations such as Osirion.
  Did any of my fellow elementalists from Deep 
  Sky survive the attack? Ocosten is angered that the 
  constructs dispatched his fellow elementalists and 
  saddened that he appears to be the only survivor.
  What happened to the Citadel of the Weary Sky? 
  PCs that played through Pathfinder Society Scenario #2–
  09 The Heresy of Man, Part III: Beneath Forgotten Sands 
  may divulge any relevant information they wish. 
  The PCs might be most interested in having Ocosten 
  free Illaton, the shaitan genie unable to leave Deep 
  Sky while Ocosten survives. Out of gratitude for being 
  restored, Ocosten releases Illaton from his bonds.
  Restoring Ocosten
  
  PATHFINDER SOCIETY SCENARIO
  18
  to help my siblings to free their own spirits, but without 
  the energy bound within the elemental gauge, I cannot save 
  them.”
  Did you kill your masters? “Not all. Some of the masters 
  perished at our hands, some teleported away, some even 
  came back and fought us. I did only what was necessary 
  to survive—not for my sake, but for the survival of my 
  siblings. The first one I attacked yet stands in stone over 
  there.” 
  Who built this place? “Our masters not only bound 
  elemental spirits, but enslaved genies as well. One made of 
  fire was forced to use its ability to grant wishes to bring this 
  complex into existence. A genie of each element was then 
  tasked to create other objects and structures within Deep Sky.”
  Who is the shaitan? “That is Illaton. He helped to create 
  Deep Sky and the elemental gauge. We were once friends. But 
  no longer. He slipped into madness and I into my solitude.”
  What is the elemental gauge? “It is a powerful device that 
  the masters used to monitor the storm over Jaizun Citadel, 
  to see when it would be safe to return. It did this by keeping 
  a fraction of the storm’s power within it. I cannot reactivate 
  the elemental gauge to release this bound energy, but if the 
  energy were released, I could use it to free my siblings from 
  their physical husks.”
  Korj’s goal and the Concordance’s mission are the same: 
  the PCs must release the remaining energy within the 
  elemental gauge. Korj asks the PCs to do so, and provides 
  assistance to direct and dissipate the energy as described in 
  area A9.
  Treasure: Near Ocosten’s petrified body are several smaller 
  granite sculptures created by Korj throughout the centuries. 
  Among the sculptures is an adamantine chisel worth 150 gp 
  and a rare Jistkan stone golem manual. In Subtier 10–11, one 
  of these sculptures is a stone horse (courser) (Pathfinder RPG 
  Ultimate Equipment 320). If the PCs have dealt peaceably with 
  the ozimat, he offers them these treasures. 
  Rewards: If the PCs do not recover these items, reduce 
  each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,845 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,262 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,679 gp.
  CONCLUSION
  Once the PCs have dealt with Korj and addressed the 
  elemental energies stored with the elemental gauge, they 
  are free to explore the Deep Sky complex further. If they 
  communicated peacefully with Korj, the ozimat leaves Deep 
  Sky along with any newly created ozimats.
  PRIMARY SUCCESS CONDITIONS
  The PCs complete their main mission by exploring the 
  outpost and dissipating the elemental energies in the 
  elemental gauge. Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs successfully complete their secondary mission if 
  they accomplish at least two of the following conditions: 
  parleying with the ozimat Korj; curing the genie Illaton 
  of his madness; freeing Illaton from his binding to Deep 
  Sky by convincing the unpetrified Ocosten to release 
  him; or bringing Ocosten back to the Pathfinder Society. 
  Completing two of these tasks earns each PC 1 additional 
  Prestige Point.
  FACTION NOTES
  Members of the Grand Lodge and Scarab Sages factions can 
  earn additional rewards depending on their actions during 
  the adventure.
  Grand Lodge: If the PCs dissipated the energies within 
  the elemental gauge in any manner other than by destroying 
  the device, Grand Lodge faction PCs earn the Deep Sky 
  Explorer boon. Venture-Captain Obo thanks the PCs for 
  the care taken in their approach, emphasizing the trust 
  that such care has earned the Pathfinder Society with the 
  Concordance of Elements.
  Scarab Sages: If any Scarab Sage faction PC succeeded at 
  the Sense Motive check in area A5 or A9 to sense the malicious 
  presence in Amenopheus’ jewel, Scarab Sage faction PCs 
  earn the Gemstone Speaker boon. Amenopheus meets with 
  faction PCs to express his concern that something hostile 
  lurks within the jewels, and he hopes that with his agents’ 
  ongoing assistance he can determine what it is and how to 
  eliminate it before it brings harm to the faction. 
  
  19
  REFUGEES OF THE WEARY SKY
  Player Handout 1: Sage Jewel
  Player Handout 2: Jistkan Harmonic Key
  Amenopheus presented you with the sapphire sage jewel and asked you to 
  observe its reaction to energies within a Jistkan ruin. While you possess the 
  jewel, you gain a +3 insight bonus on Knowledge (history) and Linguistics 
  checks. Additionally, you gain a +5 insight bonus on Knowledge (planes) checks 
  to identify creatures with the air, earth, fire, or water subtype. You may attempt 
  Knowledge (history), Knowledge (planes), and Linguistics checks untrained. 
  While you carry this jewel, you are fluent in Jistka and Ancient Osiriani.
  Additionally, as the bearer of the jewel, you may cast each of the following 
  spells as a spell-like ability once per day, using the listed DC and with a caster 
  level equal to your character level: comprehend languages, lightning bolt (DC 18), 
  heroism, and enervation.
  You may pass the gem to another character. If you do, that character gains the 
  bonuses on skill checks and may use any of the spell-like abilities that you have 
  not already cast in the last 24 hours.
  There are 5 strips of metal that each depicts a set of hands holding up a 
  number of fingers. From left to right they show: 
  Strip 1: 3 fingers, 3 fingers, 1 finger, 1 finger = 4 
  Strip 2: 1 finger, 2 fingers, 2 fingers, 1 finger = 2
  Strip 3: 3 fingers, 1 finger, 1 finger, 2 fingers = ?
  Strip 4: 1 finger, 2 fingers, 1 finger, 1 finger = ? 
  Strip 5: 5 fingers, 1 finger, 1 finger, 2 fingers = ? 
  
  PATHFINDER SOCIETY SCENARIO
  20
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  Bhuta
  This ghostly apparition floats in the air on backward-facing feet. Its 
  hands end in sharp talons, and its eyes glow with blue fire.
  BHUTA 
  CR 11
  Pathfinder RPG Bestiary 3 41
  NE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
  hp 147 (14d8+84)
  Fort +10, Ref +11, Will +10
  Defensive Abilities incorporeal, channel resistance +4; Immune 
  undead traits
  Weaknesses cold iron
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee 2 incorporeal claws +17 (5d8 plus bleed)
  Special Attacks bleed (1d8), blood drain (1d6 Constitution)
  Spell-Like Abilities (CL 11th; concentration +17)
  At will—animal trance (DC 18), speak with animals, veil  
  (self only, as animal with backward feet; DC 22)
  3/day—charm animal (DC 17)
  1/day—magic jar (animals only, DC 21)
  STATISTICS
  Str —, Dex 25, Con —, Int 11, Wis 8, Cha 22
  Base Atk +10; CMB +17; CMD 34
  Feats Animal Affinity, Dodge, Flyby Attack, Iron Will, Lunge, 
  Mobility, Stealthy
  Skills Bluff +16, Escape Artist +9, Fly +15, Handle Animal +14, 
  Knowledge (nature) +8, Perception +13, Ride +9, Sense 
  Motive +13, Stealth +24
  Languages Common
  SPECIAL ABILITIES
  Blood Drain (Su) As a standard action, a bhuta can suck blood 
  from an adjacent opponent that is taking bleed damage. The 
  target takes 1d6 points of Constitution damage (Fort DC 23 for 
  half). The bhuta heals 5 hit points when it drains blood.
  Cold Iron Weakness (Su) A cold iron weapon is considered to 
  be magical when used against a bhuta. A magic cold iron 
  weapon always functions as a ghost touch weapon when used 
  against a bhuta.
  Golem, Lead
  Resembling an unearthed vein of dull gray minerals, this crude, 
  hunchbacked humanoid figure uses its arms to support itself.
  LEAD GOLEM 
  CR 10
  N Large construct
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 7, flat-footed 26 (–2 Dex, +19 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4, Ref +2, Will +4
  DR 10/adamantine; Immune acid, construct traits, electricity, 
  magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +21 (2d10+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks retributive miasma
  STATISTICS
  Str 26, Dex 7, Con —, Int —, Wis 11, Cha 1
  Base Atk +14; CMB +23; CMD 31 (39 vs. bull rush, reposition)
  SQ divination screen, intractable density
  SPECIAL ABILITIES
  Divination Screen (Ex) Divination spells cast within 60 feet of a 
  lead golem automatically fail.
  Immunity to Magic (Ex) A lead golem is immune to spells or spell-
  like abilities that allow spell resistance. Certain spells and effects 
  function differently against a lead golem, as noted below.
  •	 A magical attack that deals acid damage instead coats the 
  lead golem, granting its slam attacks an additional 1d6 acid 
  damage for the following 1d4 rounds.
  •	 A gust of wind or neutralize poison spell directed at the 
  lead golem dissipates any clouds created by the golem’s 
  retributive miasma ability and prevents it from using that 
  ability for 1d6 rounds.
  Intractable Density (Ex) The weight and sturdiness of its form 
  grants the lead golem a +8 racial bonus on CMD versus bull 
  rush and reposition combat maneuvers.
  Retributive Miasma (Ex) Any attack that overcomes the 
  damage reduction of the lead golem causes fine lead particles 
  to fill the air within a 5-foot radius of the lead golem. This 
  cloud of lead persists for 1 round; any creatures within the 
  area or that pass through the cloud are exposed to the cloud’s 
  poisonous effects. Subsequent attacks damaging the golem 
  increase the duration of the cloud by 1 round each.
  Poison Cloud—inhaled; save Fort 16; frequency 1/round for 
  6 rounds; effect 1d3 Constitution and 1d3 Wisdom damage; 
  cure 2 saves. The save DC is Constitution-based.
  Golem, Stone
  This towering stone automaton bears the likeness of an archaic, 
  armored warrior. It moves with ponderous but inexorable steps.
  STONE GOLEM 
  CR 11
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4, Ref +3, Will +4
  
  21
  REFUGEES OF THE WEARY SKY
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +22 (2d10+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks slow
  STATISTICS
  Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +14; CMB +24; CMD 33
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A stone golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  •	 A transmute rock to mud spell slows a stone golem (as 
  the slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hit points.
  •	 A stone to flesh spell does not actually change the golem’s 
  structure but negates its damage reduction and immunity to 
  magic for 1 full round.
  Slow (Su) A stone golem can use a slow effect, as the spell, as 
  a free action once every 2 rounds. The effect has a range of 
  10 feet in a burst centered on the golem and a duration of 7 
  rounds, requiring a DC 17 Will save to negate. The save DC is 
  Constitution-based.
  Spectre
  This translucent, ghostly figure fades into view from the damp mist, 
  its face distorted by wrath into a hideous mask.
  SPECTRE 
  CR 7
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +17
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
  hp 52 (8d8+16)
  Fort +4, Ref +5, Will +9
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +10 (1d8 plus energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 16)
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
  Base Atk +6; CMB +6; CMD 21
  Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), 
  Weapon Focus (touch)
  Skills Fly +11, Intimidate +13, Knowledge (history) +10, 
  Knowledge (religion) +13, Perception +17, Stealth +14, 
  Survival +11
  Languages Common
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a spectre become 
  spectres themselves in 1d4 rounds. Spawn so created are 
  less powerful than typical spectres, and suffer a –2 penalty 
  on all d20 rolls and checks, receive –2 hp per HD, and only 
  drain one level on a touch. Spawn are under the command 
  of the spectre that created them and remain enslaved until 
  its death, at which point they lose their spawn penalties 
  and become full-fledged and free-willed spectres. They do 
  not possess any of the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell 
  in this way does not require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless in 
  natural sunlight (not merely a daylight spell) and flee 
  from it. A spectre caught in sunlight cannot attack and is 
  staggered.
  Unnatural Aura (Su) Animals, whether wild or domesticated, 
  can sense the unnatural presence of a spectre at a distance 
  of 30 feet. They do not willingly approach nearer than that 
  and panic if forced to do so unless a master succeeds at 
  a DC 25 Handle Animal, Ride, or wild empathy check. A 
  panicked animal remains so as long as it is within 30 feet 
  of the spectre.
  
  PATHFINDER SOCIETY SCENARIO
  22
  
  23
  REFUGEES OF THE WEARY SKY
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-17: 
  Refugees of the Weary Sky
  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.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
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  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
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  Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
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  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  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 
  Open Game Material so affected.
  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 this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #8–17: Refugees of the Weary Sky © 2017, 
  Paizo Inc.; Author: Jeffrey Swank.
  
  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
  JISTKAN STONE GOLEM 
  MANUAL
  PRICE
  22,000 GP
  SLOT none
  CL 14th
  WEIGHT 5 lbs.
  AURA strong abjuration, conjuration, and enchantment
  CONSTRUCTION REQUIREMENTS
  COST 11,000 GP
  Character Chronicle #
  7–8
  10–11
  —
  2,261
  3,849
  —
  3,055
  4,521
  7,697
  —
  6,109
  Out of
  Subtier
  Pathfinder Society Scenario #8-17: 
  Refugees of the Weary Sky
  Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent 
  adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role 
  in future adventures—especially those set on the elemental planes.
  ▫Deep Sky Explorer (Grand Lodge): You have learned something about how the artificers of the lost Jistka 
  Imperium bound elemental energies into stone. You can recall a bit of lore as a swift action to gain Elemental 
  SpellAPG as a bonus feat or to gain energy resistance 10 to acid, cold, electricity, or fire. The chosen benefit lasts 
  for 1 minute for each Earth Affinity boon you have earned with this PC. When you have used either benefit, 
  cross this boon off your Chronicle sheet. 
  ▫ Gemstone Secrets (Scarab Sages): Your experience in working closely with magical gems has given you 
  insight into how to efficiently utilize their magic. When you would expend a use from a magic gem, such as 
  a pearl of power, elemental gem, or a gem from a helm of brilliance, you may immediately cross this boon off your 
  Chronicle sheet to recover the expended use: for example, you could use a pearl of power a second time during 
  the day, or summon another creature later with the elemental gem. This boon does not affect any magic item 
  effect that replicates a spell of 7th-level or higher.
  Core Campaign
  All Subtiers
  Subtier 10–11
  +1 earth breaker (2,380 gp; Pathfinder RPG Ultimate 
  Equipment 18)
  +1 light fortification chain shirt (4,250 gp)
  bracers of armor +1 (1,000 gp)
  cloak of resistance +2 (4,000 gp)
  golembane scarab (2,500 gp)
  Jistkan stone golem manual (22,000 gp, limit 1)
  periapt of health (2,500 gp)
  ring of climbing (2,500 gp)
  bracers of armor +2 (4,000 gp)
  headband of vast intelligence +2 (4,000 gp)
  improved ring of climbing (10,000 gp)
  medallion of thoughts (12,000 gp)
  ring of protection +2 (8,000 gp)
  stone horse (courser; 10,000 gp; Ultimate Equipment 
  320)
  This ancient rune-carved book functions as an ordinary stone 
  golem manual, but contains additional instructions to 
  call elemental spirits into lifeless stone. When you are 
  adjacent to at least 2,000 pounds of natural, unworked 
  rock, you can take a full-round action to summon a stone 
  golem (Pathfinder RPG Bestiary 163) that emerges from 
  the rock. The golem follows your commands perfectly 
  for 1 round for each Hit Die you possess before vanishing 
  along with the Jistkan stone golem manual. 
  Craft Construct, antimagic field, geas/quest, limited 
  wish, summon monster IX, symbol of stunning, 
  creator must be caster level 14th.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-17 - Refugees of the Weary Sky.pdf