TEXT: By Alex Greenshields
  TAPESTRY’S TRIAL
  PATHFINDER SOCIETY SCENARIO #10-15 
  TIER 7–11
  
  Pathfinder Society Scenario #10–15: Tapestry’s 
  Trial 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 • Alex Greenshields
  Development Leads • John Compton and Michael Sayre
  Contributing Artists • Jesper Ejsing, Gabriela 
  Marchioro, Nikolai Ostertag, Mary Jane Parajaron 
  and Leonardo Santanna
  Cartographer • Jason Engle and Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael 
  Sayre, Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
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  Paizo CEO • Lisa Stevens
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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 Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
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  Pathfinder Society Scenario #10–15: Tapestry’s Trial © 2019, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
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  GM ResouRces
  Tapestry’s Trial makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s 
  Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG Ultimate 
  Magic (UM). This adventure assumes the GM has access to these sourcebooks. All rules referenced in 
  this adventure are available in the free online Pathfinder Reference Document at pfrd.info, and the 
  relevant rules from the Bestiary volumes are reprinted in the appendix for the GM’s convenience. 
  Table of Contents
  Tapestry’s Toil                                       3
  Player Handout                                    28
  Appendix                                          29
  Chronicle Sheet                                   32
  
  33
  straightforward: the destruction of Hao Jin’s greatest creation. 
  She offered to make things right, but inevitables denied her 
  request; a mortal clearly could not be trusted to fix this issue, 
  particularly not a mortal with such conflicts of interest. At last 
  she bargained to preserve the demiplane, offering her services 
  to Axis and surrendering the tapestry’s foundational secrets to 
  guarantee that she never violate the same unspoken strictures 
  again. She has upheld her promise ever since, hoping that she 
  might prove herself to Axis and be reborn in its eyes. 
  Centuries of neglect have eroded the tapestry’s magic, 
  exacerbated by the Pathfinder Society and Aspis Consortium 
  creating permanent portals on the demiplane like splinters 
  snagging open holes in the realm’s fabric. The demiplane 
  is now on the verge of collapse, and the Society knows it. 
  Pathfinders have been conducting salvage missions to rescue 
  the endangered inhabitants and document the doomed 
  W
  ith her mother an Abadaran priest and her father 
  a painter, Hao Jin enjoyed a privileged childhood 
  that ingrained in her both the importance of 
  order in her life and the drive to express her creative spirit. 
  Most of all, she loved exploring Goka’s historical buildings, 
  especially the Empress Yin Museum, dedicated to the ruler 
  who had granted Goka its sovereignty and to countless 
  Yixing artifacts from that fallen empire. She was a favorite 
  among the museum stewards, who nonetheless chided 
  her to be more careful around the exhibits. However, her 
  reckless playfulness as a teenager resulted in the building 
  catching fire, its flames destroying hundreds of priceless 
  treasures and killing Hao Jin herself. At great expense, her 
  parents gathered the funds for her resurrection. As the 
  magic reunited Hao Jin’s body and soul, it also ignited her 
  latent magical talents and gave her hair the deep red hue 
  that would together bestow her title: the Ruby Phoenix. 
  Her death, its cost to her family, and the incident’s 
  irrevocable destruction of history wore heavily on Hao Jin. 
  As her powers developed, she strove to collect and protect 
  treasures of the past so that all future generations might 
  appreciate them in a specially made demiplane—much as 
  Abadar preserved the perfect versions of all items within 
  his First Vault. These studies took years of research and 
  experimentation. Even then the demiplane struggled to 
  support life until Hao Jin devised the means to siphon off tiny 
  fractions of each departing soul’s energy. Through this and 
  other innovations, she forged a demiplane that could survive 
  the ages and sustain thousands of inhabitants in a timeless 
  museum world. Using a specially devised ritual, she traveled 
  Golarion and transported at-risk sites and groups into her 
  demiplane, where they could preserve their traditions forever.
  At last content with her creation, Hao Jin departed for 
  the Outer Planes to explore further and at last arrive in Axis, 
  where she dreamed of collaborating with the multiverse’s 
  most brilliant minds to preserve historical lore. Rather than 
  acclaim, she received reprimand. The Eternal City’s authorities 
  accused Hao Jin of having captured that which was not hers, 
  threatened planar stability, and violated cosmic laws by the 
  ways in which she created her demiplane. The verdict was 
  By Alex Greenshields
  TAPESTRY’S TRIAL
  TAPESTRY’S TRIAL
  The scenario begins in Absalom before quickly moving 
  to Axis, the plane of law unburdened by concerns for 
  morality. Axis is broken down into smaller, metropolis-sized 
  “neighborhoods,” many with racial, philosophical, or divine 
  predilections. For more information on Axis, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Roleplaying Game: Planar Adventures.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  sites, but the task is simply too massive. Thankfully, a recent 
  venture discovered that the Ruby Phoenix may yet live on 
  Axis, and the Society hopes that a team might find Hao Jin 
  and negotiate her assistance. To make matters even more 
  complicated, they’re not the only ones interested in the 
  tapestry’s fate. The night hag Aslynn has also learned of Hao 
  Jin’s whereabouts and sent her own agent, the elf named 322, 
  to learn the demiplane’s greatest secrets so that Aslynn might 
  harvest the souls within.
  SUMMARY
  The PCs are transported to the Plane of Axis to track down 
  the sorcerer Hao Jin and secure her help in repairing the Hao 
  Jin Tapestry. There they learn that she is voluntarily confined 
  to Aroden’s former domain. Hao Jin reviews the Society’s 
  findings and concludes that the demiplane is beyond saving, 
  but that there is a way to salvage its places and people. She 
  admits that she can’t perform the task because to ensure her 
  compliance, Axis authorities removed and stored portions 
  of her magic and memories, placing these into memory 
  engrams. She asks that the PCs retrieve these engrams, and 
  Hao Jin’s case manager asks that the PCs take this opportunity 
  to help assess Hao Jin’s character and deeds.
  The first of these engrams is integrated into an inevitable’s 
  body, and the headstrong outsider is both enthralled by and 
  slowly degrading as a result of the engram’s influence. The 
  PCs can convince the inevitable to surrender the engram 
  or else destroy the creature. The second engram is in the 
  floating library of Stylite. There a devil has become addicted 
  to the engram’s secrets and jealously defends its prize. The 
  third engram is in the Serene Circle, the god Irori’s divine 
  realm. There the PCs encounter 322, a night hag’s elven agent 
  who offers the engram in exchange for the PCs’ assistance in 
  subversive deeds.
  As the PCs recover engrams, they experience visions of 
  Hao Jin’s past, including key moments that led to her creating 
  the tapestry demiplane. After recovering all of the engrams, 
  the PCs and Hao Jin receive momentous news: a tribunal of 
  powerful outsiders is to review her case and deeds. During 
  Hao Jin’s trial, the PCs can step forward as key witnesses to 
  Hao Jin’s actions, motivations, and character. Hao Jin honors 
  her prior agreement with the PCs no matter the outcome, but 
  if not absolved, her assistance is limited.
  GETTING STARTED
  The PCs receive an unusual summons to meet District 
  Councilmember and priestess of Abadar Jostlyn Ferqyr (LN 
  female cleric of Abadar 15) at the Vault of Abadar in Absalom’s 
  Ivy District. Upon arrival, Ferqyr is already waiting at the 
  compound’s main gate flanked by two stern paladins of Abadar. 
  She greets the PCs politely and hands them an envelope 
  containing their mission briefing (Handout #1 on page 28) 
  along with a small satchel of handwritten documents.
  Ferqyr then asks the PCs to follow her into one of the Vault 
  of Abadar’s subbasements where they will be transported to 
  the plane of Axis. Ferqyr is remarkably tight-lipped during 
  this time—both because she knows little of the PCs’ mission 
  and because the Society has not retained her analytical 
  services—and she responds to any questions with a curt 
  apology and a shrug. She passes through several locked and 
  guarded rooms and descends two staircases, and finally 
  unlocks a vault that contains several small stone plinths, 
  each containing a lockbox. Ferqyr unlocks one and carefully 
  lifts out a golden miniature the size of a dinner plate in the 
  shape of a circular city.
  Read or paraphrase the following to begins the adventure.
  Keeper Ferqyr carefully hands the intricate golden miniature to 
  one of the paladins beside her and pulls out and reads from a 
  small scroll.
  “The Vault of Absalom hereby contractually gives permission 
  to the Members of the Pathfinder Society here present to make 
  use of the miraculous powers of the Golden City of Tumen to 
  travel to and return from the realm of the Master of the First 
  Vault, thrice-blessed be his name. During their stay in Axis, the 
  Pathfinders shall conduct themselves in a matter befitting their 
  role as representatives of the Church of Abadar, and not bring ill 
  repute upon it or any of its subsidiary organizations.”
  Ferqyr looks for an affirmative answer from each of the 
  PCs before she instructs them to place a hand on the golden 
  model of the city. As she intones the command phrase for 
  the device, the room disappears and the device transports 
  them to a tasteful reception room on Axis using a variation 
  of plane shift.
  KNOWLEDGE (ARCANA OR HISTORY)
  Based on the result of a Knowledge (arcana or history) check, 
  the PCs might know more about the sorceress Hao Jin and her 
  demiplane, the Hao Jin Tapestry. They learn all the information 
  with a DC equal to or less than the result of their check.
  15+: Hao Jin, also known as the Ruby Phoenix, was a 
  sorcerer of incredible power and the creator of the Hao Jin 
  Tapestry, a museum demiplane in which she placed entire 
  landscapes along with her greatest treasures. She mysteriously 
  disappeared several centuries ago and was presumed dead 
  until very recently.
  20+: Hao Jin was a master of elemental magic who earned 
  her title from her talent for resurrecting with ever bolder red 
  hair whenever she died. 
  25+: Unlike most spellcasters of her power (such as 
  Tar-Baphon and the runelords of Thassilon), Hao Jin chose 
  not to follow the path of power and domination, but instead 
  studied and cataloged the wonders of the multiverse, the 
  greatest of which she placed in her personal demiplane tied 
  to the fabled Hao Jin Tapestry.
  
  Esfir
  TAPESTRY’S TRIAL
  55
  THE GUESTHOUSE OF THE CAGE
  After a few moments, the PCs arrive in the second story 
  reception room of the Guesthouse of the Cage. Located 
  just outside one of the main gates of the city of Aktun, the 
  guesthouse serves as the default landing point for many using 
  magic items sacred to Abadar to reach Axis. Here they’re met 
  by a small welcoming committee to help guide their visit.
  The reception room is tastefully decorated with ornate 
  stone benches, tables, and chairs, and it overlooks an 
  enormous circular plaza hosting the Eternal Emporium, a 
  miles-wide expanse of colorful stalls that comprise one of 
  the largest markets in the Great Beyond. From there waft 
  the smells of spices, cooked meat, fresh fruits, and much 
  more, and beings from across the multiverse are visible 
  buying and selling all manner of goods. To the right the 
  PCs can see one of the massive gates leading into Aktun, 
  the center of Axis and domain of Abadar, decorated with 
  gold- and silver-traced murals. Standing atop the wall looms 
  the Lawgiver, Abadar’s herald who takes the form of a fully 
  armored warrior made of gold and steel.
  The reception room’s only occupant 
  is Esfir (LN female orshevalISG). Like 
  others of her kind, Esfir serves the 
  will of Abadar and looks like a 
  miniature draft horse, with dark 
  blue metallic skin, golden eyes, 
  and a white star-shaped patch on 
  her forehead. She hasn’t received 
  any visitors from Golarion in 
  quite some time and is therefore 
  very excited to see the PCs. Esfir 
  assumes that the PCs are clerics of 
  the god and addresses them 
  as such using truespeech 
  to speak in whatever 
  language they are most 
  comfortable 
  hearing. 
  She 
  apologizes 
  if 
  the 
  PCs 
  correct 
  her 
  assumptions 
  about their identities, 
  though this also makes 
  her 
  suspicious 
  because 
  only Abadarans are supposed 
  to 
  arrive 
  here—concerns 
  the 
  PCs can allay with a successful 
  DC 18 Diplomacy check and 
  explanation of their deal with 
  the Church of Abadar. She also 
  becomes suspicious if the PCs 
  masquerade as Abadarans unless 
  at least two PCs succeed at DC 21 
  Bluff or Disguise checks. If one 
  of the more assertive PCs is an Abadaran, no 
  checks are required to restore Esfir’s 
  faith in their intentions. 
  If the PCs cannot calm Esfir’s 
  suspicions, she curtly herds 
  them out of the building 
  without 
  answering 
  any 
  significant 
  questions 
  (see 
  Development). If the PCs do 
  maintain Esfir’s confidence, 
  she can answer their questions 
  about the area and more.
  Who are you? or Where are we? 
  “I am Esfir, member of the 
  14th Order, 289th Echelon of 
  Abadar’s eternal retinue, 
  and you have arrived at 
  the Guesthouse of the 
  Cage outside of Aktun, 
  the domain of thrice-
  blessed Abadar.”
  Do you know of 
  a human sorceress 
  named 
  Hao 
  Jin? 
  Esfir thinks for a 
  moment. “I have heard 
  that name, though not 
  for some time. Come, 
  we 
  can 
  investigate.” 
  Esfir leads the PCs to 
  the building’s ground floor 
  Because the plane of Axis is strongly law-aligned, 
  some spells function differently there than elsewhere. 
  Additionally, creatures with non-lawful alignments take 
  penalties from being on a plane of pure law. For more 
  information on these planar effects, see Chapter 7 of 
  the Pathfinder RPG GameMastery Guide, or Chapter 2 of 
  Pathfinder RPG Planar Adventures.
  Strongly Law-Aligned: Creatures who are not lawful 
  aligned take a –2 penalty on all Intelligence-, Wisdom-, and 
  Charisma-based checks. 
  Enhanced Magic: A spell or spell-like ability with the 
  lawful descriptor functions as if its caster level were 2 higher. 
  Impeded Magic: To cast a spell or spell-like ability with 
  the chaotic descriptor, a caster must attempt a concentration 
  check (DC = 20 + the level of the spell). If the check fails, the 
  spell does not function but is still lost as a prepared spell or 
  spell slot. If the check succeeds, the spell functions normally. 
  Axis’s Planar Traits
  
  PATHFINDER SOCIETY SCENARIO
  66
  and consults a large book while turning pages with mage 
  hand. At last she reaches a very old entry and concludes, 
  “Here: Hao Jin, a sorcerer of considerable power arrived 333 
  years ago, after which there’s no formal record of her having 
  departed. This designation here indicates she received formal 
  reprimand from the Eternal City soon afterward, and the last 
  entry points to her performing research in the Empty Court 
  as a guest of the axiomites.”
  What is the Empty Court? “It was the divine realm of 
  Aroden. When he mysteriously perished more than a century 
  ago, it began to collapse. Be careful, as it is no longer part of 
  Axis and does not benefit from the Eternal City’s protection.”
  How can we reach the Empty Court? Esfir proudly explains, 
  “There are numerous forms of accelerated transportation 
  in Axis, including a host of gateways for public use. I shall 
  provide you directions to the most convenient one, which 
  should take you to within sight of the Empty Court.”
  Development: Once the PCs learn of Hao Jin’s approximate 
  location from Esfir, she can guide them into the Eternal 
  Emporium, along several streets, and to a small rotunda 
  where a semicircular wall partially encloses a fountain. 
  Seven arches in the wall each have a lantern that hangs 
  nearby, with flames that ignite and extinguish for a minute 
  at a time. While the flame burns, creatures periodically walk 
  into the arches and disappear, and while a given flame is out, 
  creatures sometimes step out from that arch. This is one of 
  numerous permanent sets of portals, each of which travels 
  to a distant part of Axis. Esfir makes for the rightmost arch, 
  and a petitioner serving as the rotunda’s custodian briefly 
  tries to warn her about that portal before she waves the 
  petitioner off. She explains that this portal doesn’t see much 
  use anymore, but that it travels to within sight of the Empty 
  Court. Esfir excuses herself and invites the PCs to call on her 
  again should they need directions.
  If Esfir evicted the PCs before they could ask questions, 
  they have to navigate Axis and locate Hao Jin on their own. 
  Fortunately, Axis is a cosmopolitan plane that accommodates 
  visitors who are willing to follow the rules—most of which 
  exist to boost efficiency and avoid logjams. A PC can quickly 
  track down a customs authority, such as Urutu (LN male 
  petitionerB2), a humanoid figure whose blue-green skin bears 
  the numerous tattooed riddles and runes common to most of 
  the plane’s petitioners. In exchange for a 50 gp processing fee, 
  Urutu can guide the PCs to a local office, run a search for Hao 
  Jin, and send for additional records from another district to 
  confirm the same information that Esfir could have provided. 
  He then provides the PCs directions, welcomes them to Axis, 
  and sends them on their way.
  Surveillance: From the moment they leave the Guesthouse, 
  the PCs are under surveillance by 322 (see page 19), the agent of 
  the night hag Aslynn. She arrived just before the PCs and has 
  stationed herself in the guise of a human trader (using her many 
  forms ability) among the tents of the market. Unless the PCs 
  take extraordinary precautions before exiting the guesthouse, 
  322 spots them. PCs who succeed at a Hard Perception check 
  get the feeling of being watched, but otherwise can’t interact 
  with 322 at this time. Once the PCs leave for the Empty Court, 
  322 enters the guesthouse while disguised as a priest of Abadar 
  and asks after the PCs. With some coaxing, Esfir conveys 
  everything that she and the PCs discussed.
  MEETING A LEGEND
  Several decades ago, the Axiomite Godmind pulled Hao Jin 
  from her previous assignment in order to study the Empty 
  Court and perhaps find clues about Aroden’s death and 
  disappearance. Hao Jin has conducted research here ever since, 
  and although she has made several intriguing discoveries, she 
  has yet to unravel the truth behind the god’s fate.
  The gateway the PCs used deposits them in a largely 
  abandoned neighborhood several hundred feet from the 
  Empty Court. Once a vast city with towering marble spires 
  and broad crystal domes, Aroden’s realm has crumbled into 
  In Axis, public violence draws the attention of an axial 
  monitor (see page 29) within 1d4 minutes. The creature 
  first attempts to defuse the situation, and if unsuccessful, 
  subdues the combatants using nonlethal attacks. Should the 
  outsider feel outmatched, it can calls for 1d3 additional axial 
  monitors that arrive in 2d6 rounds. Subdued violators are 
  brought to dispatch stations for questioning and detention, 
  and they’re effectively removed from play for the rest of 
  the scenario. A PC can leverage the necessary combination 
  of influence and capital to secure their own freedom by 
  expending Prestige Points equal to their character level. This 
  cost increases by an amount equal to the PC’s level each 
  time they’re detained in this way. If combat occurs where 
  there are no witnesses, no axial monitors appear except 
  under extraordinarily flashy circumstances.
  Fighting in Axis
  Throughout the scenario, the citizens of Axis take note of 
  how the PCs comport themselves. Encounters include a 
  Chaos entry that notes likely actions that lend the PCs a 
  reputation for troublemaking or spreading chaos, which can 
  influence the trial at the end of the scenario. Keep a tally 
  for each PC. In addition to these prompts, a PC might earn 
  additional strikes for blatant acts of chaos such as inciting 
  panic, dramatically browbeating citizens, deceiving city 
  officials, or fighting Axis’s authorities.
  Fomenting Chaos
  
  Hao Jin
  TAPESTRY’S TRIAL
  77
  a wasteland of dust and ruins. Axis officially cordoned off 
  the divine realm with a golden wall guarded by inevitables, 
  declaring the region no longer part of Axis until it could be 
  claimed by a new ruler. As a result, sundry groups contest the 
  realm to this day. Two axial monitors equipped with golden 
  halberds guard the nearest entrance, and they order the PCs 
  to pause in their approach and explain their intentions for 
  entering the Empty Court. Any mention of Hao Jin causes 
  the two to pause and command the PCs to wait while the 
  outsiders summon the proper authority. So long as the PCs 
  do as they’re told—an axial monitor loudly reprimands them 
  if they cause trouble—one of the monitors finishes a sending 
  spell and then waits about 15 minutes before a harried arbiter 
  inevitable arrives through the nearby gateway.
  The inevitable is Eleven-Sun-Truth (LN agender advanced 
  arbiterB2), a flying metallic sphere about a foot in diameter 
  with one eye, two decorative wings, and a pair of arms. The 
  creature serves as Hao Jin’s advocate and case manager and 
  thus is quite familiar with her location, status, and past.
  “Greetings, mortals. This one is classified Eleven-Sun-Truth and 
  represents the one classified Hao Jin in all matters before her 
  Tribunal. I have been informed that you have business with said 
  individual but must inform you that the one you seek is not 
  accessible on orders of the Godmind itself. How else may this one 
  be of service?”
  Eleven-Sun-Truth begins this meeting quite firm 
  about not introducing the PCs to Hao Jin. The inevitable 
  is generally friendly but puts on a show of huffing at 
  and being offended by mortal imperfections without 
  intending malice. A PC who succeeds at a DC 22 
  Diplomacy check (DC 27 in Subtier 10–11) can convince 
  the arbiter to mediate a short discussion with the 
  sorcerer, and the PCs can convince the inevitable 
  automatically by citing the Hao Jin Tapestry demiplane’s 
  imminent collapse. Realizing that the PCs have come 
  on a matter of dimensional stability (something very 
  important to inevitables and axiomites) that directly 
  involves the Ruby Phoenix, the arbiter agrees to guide them 
  to Hao Jin. Eleven-Sun-Truth asks the axial monitors to open 
  the gate and invites the group to follow inside, warning them 
  that a lawless realm lies beyond. 
  Surveillance: After interrogating Esfir, 322 uses the travel 
  portal and arrives after the PCs have already entered the 
  Empty Court. 322 returns to her safe house and tries to 
  scry on them instead using her scrying spell (in Subtier 
  10–11 she uses greater scrying). She picks a fighter- or 
  rogue-type as her target, and GMs should secretly roll 
  a DC 20 Will save (DC 23 in Subtier 10–11). If the save 
  succeeds, the PC is aware that they have been the target of 
  a hostile spell but cannot determine its origin (see pages 
  216–217 of Pathfinder RPG Core Rulebook), but 322 attempts the 
  spell again on the next best target. If the save fails, 322 listens 
  to the PCs’ conversations as they pass through the Empty 
  Court. Each PC can make a DC 25 Perception check (DC 27 in 
  Subtier 10–11) to spot the sensor created by the spell (see page 
  210 of Core Rulebook), which can be dispelled but is otherwise 
  immune from harm. 322 maintains the spell until the group 
  reaches Hao Jin.
  AMPHITHEATER OF THE LAST AZLANTI
  As advertised, distant skirmishes are visible in the Empty 
  Court, which Eleven-Sun-Truth identifies as angels, devils, 
  and other beings skirmishing to claim territory. During 
  their walk, the PCs can ask questions of Eleven-Sun-Truth, 
  who is amenable to explaining Hao Jin’s confinement on Axis 
  as described in the adventure’s background. The walk takes 
  about 20 minutes before the PCs arrive at the 
  
  PATHFINDER SOCIETY SCENARIO
  88
  Amphitheater of the Last Azlanti, an ancient, multistory 
  theater built into the side of a hill. The structure’s outer 
  walls bear faded murals of Aroden’s life: his mortal life as a 
  blacksmith, his leading of the Azlanti survivors from the ruins 
  of Earthfall, his planar travels, his raising of the Starstone and 
  creating Absalom, his battle with the wizard Tar-Baphon, and 
  more. Inside, the amphitheater’s stadium-style seating partly 
  surrounds a raised, stone stage where a small tent is pitched 
  next to a campsite.
  Nearby sits Hao Jin (LN female human sorcerer 
  20/archmageMA 9), who is studying and sketching several dozen 
  broken sculpture pieces made of throneglass, a magically 
  hardened glass associated with certain ruined cities in Azlant. 
  She looks up with curiosity as the PCs approach and greets 
  them with a courteous nod without breaking eye contact.
  “Welcome, Eleven-Sun-Truth. You have not brought me visitors 
  in some time and certainly never from my home world. What 
  calamity has befallen Golarion that you come all the way to the 
  Eternal City to find me? Has the Whispering Tyrant escaped his 
  confinement? Has a new spawn of Rovagug been released in 
  Casmaron? Or has Arazni perhaps decided to stir from her torpor 
  and lay claim to Garund? What is the matter? I see the strain of 
  grave news in your faces.”
  The PCs now have a chance to convey the reason behind 
  their mission to Axis. Hao Jin listens closely as the they 
  explain but seems particularly interested in the recent history 
  and state of the Hao Jin Tapestry. She asks follow-up questions 
  from time to time about specific parts of the story, and if 
  given the documents from the satchel given to the PCs at the 
  beginning of the scenario, reads them closely. She inquires 
  about the places and people still left in the tapestry, asking 
  if any of the PCs have had any personal interactions with 
  them. She becomes somewhat incensed when she reads in 
  the documents (or learns it from the PCs) that both the Aspis 
  Consortium and the Pathfinder Society created “backdoors” 
  into the tapestry and explains that these actions collectively 
  degraded the demiplane and triggered its imminent collapse. 
  She is aware of the Pathfinder Society’s Existence but asks 
  about any other group (such as the Aspis Consortium) that 
  began after she left Golarion in 4376 ar. Once she finishes 
  reviewing all the documents and hearing from the PCs, Hao 
  Jin thinks for a moment before announcing her assessment.
  “Although I cannot hold the actions of the Pathfinder Society 
  and its rivals as blameless in the Tapestry’s demise, I know that 
  at least the Society did not commit them out of malice. In the 
  end, responsibility for the demiplane’s condition is mine. My time 
  here on Axis has shown me how reckless I acted when I created 
  the demiplane. I did not fully understand the implications and 
  long-term consequences of my actions, but what is done is done 
  and cannot be taken back.”
  She lowers her eyes and lets out a long sigh, before continuing. 
  “If I understand you and the documents you have shown me 
  correctly, I’m afraid there is nothing I can do to save the Tapestry; 
  it has unraveled beyond the point of repair. There may, however, 
  still be a chance to save the places and people inside it. My 
  memory is not what it once was, but I believe that I could perform 
  a ritual that reverses the process I first used to transport various 
  sites into the tapestry, thereby returning a site to its original 
  location. In that way that site could serve as an ark to carry any 
  plants and creatures aboard back to the Material Plane.”
  Hao Jin identifies two significant obstacles to her 
  performing the ritual. The first is that the ritual would need 
  to be performed on the Material Plane and reasonably close 
  to where the structure would be deposited. That wouldn’t be 
  a problem were it not for Hao Jin’s self-imposed detention 
  in Axis, to which she is committed as she seeks to prove 
  her dedication, self-reflection, and self-control to Axis’s 
  authorities. Fortunately, she theorizes that the Pathfinder 
  Society has grown in the centuries since she last heard of it, 
  and a contingent of powerful spellcasters might be able to 
  perform the ritual in Hao Jin’s place.
  The second obstacle is far more significant: Hao Jin no 
  longer knows how to perform certain parts of the ritual. 
  When she bargained with Axis to preserve the demiplane, the 
  sorcerer allowed select memories and technical knowledge 
  to be extracted from her mind. Preserved on devices called 
  memory engrams, these memories not only ensure that Hao 
  Jin can’t recreate the same violations that offended Axis 
  in the first place, but they also provide a means by which 
  scholars can study these experiences and innovations in 
  responsible ways. Were the engrams brought back to her, 
  Hao Jin might reassemble the rituals so that someone could 
  perform one last transposition—she suspects this process 
  would trigger the demiplane’s final death throes, so there’s 
  only the one opportunity.
  However, Hao Jin’s also concerned that recreating these 
  rituals would likewise violate her agreement with Axis, so 
  she looks to Eleven-Sun-Truth for official clarification. The 
  arbiter’s eye rotates slowly in thought before snapping back 
  to stare at Hao Jin before the inevitable states, “In the cosmos, 
  law is the ideal, not the absolute condition, thus requiring 
  some interpretation from the inevitables who enforce order. 
  Likewise in this situation, there is no one answer. How 
  you interpret it reflects your identity as the judge.” Hao Jin 
  scowls in response to this non-answer and considers the 
  ramifications for a moment, listening to the PCs’ input if 
  any and agreeing wryly with any PC who observes that this 
  sounds like a test. She then concludes that the lives of the 
  demiplane inhabitants outweigh her current trials, and she 
  tries to strike a balance: she can help the PCs recreate the 
  ritual if they provide the engrams, but she intends to continue 
  her confinement and service to Axis here in the Empty Court.
  
  TAPESTRY’S TRIAL
  99
  Eleven-Sun-Truth neither objects nor approves, instead 
  producing several small electrum badges for the PCs to wear, 
  each marked with the same three vertical lines surrounded 
  by a border of unevenly spaced dots. The arbiter explains that 
  these should help others recognize that the PCs are acting 
  as Hao Jin’s advocates in recovering the engrams, though the 
  badges serve more as identification, not as signs of absolute 
  authority; it is still up to the PCs to convince the current 
  holders to let the PCs borrow the engrams.
  The arbiter can also answer the PCs questions about the 
  engrams, including the likely inquiries below.
  What are the memory engrams? “These memory engrams 
  are extracted information—memories, technical knowledge, 
  and in some cases, raw feelings—drawn from a subject and 
  stored within tightly rolled, metal scrolls about the size of 
  a human hand, each clasped shut with a cartouche. The 
  subject can no longer access that specific information, but 
  the process usually imprints the device with many adjacent 
  memories that are shared between the device and the 
  subject. For example, extracting knowledge of a particular 
  meal might also store strong memories of the subject’s 
  other meals. The stronger the memories, the more easily 
  they’re accessed.”
  Where can we find the memory engrams? “There are 
  three engrams of note, which are part of a more extensive 
  library system. One engram stores a portion of my client’s 
  creative innovation, and as an experiment, authorities 
  in the Adamantine Forge granted it to now somewhat…” 
  Eleven-Sun-Truth scowls with disappointment. “…eccentric 
  inevitable in order to explore new inevitable-forging 
  techniques. That inevitable frequents the domain of 
  demigoddess Chaldira Zuzaristan in its downtime.
  “Another engram contains elements of my client’s magical 
  theory, and it is in the Stylite.” The arbiter winces and looks 
  skyward before pointing to a floating building miles away. 
  “There. You should just be able to present your credentials 
  and be done.
  “The last of the engrams I suspect she would need pertains 
  to my client’s childhood and their first death. It was last 
  checked out by Yakomo, an Iroran acolyte. Given the hour, 
  I expect him to be busy with religious devotions for several 
  hours yet, after which he would likely return to his home just 
  outside the Serene Circle, Irori’s realm.”
  Can we open an engram? “You may. Everyday handling 
  shouldn’t harm the devices.”
  How do we reach these places? The arbiter floats a little 
  higher while proudly responding, “As the foundation of 
  order itself, Axis is an expanse of districts and departments, 
  each connected to key partners by means of myriad forms of 
  public transportation and sets of portals. I can provide you 
  clear written directions.”
  Will you accompany us? “That should not be necessary. As 
  is, I will need to attend to other duties shortly.”
  Development: Following their conversion, Hao Jin wishes 
  the PCs a speedy return and asks Eleven-Sun-Truth to escort 
  them back to the travel portal. “The streets and buildings 
  sometimes switch places when you aren’t looking. I still 
  haven’t figured that out,” she mentions off-handedly.
  On their walk back, Eleven-Sun-Truth makes a request of 
  the PCs. Since the PCs are already acting as her advocates, the 
  arbiter hopes that they might lend their mortal perspectives 
  in interpreting Hao Jin’s past actions, her present disposition, 
  and her future potential. As Eleven-Sun-Truth points out, 
  although a host of outsiders have analyzed Hao Jin’s dossier, 
  they approach her deeds with certain biases. Not only do the 
  PCs have a unique perspective as members of the Pathfinder 
  Society—most of who are the only creatures to have interacted 
  with the tapestry demiplane’s inhabitants in centuries—but 
  they might interpret some of the memories stored on the 
  engrams through their own mortal lenses. The arbiter would 
  like to schedule interviews with the PCs once they’ve secured 
  what they need and sent it to their superiors. It does not need 
  a commitment from the PCs right now and conveys them 
  through the rest of the Empty Court without incident.
  A. THE HEARTH-GROWN HOUSE (CR 10 OR 
  CR 13)
  The Hearth-Grown House is a series of connected 
  apartments, feasting halls, gambling parlors, inns, and 
  courtyards that constitute the unofficial domain of the 
  halfling deity Chaldira Zuzaristan, demigoddess of battle, 
  luck, and mischief. The Hearth-Grown House is tucked into 
  a small corner of Abadar’s domain of Aktun. The House is 
  a place of refuge for her followers, petitioners, and anyone 
  else who needs a break from the unchanging perfection 
  of the Eternal City. Abadar tolerates the gambling at the 
  Hearth-Grown House as a necessary evil: when taken to 
  excess it can hurt society, but in general it provides much-
  appreciated relaxation and stimulates the economy.
  The travel portal deposits the PCs on a side-street a short 
  distance from the Hearth-Grown House. The narrow alley is 
  crowded with petitioners, all of whom seem to be heading 
  for a single destination: a large, wooden gate in the twelve-
  foot-tall hedge wall that surrounds Chaldira’s divine home. 
  Past the gate is a large, grassy common area surrounded by 
  To accommodate a group of four PCs, the Maker’s 
  malfunctions cause her limbs to jerk spasmodically, and she 
  suffers a 20% miss chance with her slam attacks as though 
  the target had concealment (though the target cannot use 
  this concealment to hide).
  Scaling Encounter A
  
  A. The Hearth-Grown House
  1 square = 5 feet
  Pathfinder Flip-Mat: Museum
  N
  M
  : The Maker
  M
  PCs
  Start
  Here
  PATHFINDER SOCIETY SCENARIO
  10
  10
  numerous large and inviting structures that look like the 
  homey country taverns found in Golarion’s more peaceful 
  hamlets and towns. A singing voice accompanied by string 
  instruments and flutes can be heard from within.
  Once the PCs step inside, read or paraphrase the following.
  Countless chairs and tables are arranged in this large room around 
  a central stage upon which sits a lillend azata singing a wistful 
  song while accompanied by an unusual collection of natives of 
  the Great Beyond playing an assortment of string and woodwind 
  instruments. The air is thick with sweet tobacco smoke and the 
  smell of good food and drink, while the audience of largely 
  remade petitioners watches the singer with obvious enthusiasm.
  “Pretty good, eh?” says a metallic voice just to your left. 
  “Emelliana the Muse, that’s the singer, she only comes here to 
  the House when she visits Axis. It’s the only place she’ll perform! 
  Everywhere else is too stuffy, she says.”
  The voice belongs to the object of the PCs’ search: the 
  inevitable known as the Maker. She appears as an unusual 
  ivory-colored kolyarut inevitable with two additional 
  attached arms and is currently leaning against the back 
  wall of the room watching the performance. Covered in 
  dozens of small cuts, scrapes, dents, and scorch marks, she 
  is wearing a leather apron long enough to be a skirt and is 
  tapping her foot to the music.
  If the PCs try to engage the Maker in serious conversation, 
  she motions them to be quiet and asks them to wait until 
  the azata finishes her performance. If they insist on talking 
  with her during the lillend’s performance, she grumbles and 
  moves to lead the PCs outside of the tavern’s amphitheater 
  to a nearby secluded courtyard so she can speak with them, 
  but the PCs incur a –2 penalty on skill checks made to 
  influence the Maker from this point forward.
  It is possible for the PCs to remove the engram from the 
  Maker in combat without damaging her. PCs can knock the 
  Maker’s memory engram loose with a successful disarm or 
  steal combat maneuver against the Maker’s CMD, causing her 
  to lose her sorcerer spells and bloodline abilities in Subtier 
  10–11, or become staggered in Subtier 7–8. Succeeding at 
  either of these maneuvers a second time dislodges the 
  memory engram completely, ending the conflict as the 
  Maker returns to her normal mental state.
  Dislodging the Engram
  
  The Maker
  TAPESTRY’S TRIAL
  11
  11
  Influencing the Maker: The Maker was once a relatively 
  simple kolyarut, but when Hao Jin’s memory engram was 
  implanted in her, she also inherited many of Hao Jin’s 
  emotions, as well as a small fraction of her power. The 
  experiment that led to the memory engram being implanted 
  inside the Maker ended nearly four years ago, but no one 
  has returned to claim the engram due the task being a lower 
  priority than other more pressing concerns. The Maker has 
  integrated more and more of Hao Jin’s personality during 
  this time, making her somewhat unstable (as reflected by 
  the malfunctioning ability in her stat block on pages 11–13). 
  In Subtier 10–11 the Maker has better adapted to the memory 
  engram and can wield a fraction of Hao Jin’s power; this is 
  represented by the Maker having the sorcerer class template, 
  with spells and abilities appearing in (and reprinted from) 
  the Phoenix Bloodline presented in Pathfinder Player 
  Companion: Heroes of Golarion.
  Having no need to eat or sleep, the Maker spends 20 hours 
  of each day working in the Adamantine Crucible where she 
  helps build and design inevitables. She takes great pride 
  in her job, but the emotional elements she has 
  inherited from Hao Jin still require breaks and 
  diversions, so she comes to the Hearth-Grown 
  House to relax. She enjoys spending her time 
  here listening to music, gambling, or playing a local 
  sport called pe-ole, a fast-paced sport reminiscent of 
  jai-alai that involves hurling and catching a 
  ball with the help of a hand-held basket.
  Once the song ends, or once the PCs 
  bother her enough to convince her to 
  leave, the Maker is willing to converse 
  with the PCs and leads them to a secluded, 
  well-lit courtyard behind the tavern. When 
  she learns that the PCs are looking for Hao 
  Jin’s memory engram, the Maker becomes 
  defensive, each of her arms reaching 
  up to grasp at the engram where it is 
  implanted at the base of her neck. 
  After decades with it integrated 
  into her body, she has become 
  quite attached to it. In order to 
  convince her to give up the memory engram, 
  the PCs must succeed at a series of three DC 
  23 skill checks (DC 27 in Subtier 10–11) for 
  which they can use any of the following 
  skills: Diplomacy (to simply try and 
  convince her), Knowledge (arcana or 
  planes) (to drive home the metaphysical 
  ramifications of the Tapestry’s 
  destruction 
  if 
  she 
  doesn’t 
  help), any Craft skill (to engage 
  her about her creation and 
  development techniques), or a 
  Profession skill that the GM considers relevant. Focusing 
  on the loss of life or the destruction of the unique locations 
  within the Tapestry gains the PCs no bonus, as the memory 
  engram within the Maker does not house any portions of 
  Hao Jin’s empathy. Any number of PCs may aid the main PC 
  attempting the skill check. 
  If a PC fails a check, they can try again, but the Maker 
  suffers a significant malfunction following the third failed 
  skill check as her already strained mind is overwhelmed by 
  the PCs’ badgering and attacks them. The PCs have three 
  combat rounds to defeat the Maker before the combat 
  attracts the attention of passerby. A PC who succeeds at a 
  DC 23 Perception check (DC 27 in Subtier 10–11) hears the 
  sound of approaching footsteps during the second round 
  of combat and can attempt to convince the passerby that 
  everything is fine by succeeding at a DC 23 Bluff check (DC 
  27 in Subtier 10–11) or using an appropriate illusion spell 
  or similar solution to disguise the battle. Every two rounds 
  thereafter another passerby arrives; PCs 
  can continue to convince the passerby that 
  everything is fine, though the DC for Bluff 
  checks increases by +1 for each additional 
  attempt. If the PCs fail to detect or reassure 
  the passersby, the axial monitors are immediately 
  summoned (see the Fighting on Axis sidebar on 
  page 6). 
  If the axial monitors arrive, PCs that have not 
  taken violent action who present one of the 
  badges given to them by Eleven-Sun-Truth can 
  inform the axials that the Maker is suffering 
  from some kind of malfunction and 
  convince them to subdue 
  the Maker and turn over 
  the memory engram. Once 
  the Maker is unconscious or 
  helpless, her memory engram 
  can be removed with a DC 
  18 Disable Device or Knowledge 
  (arcana) check (DC 21 in Subtier 
  10–11). PCs who render the Maker 
  helpless can remove the memory engram 
  from the back of her neck as a full-round action.
  SUBTIER 7–8 (CR 10)
  THE MAKER 
  CR 10
  Unique degenerate kolyarut (Pathfinder 
  RPG Bestiary 2 163, Pathfinder RPG 
  Bestiary 5 288)
  LN Medium outsider (extraplanar, 
  inevitable, lawful)
  Init +6; Senses darkvision 60 ft., 
  low-light vision; Perception +20
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
  hp 134 (12d10+68)
  Fort +12, Ref +8, Will +9
  Defensive Abilities constructed; DR 10/chaotic; SR 23
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +16 (2d6+4)
  Spell-Like Abilities (CL 12th; concentration +13)
  At will—disguise self, enervation, hold person (DC 14), 
  invisibility (self only), locate creature, suggestion (DC 14), 
  vampiric touch
  2/day—hold monster (DC 16), mark of justice, quickened 
  suggestion (DC 13)
  TACTICS
  During Combat The Maker is overwhelmed by Hao Jin’s powerful 
  personality, causing the inevitable to struggle between mortal 
  reason and its immortal logic. She uses her hold monster 
  spell-like ability to restrain the nearest PC and calls for help. 
  She responds to damaging attacks by relentlessly swinging 
  with her slam attacks against the last creature to injure her, 
  using her vampiric touch ability when reduced to 40 or fewer 
  hit points.
  Morale If reduced to 10 or fewer hit points, the Maker uses 
  her invisibility spell-like ability and stands perfectly still, her 
  malfunctioning mind believing this keeps her safe. If attacked 
  further, she attempts to flee.
  STATISTICS
  Str 18, Dex 15, Con 19, Int 6, Wis 13, Cha 12
  Base Atk +12; CMB +16; CMD 28
  Feats Alertness, Combat Casting, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes, Quicken Spell-Like Ability 
  (suggestion)
  Skills Diplomacy +16, Disguise +16, Knowledge (planes) +9, 
  Perception +16, Sense Motive +16, Survival +12; Racial 
  Modifiers +4 Diplomacy, +4 Disguise
  Languages truespeech
  SPECIAL ABILITIES
  Malfunctioning (Ex): The Maker is malfunctioning due to Hao 
  Jin’s borrowed emotions. As a result, her regeneration is 
  suppressed, her spell-like abilities have been reduced, and 
  she has the degenerate template. If Hao Jin’s memory engram 
  is removed from the Maker, she returns to normal (giving 
  her the same statistics as a standard kolyarut, but with two 
  additional slam attacks).
  SUBTIER 10–11 (CR 13)
  THE MAKER 
  CR 13
  Uniqe sorcerer kolyarut (Pathfinder RPG Bestiary 2 163, Pathfinder 
  RPG Monster Codex 248)
  LN Medium outsider (extraplanar, inevitable, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 158 (12d10+92); 
  Fort +14, Ref +10, Will +11
  Defensive Abilities constructed; DR 10/chaotic; SR 23
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +18 (2d6+6)
  Spell-Like Abilities (CL 12th; concentration +17)
  At will—disguise self, enervation, hold person (DC 18), 
  invisibility (self only), locate creature, suggestion (DC 18), 
  vampiric touch
  3/day—hold monster (DC 20), mark of justice, quickened 
  suggestion (DC 17)
  Spells Known (CL 12th; concentration +17)
  3/day—blur, flaming sphere (DC17), dispel magic, magic circle 
  against evil (DC 18), wall of fire 
  TACTICS
  During Combat Empowered by the fragments of Hao Jin contained 
  within the memory engram, the Maker is a fearsome opponent. 
  During the first round of combat, she uses a quickened 
  suggestion to try and convince the nearest opponent to walk 
  away from her and casts blur on herself. During subsequent 
  rounds she uses wall of fire to create a barrier between herself 
  and her opponents, casting hold monster and flaming sphere 
  to maximize the amount of damage her opponents take. 
  When an opponent is in melee reach, the Maker activates her 
  immolation ability and full attacks with her slams.
  Morale If reduced to 60 or fewer hit points, the Maker casts 
  flaming sphere with her Phoenix bloodline ability and uses the 
  flames to heal herself, attacking enemies with her vampiric 
  touch in subsequent rounds until she is healed back to at least 
  100 hit points. If she has no remaining castings of flaming 
  sphere, she instead alternates between casting invisibility and 
  vampiric touch.
  STATISTICS
  Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 20
  Base Atk +12; CMB +18; CMD 32
  Feats Alertness, Combat Casting, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes, Quicken Spell-Like Ability 
  (suggestion)
  Skills Diplomacy +24, Disguise +24, Knowledge (planes) +15, 
  Perception +22, Sense Motive +22, Survival +18; Racial 
  Modifiers +4 Diplomacy, +4 Disguise
  Languages truespeech
  SQ bloodline arcana (change fire damage spells to healing energy)
  Ignoring the Maker’s request for silence in the tavern earns 
  the PCs one strike, as does reducing the Maker to 0 or fewer 
  hit points.
  Strikes
  
  TAPESTRY’S TRIAL
  13
  13
  SPECIAL ABILITIES
  Bloodline Arcana: Phoenix (Ex) When casting any spell that 
  deals fire damage, you can instead heal affected creatures. The 
  spell deals no damage, and living creatures affected by the 
  spell instead regain a number of hit points equal to half the fire 
  damage the spell would normally deal.
  Immolation (Su): The Maker can surround herself in fire as a 
  swift action. This fire burns for a total of 17 rounds per day. 
  These rounds do not have to be consecutive. Any unarmed or 
  natural attacks you make while affected by immolation deal 
  an additional 1d6 points of fire damage, and any creature 
  that ends its turn adjacent to you while you’re affected by 
  immolation also takes 1d6 points of fire damage.
  Malfunctioning (Ex): The Maker is malfunctioning due to Hao Jin’s 
  borrowed emotions. As a result, her regeneration is suppressed 
  and her spell-like abilities have been reduced. If Hao Jin’s 
  memory engram is removed from the Maker, she returns to 
  normal (giving her the same statistics as a standard kolyarut, 
  but with two additional slam attacks).
  Vermilion Wings (Su): The maker can grow a pair of phoenix 
  wings from her back as a standard action. The wings grant 
  her a fly speed of 60 feet with good maneuverability. She can 
  dismiss the wings as a free action.
  Development: If the PCs succeed at the series of skill 
  checks, or if they remove the memory engram from the Maker, 
  she readily relinquishes her claim to the memory engram. 
  Regardless of how the PCs obtain the engram, the first PC 
  to touch the memory engram receives a brief vision of an 
  important moment in the creation of the Hao Jin Tapestry. 
  In the vision, the PC sees Hao Jin, hair a deep red and 
  appearing younger than when they met her in person as she 
  quietly watches a young man working at a loom. As the man’s 
  hands flicker over the threads and slowly weave a tapestry 
  into being, a smile creases Hao Jin’s face and her own fingers 
  begin to mimic the young man’s movements while trailing 
  glimmering lines of eldritch energy. Hao Jin watches 
  carefully, her fingers moving in measured cadences. As the 
  light dims, Hao Jin leaves, but she returns again, and again. 
  The PC experiences months of Hao Jin’s careful study of the 
  tapestry weaver, and feel the mental weight of innumerable 
  calculations as Hao Jin plans her own magnificent tapestry.
  The PCs receive similar visions for each of the memory 
  engrams they recover, each of which shows a significant 
  moment from Hao Jin’s past. Each of the memory 
  engrams radiate an overwhelming aura of divination and 
  transmutation magic.
  Rewards: If the PCs don’t recover the memory engram, 
  reduce the gold earned as follows. If the PCs destroy the Maker 
  instead reduce the gp earned by the amount in parentheses.
  Subtier 7–8: Reduce the gold earned by 1,444 gp (300 gp).
  Out of Subtier: Reduce the gold earned by 2,000 gp (400 gp) .
  Subtier 10–11: Reduce the gold earned by 2,555 gp (500 gp).
  B. THE FLOATING LIBRARY
  The Stylite is a vast library that drifts above the city of Axis 
  in mysterious patterns like a stone cloud. It is one of the 
  greatest collections of history and lore in the Great Beyond 
  and is said to contain secret knowledge not even found in the 
  Akashic Record. Unbeknownst to the PCs, 322 (see page 19) has 
  already attempted to claim the memory engram at this location. 
  Unfortunately, 322 was vulnerable prey for the heresy devil’s 
  blandishments and the elf was forced to retreat, deciding that 
  she would attempt to claim one of the other engrams first.
  Once the PCs command a travel portal to take them to the 
  Stylite, read or paraphrase the following:
  A large open plaza comprised of octagonal, glossy black flagstones 
  sits between a small, colonnaded building on one side and the 
  dizzying vista of the Eternal City on the other. The wind whistles 
  sharply over the drop down to the city thousands of feet below. 
  From this vantage point, nearly all the major sites of Axis are 
  spread out below like a pristinely-ordered painting: the tower of 
  the Adamantine Crucible, alight in blue flame, the Grand Market of 
  Abadar near the concentric circles of the golden city of Aktun, the 
  nearly two-thousand-foot-tall Citadel of Resplendent Clockwork 
  that serves as Brigh’s domain, the crystalline Threefold Pillars 
  of the Axiomite Godmind aglow with infinite calculations, and 
  Pharasma’s Spire behind it all, stretching up, seemingly infinite, all 
  the way into the Astral Plane. 
  Besides the colonnaded building and the travel portal, the 
  plaza contains no other features and looks like it doesn’t get 
  many visitors. Heading inside the colonnaded building, the 
  PCs find themselves in a large, semi-circular entrance hall 
  supported by more columns and decorated with a large floor 
  mosaic depicting geometric symbols. Numerous colored balls 
  of light illuminate the room, floating about at random, and 
  a single desk has been placed in the middle of the entrance 
  hall. At it sits a wizened-looking petitioner wearing cream and 
  silver robes. Behind him are four closed steel doors.
  The petitioner does not look up when the PCs enter, busy 
  scribbling feverishly with a large quill in an enormous book 
  set before him. If the PCs address him or otherwise try to get 
  his attention, he looks up with a slightly perturbed expression 
  on his face. This petitioner is the Stylite’s current Librarian, 
  a title bestowed on petitioners assigned to handle the basic 
  day-to-day operations of the library. While in this position, 
  the petitioner is protected from all mind-affecting effects and 
  any physical harm dealt to him immediately summons an 
  axial monitor.
  “Can I help you?” he asks in a stern and impatient voice. 
  “I wasn’t aware of anyone having a scheduled visit today. 
  Who would have ever expected so much chaos in the 
  Perfect City? That prodigious devil overstays his scheduled 
  visitation, and now more mortals wandering in without 
  so much as an appointment!” As the petitioner blusters 
  
  B. The Floating Library
  1 square = 5 feet
  Pathfinder Map Pack: Magic Academy
  N
  B
  : Beyshosz
  : Window 
    (20 feet off the ground)
  B
  PCs
  Start
  Here
  PATHFINDER SOCIETY SCENARIO
  14
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  TAPESTRY’S TRIAL
  15
  15
  through his tirade his voice and tone clearly convey his 
  righteous indignation, but his quill never stops scratching 
  away at the tome before him.
  If asked for his name, the petitioner simply informs them 
  “This cycle I am the Librarian for the Stylite, and I’m still 
  trying to determine exactly who I offended to receive the 
  dubious honor. I’ve spent what little free time I’m given 
  during a duty cycle filing official complaints with the aeons 
  who are supposed to handle these matters, but not a one of 
  them seems interested in removing the squatter occupying 
  my main lecture hall. He’s been here for weeks now, and he 
  only reserved the hall for 24 hours!” 
  If pressed for more details, the Librarian explains that the 
  Stylite’s main lecture hall is currently occupied by a heresy 
  devil named Beyschosz. Beyschosz has been using the lecture 
  hall to study one of Hao Jin’s (legally acquired) memory 
  engrams. However, Beyschosz’s reservation of the lecture hall 
  has long since expired, as has his claim to the memory engram. 
  Unfortunately, the Librarian has been unable to convince 
  the aeons responsible for securing the Stylite to remove the 
  devil. Since the devil acquired the room through legitimate 
  means and has not caused any disturbances beyond 
  overstaying his appointment, he simply has not been a high 
  enough priority for the aeons who care for the Stylite to deal 
  with (a fact that the Librarian frequently complains about, 
  accompanied with an occasional “They always listened when 
  Tabris had something to say.”) If asked who the other mortals 
  to visit were, the Librarian’s eyes crinkle in a sad smile and 
  all he will say on the matter is “A very sad woman who did 
  not find what she’s looking for.”
  If the PCs present one of the badges given to them 
  by Eleven-Sun Truth and explain why they’ve come, the 
  Librarian purses his lips and eyes them shrewdly before 
  saying “Well now. Well now indeed. It turns out perhaps you 
  do have an appointment after all. The engram you seek is in 
  the possession of that prodigious interloper overstaying his 
  welcome in my lecture hall. If you were to agree to escort him 
  off the premises, I can see to it that the engram is remitted 
  to your possession. Don’t worry, the Stylite won’t allow the 
  devil to take it with him since all receptacles of knowledge 
  here can only be removed with proper authorization.” 
  If the PCs agree to remove the heresy devil for him, the 
  Librarian quickly ushers them to a large door which he 
  opens with a wrought-iron key. “Best of luck now! I’ll be 
  closing the door behind you, just knock three times when 
  you’re ready to leave. Don’t worry if you have to get a little 
  rough with the devil now but make certain that you don’t 
  break anything!”
  B1. LECTURE HALL (CR 11 OR CR 14)
  The lecture hall is dimly lit by sconces set at regular intervals 
  around the room, and its vaulted ceiling stretches 60 feet 
  high. There are four windows set 20 feet above the ground; 
  To accommodate a group of four PCs, Beyschosz’s refusal to 
  leave the Stylite after his reserved time has caused minor 
  dissonance both within his own lawful essence and with the 
  greater plane of Axis, giving him the sickened condition.
  Scaling the Lecture Hall
  one on either side of the southwestern corner, one on the 
  northern end of the west wall, and one on the northern 
  corner of the eastern wall. These windows are currently 
  covered by heavy drapes which can be torn down with a DC 
  18 Strength check. Uncovering at least one of these windows 
  raises the light level in the room by 1 step. The windows in the 
  southwest corner can be reached by climbing the bookcases 
  set beneath them. These bookcases are not intended for use 
  and require a DC 20 Climb check. Failing this check causes 
  the bookcase to tumble down, knocking the climber prone 
  and dealing 1d6 points of bludgeoning damage to them and 
  anyone adjacent to the bookcase at the time it falls. A PC 
  who is not attempting to climb the bookcase can use a move 
  action to stabilize it and prevent the possibility of it falling 
  for 1 round.
  Creatures: Sitting behind the podium at the back of the 
  room opposite the entrance is a heresy devil, or ayngavhaul, 
  named Beyschosz. Ayngavhaul devils are corpulent scholars 
  of corruption and despair who seek to lead virtuous 
  intellectuals astray with cleverly worded syllogisms and 
  beautiful, yet hollow, rhetoric. As a lawful creature, Beyschosz 
  is allowed within the city of Axis as long as he obeys its laws. 
  He came to the Stylite several months ago to conduct research 
  into powerful figures from the Material Plane whose legends 
  could be twisted into false religions or destructive dogmas. 
  Here he discovered Hao Jin’s memory engram, which contained 
  a significant part of the Ruby Phoenix’s understanding of 
  magical theory. Beyschosz, realizing that the memories of a 
  sorcerer of Hao Jin’s power and talent could be parlayed into 
  immediate power as well new heresies, has become obsessed 
  with unlocking all the secrets hidden with the engram. The 
  ayngavhaul has been holed up in this lecture hall for several 
  weeks, unwilling to release or return the magical treasure.
  When the PCs enter the room, Beyschosz chortles, a wet, 
  phlegmy sound. “I told that delightfully broken little soul 
  that I’m busy. Did she not pass along the message?” 
  If the PCs try to convince Beyschosz to hand over the 
  memory engram, the devil is too entranced by the power 
  and knowledge contained within to willingly let it go and 
  responds by attacking the PCs with his searing words. 
  During the fight, Beyschosz casts deeper darkness, which he 
  sees through easily thanks to his see in darkness ability, and 
  strikes out with his searing words while attempting to fly 
  out of reach of any melee opponents.
  
  PATHFINDER SOCIETY SCENARIO
  16
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  SUBTIER 7–8 (CR 11)
  BEYSCHOSZ 
  CR 11
  Heresy devil (Pathfinder RPG Bestiary 5 80; see page 29)
  hp 175
  TACTICS
  During Combat Beyschosz is unwilling to attract the attention 
  of the aeons responsible for guarding the Stylite, so he avoids 
  using his blasphemous bile and summon abilities, nor does he 
  cast any of the following spells: stinking cloud, unhallow, or 
  unholy blight.
  Morale Beyschosz is unwilling to risk destruction at the PCs’ hands 
  and uses greater teleport to escape if reduced to 40 or fewer 
  hit points.
  SUBTIER 10–11 (CR 14)
  BEYSCHOSZ 
  CR 14
  Rogue heresy devil (Pathfinder RPG Monster Codex 248, 
  Pathfinder RPG Bestiary 5 80)
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception +21
  DEFENSE
  AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, –2 size)
  hp 175 (13d10+104); fast healing 5
  Fort +17, Ref +5, Will +13
  Defensive Abilities evasion, improved uncanny dodge;  
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee bite +18 (2d6+7), 2 slams +18 (2d8+7)
  Ranged 3 searing words +12 touch (4d6 fire and divine)
  Space 15 ft.; Reach 5 ft.
  Special Attacks blasphemous bile, sneak attack +6d6 plus 6 bleed
  Spell-Like Abilities (CL 13th; concentration +18)
  At will—deathwatch, greater teleport (self plus 50 lbs. of 
  objects only), illusory script (DC 18), mage hand, major 
  image (DC 18), message
  3/day—contagion (DC 19), deeper darkness, dispel good, dispel 
  magic, invisibility purge, magic circle against good, speak 
  with dead (DC 18), stinking cloud (DC 18), telekinesis (DC 
  20), unholy blight (DC 19), zone of silence
  1/day—blasphemy (DC 22), legend lore, mislead (DC 21), 
  summon (level 6, 2 bone devils 100% or 1 contract devil 
  70%), unhallow
  TACTICS
  During Combat Beyschosz is unwilling to attract the attention 
  of the aeons responsible for guarding the Stylite and will not 
  use his blasphemous bile or summon abilities, nor will he cast 
  any of the following spells: stinking cloud, unhallow, or unholy 
  blight. He casts deeper darkness at the first opportunity and 
  attacks the PCs from range with his searing words, attempting 
  to deal sneak attack damage whenever possible.
  Morale Beyschosz is unwilling to risk destruction at the PCs’ hands 
  and uses greater teleport to escape if reduced to 40 or fewer 
  hit points, or as soon as possible after using his defensive roll 
  ability (whichever comes first).
  STATISTICS
  Str 24, Dex 12, Con 24, Int 22, Wis 21, Cha 20
  Base Atk +13; CMB +22; CMD 43
  Feats Combat Casting, Diehard, Endurance, Great Fortitude, 
  Improved Initiative, Persuasive, Toughness
  Skills Acrobatics +1 (–7 to jump), Bluff +21, Diplomacy +25, Fly 
  +14, Intimidate +25, Knowledge (arcana) +22, Knowledge 
  (history) +19, Knowledge (planes) +22, Knowledge (religion) 
  +22, Perception +21, Perform (oratory) +18, Profession 
  (librarian) +12, Sense Motive +21, Spellcraft +22
  Languages Abyssal, Celestial, Common, Draconic, Infernal, 
  Minkaian, Tien
  SQ corpulence
  SPECIAL ABILITIES
  Blasphemous Bile (Su) Once per hour, Beyschosz can expel a 
  30-foot line of putrid bile. The bile deals 4d6 acid damage 
  (Reflex DC 23 half). Even on a successful save, those struck by 
  this bile are drenched in liquid corruption. Any non-evil divine 
  spellcaster who casts a spell targeting a creature soaked in 
  this bile must make a DC 23 caster level check to affect the 
  creature or the spell fails. This bile can be washed off by a 
  creature or ally that spends a round and uses at least a gallon 
  of fluid; otherwise the effect last for 130 minutes. The save DC 
  is Constitution-based.
  Corpulence (Ex) Beyschosz is so greasy and grossly obese that he 
  gains a +10 bonus to CMD.
  Defensive Roll (Ex) Beyschosz can roll with a potentially lethal 
  blow to take less damage from it than he otherwise would. 
  Once per day, when he would be reduced to 0 or fewer hit 
  points by damage in combat (from a weapon or other blow, not 
  a spell or special ability), Beyschosz can attempt to roll with the 
  damage. To use this ability, Beyschosz must attempt a Reflex 
  saving throw (DC = damage dealt). If the save succeeds, he 
  takes only half damage from the blow; if it fails, he takes full 
  damage. Beyschosz must be aware of the attack and able to 
  react to it in order to execute his defensive roll—if he is denied 
  his Dexterity bonus to AC, he can’t use this ability. Since this 
  effect would not normally allow a character to make a Reflex 
  save for half damage, Beyschosz’s evasion ability does not 
  apply to the defensive roll.
  Tearing the drapes loose and not repairing them (such as 
  with a mending spell) earns the PCs one strike. Attempting 
  to magically coerce the Librarian earns the PCs two strikes.
  Strikes
  
  TAPESTRY’S TRIAL
  17
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  Searing Words (Su) Beyschosz can speak words of torment, giving 
  them shape and sending them streaking toward his enemies 
  as ranged touch attacks. Any good-aligned creature struck by 
  one of these infernal words takes 4d6 points of hellfire damage 
  (half fire, half profane); non-good creatures take half damage. 
  This is a sonic effect.
  Development: Whatever the outcome of the encounter, 
  Beyschosz is not able to remove the memory engram from the 
  library due to the magic of the Stylite. If he teleports away 
  it simply clatters to the floor. When touched, the memory 
  engram releases another flash of memory to the first PC to 
  pick it up, in which they see Hao Jin during an early period 
  of when she was creating the Tapestry and struggling with 
  how to keep its plants and animals from dying off soon 
  after being transported there. The vision then shifts to 
  Hao Jin working on an enormous black sapphire radiating 
  necromantic magic embedded in the floor of a room. A PC 
  who has played Pathfinder Society Scenario #4–16: The Fabric 
  of Reality recognizes the room from within the Sacred Vault 
  within the Hao Jin Tapestry. The PC understands that Hao Jin 
  is using the sapphire to siphon off energy from dying souls 
  departing the demiplane for the Great Beyond and infusing 
  it into the fabric of the Tapestry. The scene shifts once more 
  to a time occurring many centuries after the first. Here Hao 
  Jin is being confronted by an olethros psychopomp who 
  informs her that Pharasma has become aware that Hao Jin 
  is stealing soul energy from her and is displeased. Hao Jin 
  ignores the warning and leaves to visit Axis soon thereafter.
  The PCs can leave the classroom with the memory engram 
  but cannot leave the Stylite with it unless first cleared by 
  the Librarian in the entrance hall. The Librarian is happy 
  to note the PCs as the current legitimate possessors of the 
  memory engram now that the heresy devil is gone and the 
  lecture hall is no longer occupied. If the PCs succeeded 
  in defeating the heresy devil without using any damaging 
  area of effect abilities or causing any other damage to the 
  lecture hall, the Librarian also rewards them with access 
  to a discounted selection of magical tomes. If the PCs did 
  damage the library, cross out the manuals and tomes in the 
  equipment section of their Chronicle sheets.
  Rewards: If the PCs fail to drive Beyschosz out of the lecture 
  hall, reduce their gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,444 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,000 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,555 gp.
  C. OUTSKIRTS OF THE SERENE CIRCLE
  Travel portals to the Serene Circle do not take travelers 
  directly to the Circle itself, but instead deposit them in one of 
  the small neighborhoods bordering the plaza proper. These 
  neighborhoods are comprised of simple dwellings with plain 
  but visually-pleasing architecture and designs.
  C1. YAKOMO’S ABODE
  Acolyte Yakomo lives just a short walk away from both 
  the travel portal and the Serene Circle proper. The area 
  is largely uninhabited as the majority of the petitioners 
  who live in this area are either attending the ritual at the 
  Serene Circle or (depending on the time of day) socializing 
  and meditating following the ritual. There are still a small 
  handful of petitioners still in the area, enough that the PCs 
  are able to easily Identify Acolyte Yakomo’s abode following 
  Eleven-Sun-Truth’s directions.
  The reinforced stone door to Acolyte Yakomo’s humble 
  abode is shut and locked. PCs who succeed at a DC 18 
  Perception check (DC 21 In Subtier 10–11) hear the muffled 
  sounds of someone struggling and trying to call out from 
  within the building. The lock on the door can be picked 
  with a DC 21 Disable Device check (DC 26 in Subtier 
  10–11) or broken down with a DC 19 Strength check. PCs 
  who use a spell or ability such as rusting grasp or stone shape 
  automatically succeed at opening the door.
  Inside the dwelling, the PCs discover Acolyte Yakomo tied 
  up, gagged, and shoved into a corner of the room. When 
  Yakomo is released he calmly rises to his feet and addresses 
  the PCs.
  “You must be agents of the Pathfinder Society, I assume? 
  Someone is looking for you.”
  Yakomo then explains to the PCs that he was attacked 
  and tied up by a gloomy elven woman shortly after the 
  time the PCs arrived in Axis. “She seemed… troubled, 
  more than malicious,” Yakomo says, “as though she carried 
  the weight of far more hardship than even an elf ’s long 
  life could justify. While I am not pleased that I appear 
  to have been drawn into a conflict between you and this 
  woman…” Yakomo pauses for just a moment. “Perhaps 
  all is happening as it should. I find that is often the case 
  in this city. Regardless, the woman seemed to know you 
  would arrive. She bade me tell you that you should seek 
  me out in the Serene Circle. Given what I saw of her 
  magic, I expect she was being quite literal and waits there 
  in my guise even now.”
  Yakomo is not interested in returning to the Serene Circle 
  until the PCs have dealt with 322; while Yakomo does not 
  fear an encounter with the elf within the protective magic 
  of the Serene Circle, he suspects that there is a lesson in 
  personal growth that he might learn by letting the PCs and 
  322 settle their affairs. PCs who succeed at a DC 28 Diplomacy 
  check (DC 33 in Subtier 10–11) are able to draw more details 
  out of Yakomo, including the fact that Yakomo overheard 
  322 muttering to herself about someone named “Aslynn” 
  who 322 apparently believes has been manipulating and 
  taking advantage of her. Gaining this information allows 
  the PCs to attempt to convince 322 to abandon her plans to 
  enter Skyreach (see page 19) even if they do not possess the 
  “Acquainted with 322” boon.
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  C2. THE SERENE CIRCLE
  The night hag Aslynn has been a thorn in the side of the 
  Pathfinder Society for many years and has once again stuck 
  her nose into their business and sent the mysterious elf 322 
  to spy on the PCs. During the scenario, 322 discovers that 
  the PCs are attempting to recover Hao Jin’s memory engrams. 
  322 acquires the one currently in the possession of Acolyte 
  Yakomo and now watches the travel portals to the Serene 
  Circle, watching for the PCs. 322 plans to trade the engram for 
  access to Skyreach, the inner sanctum of the Society’s Grand 
  Lodge in Absalom. 322 patiently waits for the PCs to arrive, but 
  the forlorn elf’s mind is not at rest.
  After escaping the Aspis Consortium and its allies in 
  Conference Z, 322 has been working for Aslynn for several 
  years in the hopes that the night hag might help her 
  understand her own background and the source of her 
  powers. She has begun to realize that Aslynn has very little 
  substantive to offer and now just takes advantage of her 
  unusual powers, just as the Aspis Consortium did before 
  her. During their negotiations with 322 over the fate of the 
  memory engram, the PCs have a chance to convince 322 to 
  leave Aslynn’s service for good.
  If the PCs travel to the Serene Circle before they 
  investigate Yakomo’s abode, 322 is still returning from 
  Yakomo’s abode disguised as a random petitioner and has 
  not yet entered the Serene Circle disguised as Yakomo. 
  Petitioners in the Serene Circle respond to any inquiries 
  the PCs make into the engram or Acolyte Yakomo by 
  Informing them that Yakomo never attended the ritual as 
  expected. PCs who inquire into where Yakomo might be 
  are directed to his home, which can be reached in just a few 
  minutes walking from the Serene Circle.
  Read or paraphrase the following once the PCs arrive.
  The Serene Circle is an open-air plaza where Irori’s followers 
  meditate, learn, and discuss the intricacies of the multiverse with 
  one another. Miles across, it is covered in light-colored sand and 
  dotted with tranquil fountains, reflecting pools, and carefully 
  managed gardens. Countless remade petitioners dressed in loose, 
  white robes stroll about engaging in quiet contemplation or are 
  in conversation with others of their kind. Others sit and meditate 
  quietly in the shade of blossoming fruit trees. The entire area is 
  suffused with a deep sense of tranquility and peace.
  The Serene Circle is under the effect of permanent calm 
  emotions and calm animals spells (caster level 20th). Anyone 
  entering the area must succeed at a DC 19 Will save (DC 23 in 
  Subtier 10–11) or suffer their effects. PCs who fail their save are 
  unable to take violent actions or do anything destructive for 
  24 hours unless they leave the Circle; leaving and reentering 
  the circle does not grant an additional Will save. Because 
  of the large size and open layout of the Serene Circle, no 
  encounter map is included for this area. If the PCs do engage 
  in combat with 322, use a basic flip-mat with the edge of a 
  massive fountain drawn along the southern edge.
  Tracking down 322 and the memory engram requires a DC 
  18 Diplomacy (gather information) check (DC 21 in Subtier 
  10–11); 322 has made no secret of her return, and has in fact 
  made a point of ensuring that the other petitioners see her 
  in Yakomo’s guise carrying the memory engram. The PCs are 
  directed to speak to “acolyte Yakomo” where he currently 
  meditates before a fountain shaped like an open lotus 
  blossom, located about three-quarters of a mile from the edge 
  of the Serene Circle. While gathering information the PCs 
  also discover that any loud noises or fighting in the Serene 
  Circle are prohibited and will result in the axial monitors 
  being summoned (see the Fighting in Axis sidebar on page 6).
  Creature: 322, in the guise of acolyte Yakomo, awaits the 
  PCs on the far side of the lotus fountain. She succeeded on 
  her saving throw against the Circle’s calming effects but does 
  not fight unless provoked. She also has the memory engram. 
  Once the PCs are within 50 feet of her, she reverts to her true 
  Form to begin negotiations. During the conversation, PCs 
  who succeed at a DC 17 Sense Motive check (DC 22 in Subtier 
  10–11) get the feeling that 322 is upset about something that 
  has nothing to do with this encounter. PCs who have the 
  “Acquainted with 322” boon from #7-23 Abducted in Aether 
  receive a +4 bonus on the check and know that 322 has been 
  looking to break free from outside control for some time.
  Who are you? “I am the one with the memory engram you 
  are missing. You can address me as 322.”
  What do you want? “I just want a trade. One of you gets me 
  into Skyreach at the Grand Lodge and I’ll give you the engram 
  when we return. It’s that simple.”
  You want to transport one of us to Absalom right now? 
  “Good, you understand me, that’s exactly what I want. You get 
  me through the door, I do a little business at Skyreach and 
  then I’ll bring us back.”
  What are you plan on doing in Skyreach? “Just a bit of 
  snooping. Shouldn’t take more than five minutes. Then I’ll 
  bring us both back and we’ll finish our transaction.”
  Is something the matter? You seem upset. (If a PC has 
  the “Acquainted with 322” Boon) 322’s face takes on an 
  uncharacteristic softness. “Oh, it’s you again. Still have that 
  bleeding heart, I see. Maybe you were right, though, back at 
  the Veiled Bazaar. Maybe it’s time for me to be my own boss 
  and stop being everyone’s lackey.” 
  (If none of the PCs have the “Acquainted with 322” boon) 
  “Mind your own business! Do we have a deal or not?”
  PCs who possess the “Acquainted with 322” boon can try 
  and convince 322 to abandon whatever she has planned for 
  Skyreach. If such a PC succeeds at a DC 27 Diplomacy check 
  (DC 33 in Subtier 10–11, they convince 322 that she is better off 
  without Aslynn. If that occurs, 322 offers the memory engram to 
  the PCs as a show of good faith informs them that if the time 
  comes where she needs protection from Aslynn’s wrath, 322 
  
  TAPESTRY’S TRIAL
  19
  19
  expects them to answer her call for aid. After this exchange 
  322 quickly retreats with a word of recall.
  If the PCs agree to 322’s demands, she asks for a volunteer 
  to come with her to Absalom. She tells that PC to follow all 
  her commands and not raise any alarms or the deal is off, 
  and then transports with them to the grounds of the Grand 
  Lodge using a plane shift spell aided by her ring of planar focus. 
  There, she transforms her appearance again and commands 
  the PC to lead her into Skyreach tower. Once inside, 322 
  commands the PC to wait and disappears for three minutes. 
  When she returns, she carries what appears to be a bag of 
  holding, into which she slides a sealed wooden box a bit 
  larger than a human head, such as one might keep a helmet 
  or trophy in. After securing the box and bag, 322 transports 
  both herself and the PC to Axis via another plane shift before 
  handing the memory engram over to the PCs. After handing 
  over the engram, 322 immediately leaves the area via a 
  word of recall spell. If the PCs attempt to apprehend her or 
  prevent 322 from leaving, she immediately attacks, looking 
  to disable the PCs as quickly as possible before making her 
  escape. If the PCs should manage to capture or kill 322 at 
  this point, they discover that the bag of holding she took from 
  Skyreach is actually one half of a paired set of magical bags 
  that grant access to the same dimensional space; someone 
  or something has already removed the box 322 placed inside.
  SUBTIER 7–8 (CR 11)
  322 
  CR 11
  Female elf oracle 12 (Pathfinder RPG Advanced Player’s Guide 42)
  CN Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +2
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+8 armor, +1 deflection, +2 Dex)
  hp 93 (12d8+36)
  Fort +8, Ref +9, Will +13; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +12/+7 (1d4+2/19-20)
  Oracle Spells Known (CL 12th; concentration +17)
  6th (3/day)—mass cure moderate wounds, planar binding (DC 
  21), word of recall
  5th (6/day)—mass cure light wounds, feeblemind (DC 20), hold 
  monster (DC 20), plane shift (DC 20), scrying (DC 20)
  4th (7/day)—black tentacles, chaos hammer (DC 19), cure 
  critical wounds, freedom of movement, spell immunity
  3rd (7/day)—bestow curse (DC 18), blindness/deafness (DC 
  18), cure serious wounds, dispel magic, inflict serious 
  wounds (DC 18), tongues
  2nd (7/day)—cure moderate wounds, darkness, delay poison, 
  dust of twilightAPG (DC 17), hold person (DC 17), invisibility, 
  oracle’s burdenAPG (DC 17), silence (DC 17)
  1st (8/day)—comprehend languages, cure light wounds, 
  deathwatch, entropic shield, obscuring mist, ray of 
  sickeningUM (DC 16), shield of faith
  0 (at will)—bleed (DC 15), detect magic, guidance, light, 
  mending, purify food and drink (DC 15), read magic, 
  resistance, stabilize
  Mystery Dark tapestry
  TACTICS
  Before Combat 322 uses her cloak of darkness ability, then casts 
  freedom of movement and spell immunity (hold monster, 
  fireball, lightning bolt, slow) before the PCs’s arrival.
  During Combat 322 casts black tentacles to hinder as many 
  opponents as possible, then targets spellcasters with 
  feeblemind, and others with hold monster and chaos hammer.
  Morale Unwilling to risk her life, 322 casts word of recall or plane 
  shift when she reaches 30 hp or lower.
  STATISTICS
  Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 20
  Base Atk +9; CMB +11; CMD 24
  Feats Combat Casting, Dreamed Secrets, Extra RevelationAPG, 
  Improved Iron Will, Iron Will, Toughness
  Skills Bluff +7, Disguise +18, Heal +10, Intimidate +15, Knowledge 
  (arcana) +7, Knowledge (planes) +7, Knowledge (religion) +11, 
  Perception +2, Sense Motive +13, Spellcraft +7, Stealth +19
  Languages Aklo, Auran, Common, Draconic, Elven; tongues 
  (understand)
  SQ elven magic, oracle’s curse (tongues [aklo, auran]), revelations 
  (cloak of darknessUM, gift of madnessUM, interstellar voidUM, 
  many formsUM, wings of darknessUM)
  Other Gear mwk daggers (4), cloak of resistance +3, headband of 
  alluring charisma +2, ring of protection +1, ring of planar focusPA
  SPECIAL ABILITIES
  Cloak of Darkness (Su) 322 can conjure a cloak of shadowy 
  darkness that grants +8 armor bonus to AC, and a +6 
  circumstance bonus on Stealth checks. She can use this cloak 
  for 12 hours a day. The duration doesn’t need to be consecutive, 
  but must be spent in 1–hour increments.
  Dreamed Secrets (Su) 322 adds invisibility and hold monster to her 
  list of spells known. Each time she attempts to cast these spells, 
  she must make a DC 20 Will save or take 1d2 points of Wisdom 
  damage and fail to cast, though she does not lose the spell.
  Gift of Madness (Su) 8 times a day as a standard action, 322 can 
  project the void between the stars to cause a living creature 
  within 30 feet to become confused for 12 rounds (DC 21 Will 
  save negates). This is a mind-affecting compulsion effect.
  Interstellar Void (Su) Twice a day as a standard action, 322 can 
  cloak one target within 30 feet in the void of space, dealing 
  12d6 points of cold damage and causing the target to become 
  fatigued (DC 21 Fortitude half and no fatigue).
  Many Forms (Su) As a standard action, 322 can assume the form 
  of a small or medium humanoid, animal, or magical beast 
  for 12 minutes a day as alter self. The duration need not be 
  consecutive but must be spent in 1-minute increments.
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  Tongues (Su) 322 can understand any language, as if under the 
  effects of tongues, even in combat, but can only speak Aklo 
  and Auran while in combat.
  Wings of Darkness (Su) As a swift action, 322 can manifest a set 
  of translucent, inky wings that grant her a fly speed of 60 feet 
  with good maneuverability for 12 minutes a day. Once a day 
  she can use these wings to fly as with overland flight. Used in 
  this way, the ability lasts for 12 hours, but counts as the total 
  use of the ability for the day.
  SUBTIER 10–11 (CR 14)
  322 
  CR 14
  Female elf oracle 15 (Pathfinder RPG Advanced Player’s Guide 42)
  CN Medium humanoid (elf)
  Init +2; Senses darkvision 60 ft., low-light vision, see in darkness; 
  Perception +2
  DEFENSE
  AC 25, touch 14, flat-footed 23 (+10 armor, +2 deflection, +2 Dex, 
  +1 natural)
  hp 116 (15d8+45)
  Fort +9, Ref +10, Will +14; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +14/+9/+4 (1d4+3/19-20) or mwk dagger 
  +14/+9/+4 (1d4+2/19-20)
  Oracle Spells Known (CL 15th; concentration +21)
  7th (4/day)—mass cure serious wounds, dictum (DC 23), 
  insanity (DC 23), greater scrying (DC 23)
  6th (7/day)—mass cure moderate wounds, greater dispel 
  magic, harm (DC 22), planar binding (DC 22), word of recall
  5th (7/day)—breath of life (DC 21), mass cure light wounds, 
  feeblemind (DC 21), hold monster (DC 21), plane shift (DC 
  21), scrying (DC 21), true seeing
  4th (7/day)—black tentacles, chaos hammer (DC 20), cure 
  critical wounds, death ward, freedom of movement, 
  spell immunity
  3rd (7/day)—blindness/deafness (DC 19), cure serious 
  wounds, deeper darkness, dispel magic, inflict serious 
  wounds (DC 19), tongues
  2nd (8/day)—cure moderate wounds, undetectable alignment, 
  delay poison, dust of twilightAPG (DC 18), hold person (DC 
  18), invisibility, oracle’s burdenAPG (DC 18), silence (DC 18)
  1st (8/day)—comprehend languages, cure light wounds, 
  deathwatch, entropic shield, obscuring mist, ray of 
  sickeningUM (DC 17), shield of faith
  0 (at will)—bleed (DC 16), detect magic, guidance, light, 
  mending, purify food and drink (DC 16), read magic, 
  resistance, stabilize
  Mystery Dark tapestry
  TACTICS
  Use tactics from Subtier 7–8.
  STATISTICS
  Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 22
  Base Atk +11; CMB +13; CMD 27
  Feats Combat Casting, Dreamed Secrets, Extra RevelationAPG, 
  Heighten Spell, Improved Iron Will, Iron Will, Quicken 
  Spell, Toughness
  Skills Bluff +12, Disguise +21, Heal +10, Intimidate +16, 
  Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge 
  (religion) +11, Perception +2, Sense Motive +13, Spellcraft +12, 
  Stealth +21
  Languages Aklo, Auran, Common, Draconic, Elven; tongues 
  (understand)
  SQ elven magic, oracle’s curse (tongues [aklo, auran]), revelations 
  (cloak of darknessUM, gift of madnessUM, interstellar voidUM, 
  many formsUM, pierce the veilUM, wings of darknessUM)
  Combat Gear potion of resist cold 30, potion of resist fire 30, ring 
  of counterspells (dispel magic); Other Gear +1 dagger, mwk 
  daggers (3), amulet of natural armor +1, cloak of resistance +3, 
  headband of alluring charisma +4, ring of protection +2, ring of 
  planar focusPA, assorted gems worth 500 gp, 92 gp
  SPECIAL ABILITIES
  Cloak of Darkness (Su) 322 can conjure a cloak of shadowy 
  darkness that grants +10 armor bonus to AC, and a +8 
  circumstance bonus on Stealth checks. She can use this 
  cloak for 15 hours a day. The duration doesn’t need to be 
  consecutive but must be spent in 1–hour increments.
  Dreamed Secrets (Su) 322 adds invisibility and hold monster to 
  her list of spells known. Each time she attempts to cast these 
  spells, she must make a DC 20 Will save or take 1d2 points 
  of Wisdom damage and fail to cast, though she does not lose 
  the spell.
  Gift of Madness (Su) 9 times a day as a standard action, 322 
  can tap into the unthinkable void between the stars and 
  can cause a single living creature within 30 feet to become 
  confused for 15 rounds (DC 23 Will save negates). This is a 
  mind-affecting compulsion effect.
  Interstellar Void (Su) Twice a day as a standard action, 322 can 
  cloak one target within 30 feet in the void of space, dealing 
  15d6 points of cold damage and causing the target to become 
  fatigued (DC 23 Fortitude half and no fatigue).
  Many Forms (Su) As a standard action, 322 can assume a 
  variety of forms as greater polymorph for 15 minutes a day. 
  The duration need not be consecutive but must be spent in 
  1-minute increments.
  Dealing lethal damage to any creature within the Serene 
  Circle or surrounding neighborhoods earns the PC who dealt 
  the damage 1 strike in addition to any other consequences 
  the action would normally cause.
  Strikes
  
  TAPESTRY’S TRIAL
  21
  21
  Pierce the Veil (Su) Thanks to her bond with the alien denizens 
  of the Dark Tapestry, 322 can see perfectly in darkness of any 
  kind, even in absolute darkness or the darkness created by a 
  deeper darkness spell.
  Tongues (Su) 322 can understand and speak any language, as 
  if under the effects of tongues, but can only speak Aklo and 
  Auran while in combat.
  Wings of Darkness (Su) As a swift action, 322 can manifest a set 
  of translucent, inky wings that grant her a fly speed of 60 feet 
  with good maneuverability for 15 minutes a day. Once a day 
  she can use these wings to fly as with overland flight. Used in 
  this way, the ability lasts for 15 hours, but counts as the total 
  use of the ability for the day.
  Development: The first PC who touches the memory engram 
  receives another vision from Hao Jin’s past, this time of her 
  as a child of perhaps ten, her hair glossy black without a hint 
  of the sorcerer’s signature ruby locks. Hao Jin dances and 
  sings as she explores the wonders of a magnificent museum. 
  She climbs about the displays, enacting mock battles with 
  taxidermied drakes or old suits of armor. As the young Hao 
  Jin climbs atop a suit of ancient Minkaian armor, her foot 
  slips and she grabs at a hanging lantern to steady herself. 
  Suddenly everything is pain and fire, chaos, and then… 
  silence and empty darkness. The silence and empty darkness 
  end suddenly with a burst of pain and a strange pulsating that 
  wracks her entire body. The final scene the PC sees is a young 
  Hao Jin, her hair now a brilliant shade of red, her small face 
  crumbling into tears as she learns that not only is the glorious 
  museum gone, burned to ash, but her family has spent almost 
  their entire fortune returning the young girl to life. As the 
  scene ends, the PC is left with a strong, lingering sense of Hao 
  Jin’s regret, as well as her resolve to master the strange new 
  magic burning inside her along with her emotions, so that 
  she is never the source of such a tragedy again.
  Rewards: To earn the full rewards, the PCs must aid Acolyte 
  Yakomo, secure the memory engram, and avoid injuring the 
  Serene Circle’s petitioners. For each of these that the PCs fail 
  to accomplish, reduce their gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 481 gp.
  Out of Subtier: Reduce each PC’s gold earned by 666 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 851 gp.
  THE TRIBUNAL
  Eleven-Sun-Truth intercepts the PCs once they’ve recovered 
  the memory engrams and are on their way back to the Empty 
  Court. Excitedly, the arbiter explains that after making 
  their report about the PCs and Hao Jin’s decision, its 
  superiors scheduled a tribunal to reopen Hao Jin’s case, 
  set for tomorrow. Not only does the speed with which 
  this is happening suggest a momentous development, 
  but Eleven-Sun-Truth interpreted its superiors’ remarks 
  to suggest that there would be very influential judges 
  presiding over the trial. Because the PCs operated as Hao 
  Jin’s advocates, the arbiter hopes that they might attend. 
  As the PCs can later learn after reuniting with Hao Jin, she 
  needs the better part of a day with the engrams to devise and 
  transcribe the promised ritual, so their remaining for the 
  trial does not impede their mission. 
  The PCs could choose not to attend, which ensures Hao 
  Jin is not vindicated by the proceedings. This has a modest 
  impact on the rewards on their Chronicle sheet, yet by that 
  point the PCs have secured the necessary ritual. Whether 
  they choose to support Hao Jin, abandon her in her time 
  of need, or even testify against her is their choice. By this 
  point, Hao Jin’s actions have shaped about 7 years of the 
  Pathfinder Society campaign narrative, and the PCs and 
  players alike may have their own interpretations of Hao Jin 
  after all this time.
  If the PCs ask Hao Jin about the vision of her studying 
  the weaver, she explains that she found the technical skill 
  with which he created cloth was not only the inspiration 
  for how she bound together her demiplane, but also that 
  his meticulous detail and care conveyed the importance of 
  taking her time and abiding by the multiverse’s laws as she 
  understood them. Even one figurative thread out of place 
  could unravel the whole creation, and she spent many years 
  studying arcane and planar theory before even attempting 
  to build the tapestry.
  If the PCs ask Hao Jin about the vision of the black 
  sapphire, she explains that the multiverse renews itself 
  thanks to the cycle of souls, in which souls gradually meld 
  with the Outer Planes, are eroded by the Maelstrom, and 
  return to the Antipode to create new souls. Her demiplane 
  did not have the benefit of new matter and energy being 
  infused into it in the same way, so she borrowed trace 
  amounts from those who perished on the demiplane—all 
  in order to sustain the life-giving environment. The process 
  ultimately didn’t impact those souls’ afterlives, though it did 
  infuriate an olethros psychopomp who refused to accept 
  any of Hao Jin’s explanations. Although she recognizes in 
  retrospect that there were better techniques she hadn’t yet 
  discovered, she stands by her assessment that the demiplane 
  was not impacting the River of Souls in any significant way.
  If the PCs ask Hao Jin about the vision of the museum 
  fire, she explains that her passion for history was unbridled 
  and unfocused when she was younger, and that led to her 
  reckless play that ultimately destroyed part of the collection 
  and killed her. Being resurrected not only represented a 
  sobering sacrifice on her parents’ part and awoke Hao Jin’s 
  magical abilities, but it also imprinted on her an unshakable 
  sense of care and responsibility so that she could prevent 
  any more such losses and miscalculations. Even if the PCs 
  don’t agree with her techniques, Hao Jin is certain that 
  her subsequent creations and actions stemmed from this 
  newfound sense of responsibility.
  
  Tchekua
  PATHFINDER SOCIETY SCENARIO
  22
  22
  BEFORE THE TRIAL
  Although a relative unknown when she arrived centuries ago, 
  Hao Jin’s reputation ensures that as word of her trial spreads 
  through several districts, there’s an immense yet orderly crowd 
  of curious inevitables, glimmering axiomites, petitioners, and 
  off-world visitors gathered around the sprawling courthouse 
  on the day of her trial. Eleven-Sun-Truth escorts the PCs 
  through the crowd, which parts smoothly and politely to 
  make way. Once the PCs are inside, they can explore the 
  courthouse’s expansive, three-story entry hall where a host 
  of barristers, bureaucrats, scribes, and more are discussing a 
  combination of legal theory and the upcoming trials for the 
  day. Eleven-Sun-Truth requests that the PCs remain in the 
  general area while it checks in with its superiors, mentioning 
  that the trial’s set to begin in about 2 hours.
  This is an opportunity for the PCs to learn more about 
  the trial and the yet-unannounced judges, which can grant 
  them an edge in the upcoming trial. Each PC can attempt one 
  Diplomacy check to gather information, Knowledge (planes) 
  check, Knowledge (religion) check, Profession (barrister) check, 
  or Sense Motive check to learn more. If a PC has a special 
  ability that would allow them to gather information more 
  quickly, let that PC attempt two checks. The PCs learn all of the 
  information with a DC equal to or less than the result of that 
  skill’s check; in Subtier 10–11, increase the DCs by 2.
  Once the PCs have attempted these checks and learned the 
  results, move to the Running the Trial section on page 24.
  Diplomacy or Sense Motive: The PC learns rumors by 
  conversing with bystanders.
  DC 15+: A likely judge is Tchekua, an apkallu who was 
  part of Hao Jin’s first tribunal (with a DC 33 Knowledge 
  [planes] check, a PC recognizes apkallus (Pathfinder RPG 
  Bestiary 5 33) as extraordinarily powerful outsiders who 
  resemble anthropomorphic birds and are patrons of mortal 
  civilization). Tchekua was fairly sympathetic to Hao Jin 
  centuries ago and might still be. There’s also word that one 
  of the judges is arriving from another plane for this event, 
  which is rare.
  DC 23+: Tchekua is an enthusiast of mortal history, having 
  studied and catalogued the lengthy timelines of thousands of 
  worlds. He is an avid archivist who understands the merits 
  of preserving and understanding the past. The prevailing 
  rumor of the off-world judge is that they’re a representative 
  of the Boneyard, based on the group of psychopomps seen 
  alighting and entering through the courthouse’s back 
  entrance. If it’s true, the psychopomps would be especially 
  interested in anything Hao Jin did that influenced the River 
  of Souls (the means by which the dead reach Pharasma for 
  their final judgment).
  DC 31+: Tchekua has a slight bias toward those who 
  speak in ornate ways, and he’s readily wooed by those who 
  demonstrate sincere passion. The secretive psychopomp is 
  a yamaraj named Zahal (yamarajes are dragon-like beings 
  considered the strongest psychopomps) who specifically 
  requested a position on the tribunal upon learning of it.
  Knowledge (Planes or Religion): The PC identifies 
  obscure names and references they overhear.
  DC 15+: Hao Jin’s demiplane offended many axiomites 
  concerned with the stability of the cosmos, but apparently it 
  perturbed even Otolmens, a primal inevitable demigod of 
  Axis concerned with machinery, mathematics, and physics. 
  Bystanders believe they saw the Tenth-by-Third, the herald 
  of Otolmens, enter the courthouse, and it seems likely the 
  herald will serve as one of the judges. 
  DC 23+: Tenth-by-Third is dogmatic even by the standard 
  of inevitables. The scent of chaos offends the herald, whereas 
  interacting with lawful-aligned beings sets the herald at 
  ease. Some bystanders believe that the yamaraj Zahal may be 
  
  TAPESTRY’S TRIAL
  23
  23
  serving as one of the other judges. A yamaraj is an extremely 
  powerful dragon-like psychopomp that operates one of the 
  Boneyard’s courts to determine souls’ fates. Any psychopomp 
  judge would take offense at any interference in the River 
  of Souls, so such a topic should be handled carefully if it’s 
  brought up.
  DC 31: The herald Tenth-by-Third respects logical 
  arguments and those backed by quantitative data, whereas 
  they interpret impassioned arguments as muddied by 
  emotional interference. As for Zahal, few understand her, 
  considering her a wild card. In the Boneyard, she’s as often 
  chided for her leniency—even for crimes that others would 
  consider unforgivable—as respected for her grim verdicts, 
  though such decisions almost always come down to the 
  context of the deeds.
  Knowledge (local) or Profession (Barrister): The PC learns 
  more about the tribunal’s structure.
  DC 15+: This tribunal operates as more of a hearing in 
  which the judges listen to any statements from the subject 
  and those who can speak to the subject’s character, deeds, 
  and motivations. The judges control the proceedings’ tempo, 
  often conversing among themselves before calling on the 
  subject or witnesses to provide additional information.
  DC 20+: It’s customary for the tribunal’s subject to have 
  legal representation, both to assist her and any witnesses, but 
  nobody knows who is serving as Hao Jin’s counsel (if anyone). 
  Her case might suffer if she chooses to represent herself.
  THE JUDGES
  During the trial, the PCs have opportunities to influence 
  the three judges: the dogmatic herald Tenth-by-Third, the 
  imposing yamaraj Zahal, and the proud apkallu Tchekua. 
  Influencing the judges involves attempting skill checks, and 
  each judge has several conditions that increase or decrease 
  those checks’ DCs. The judges express these deleterious 
  modifiers vocally, such as by pointing out how a PC’s chaotic 
  aura makes her testimony suspect, how a PCs’ actions in Axis 
  have consistently snubbed the law, or how a PC’s argument is 
  overly emotional. The following describes each of the judges 
  and lists their respective conditions and modifiers. These 
  modifiers are cumulative.
  Tchekua: Created by Abadar, the apkallu Tchekua has 
  guided more than 100 societies’ development from afar, 
  reveling in the unique innovations and traditions they create. 
  He is an avid scholar of history and has a personal weakness 
  for ornate storytelling. However, he does not abide outright 
  deception. (See page 33 of Pathfinder RPG Bestiary 5 for more 
  on apkallus.)
  Modifier Condition
  +5 
  The PC attempts to deceive Tchekua (most uses of the  
   
  Bluff skill).
  +4 
  The PC assisted 322 in infiltrating the Grand Lodge.
  +2 
  Each strike earned by the PC
  +2 
  The PC has a chaotic aura.
  –2 
  The PC’s response appeals to themes of history,  
   
   
  posterity, or preserving the past.
  –2 
  The PC’s response is an emotional or grandiose appeal.
  –2 
  The PC’s response involved an anecdote, fable, or tale.
  Tenth-By-Third: This herald of Otolmens is an 
  8-foot-diameter brass sphere inscribed with many thousands 
  of mathematical characters that slowly swirl about their 
  body as if driven by ocean currents. The herald can deploy 
  six insectile legs that have the appearance of cartographers’ 
  compasses, and they can open a single black eye anywhere on 
  their surface at a moment’s notice. The herald takes a sterile 
  and severe stance against cosmic threats, preferring to analyze 
  them through as objective a lens as possible. Mathematical 
  arguments are welcome, whereas emotional appeals are 
  jarring. Tenth-By-Third cannot abide chaotic creatures. 
  Modifier Condition
  +8 
  The PC has a strong or overwhelming chaotic aura.
  +5 
  The PC attempts to use a Perform check to influence   
   
  Tenth-By-Third.
  +4 
  The PC has a faint or moderate chaotic aura.
  +2 
  The PC acquired the memory engram from the Maker  
   
  using violence.
  +2 
  Each strike earned by the PC
  –2 
  The PC’s response is highly technical, quantitative,  
   
   
  or analytical.
  –2 
  The PC has a faint or moderate lawful aura.
  –4 
  The PC has a strong or overwhelming lawful aura.
  Zahal: This draconic psychopomp has overseen more 
  than a million tricky cases pertaining to the afterlife from 
  her court in the Boneyard. At this point virtually nothing 
  surprises her, and she’s learned that strict adherence to 
  the rules isn’t half as effective as common sense and the 
  flexibility to issue the perfect judgment. Novel arguments 
  and irreverent humor intrigue her so long as they’re relevant 
  to the case and not excessively goofy. Even so, she’s a firm 
  defender of the River of Souls. Further, she’s used to being in 
  charge of the court and does not tolerate threats. 
  Modifier Condition
  +5 
  A PC makes threats against Zahal, the court, or the  
   
   
  cosmos (many uses of the Intimidate skill).
  +4 
  The PC animated, conjured, or controlled undead at   
   
  any point in the scenario.
  +2 
  The PC has earned at least 3 strikes.
  –2 
  The PC openly worships Pharasma or consorts with   
   
  psychopomps.
  –2 
  The PC’s response was novel, amusing, or mildly  
   
   
  irreverent.
  
  Zahal
  PATHFINDER SOCIETY SCENARIO
  24
  24
  RUNNING THE TRIAL
  The trial takes place in one extended sequence, though 
  mechanically it is broken into six scenes. Each scene plays 
  out in roughly the following way:
  • One of the judges examines an aspect of Hao Jin’s character 
  or actions before positing a theory. 
  • The judge asks if there is any witness (i.e. a PC) 
  who can provide additional information 
  on the matter, be that evidence, 
  context, or other arguments.
  • The selected PC makes an argument. 
  Ideally, 
  roleplay 
  this 
  interaction, 
  but at the least have that player 
  describe the argument’s premise and 
  style. Discoveries in the Hao Jin 
  Tapestry are well known among 
  the Pathfinders, so it’s encouraged 
  for players to incorporate their 
  experiences with the demiplane 
  even if that particular PC did not play 
  those adventures.
  • The judges might try to discredit the 
  PC (a way of conveying some of the 
  judges’ modifiers listed on page 23) or 
  ask clarifying questions.
  • The PC chooses a judge and 
  attempts a skill check that suits 
  the argument’s content or style. 
  In general, skills like Bluff, 
  Diplomacy, Intimidate, and 
  relevant 
  Craft, 
  Knowledge, 
  and Profession skills are most 
  appropriate, 
  and 
  irrelevant 
  skills (e.g. using Acrobatics to 
  argue magical theory) should have no chance of succeeding. 
  Success indicates the PC helped influence that judge. 
  Exceeding the DC significantly can further influence the 
  other judges. 
  Each scene includes two special entries: Skill DC and 
  Strong Skills. The Skill DC is the base DC for any skill checks 
  to influence the judges during this scene (In Subtier 10–11, 
  increase these DCs by 2). Award between a +1 to +5 bonus 
  on a check if the PC roleplayed especially well or made an 
  especially poignant argument. The Strong Skills entry lists 
  the skills that lend themselves especially well to the scene. 
  Using one of these skills grants the PC a +5 circumstance 
  bonus on the check. Remember that the judges each have 
  one or more skills that they dislike—even if that skill is 
  listed as a Strong Skill.
  Influencing Judges: Before making their skill check, a PC 
  chooses a judge as the focus of their argument. This sets the 
  skill’s base DC, modified by that judge’s biases (see the tables 
  on page 23). If the PC succeeds, the party earns 1 point for 
  that judge. If the PC’s result also exceeds one or both of the 
  other judges’ DCs by 5 or more, they earn 1 point for those 
  judges respectively.
  Discrediting Hao Jin: Although this encounter presumes 
  the PCs defend Hao Jin, a PC can provide harmful testimony. 
  The PC should still attempt the skill check. They don’t earn 
  any points for the party, but if the check succeeds, make a 
  note. This can impact the trial and that PC’s Chronicle 
  sheet rewards. If the players seem split on defending 
  and accusing Hao Jin, consider having a judge 
  call a second witness for another opinion for 
  one or more events to ensure both groups 
  have a decent chance of succeeding.
  Repeat Witnesses: A PC can serve 
  as a witness more than once, but 
  the judges would much rather 
  hear from all of the PCs before 
  calling someone familiar to 
  testify. For a group with 6 or more 
  potential witnesses, a PC takes a 
  cumulative –4 penalty on the skill 
  checks to influence judges for each 
  subsequent time that PC testifies. For 
  a group of fewer witnesses, only apply 
  this penalty if a PC would testify 
  in consecutive scenes or would 
  testify a third time. Basically, aim to 
  share the witness opportunities 
  rather than having one PC steal 
  the spotlight.
  Using 
  Magic: 
  The 
  three 
  judges have many powerful 
  divinations at their disposal, 
  such as detect magic, detect thoughts, true seeing, zone of truth, 
  and more. They are especially wary of enchantment and 
  illusion auras, knowing that these can allow witnesses to 
  twist testimony and corrupt the rule of law. Barring some 
  extraordinary circumstances, the judges identify spells such 
  as innocenceAPG and glibness, and ask the PC to either dismiss 
  the effect, remove the associated item, have the effect removed 
  (i.e. by greater dispel magic), or depart the witness stand. The 
  judges don’t mind a spell or two with more innocuous effects, 
  such as heroism, but they object to witnesses surrounded by 
  a host of magic auras. Basically, the PCs can use a modest 
  amount of personal augmentation magic, and the judges 
  almost certainly spot any attempts at foul play.
  Hao Jin’s Advocate: If the PCs learned of Hao Jin’s intention 
  to represent herself in the trial, they can speak with her briefly 
  beforehand and convince her to accept one of them as her 
  legal advocate. A PC serving as Hao Jin’s counsel cannot serve 
  as a witness but can assist during each scene by assisting the 
  
  TAPESTRY’S TRIAL
  25
  25
  witness PC or protecting that PC from the judge’s inquiries. 
  Each of these requires a Profession (barrister) check, and 
  an untrained PC can use any of the following in place of 
  Profession (barrister): the highest of their Intelligence, 
  Wisdom, or Charisma modifiers; or a modifier equal to their 
  ranks in Diplomacy, Knowledge (local), or Sense Motive, 
  whichever is highest.
  Assisting a witness typically involves asking the witness a 
  question that helps steer the testimony or clarifies a fact. 
  Doing so requires a successful DC 15 check (DC 17 in Subtier 
  10–11) and grants the witness a +2 bonus on their skill check. 
  Protecting a witness typically consists of objecting to a judge’s 
  characterization of the witness or other attempts to discredit 
  a PC. This requires a successful DC 15 check (DC 17 in Subtier 
  10–11), a doing so negates one modifier that increases that PC’s 
  skill check DC (e.g. the modifier for not being lawful-aligned 
  or for having made a deal with 322). Each time the advocate 
  PC attempts to defend a witness, this check DC increases by 4, 
  representing the judges’ growing exasperation.
  SCENE 1: CREATION
  Tenth-By-Third opens the discussion by challenging how 
  Hao Jin created her demiplane.
  “The basis of this trial is the nature of this mortal’s demiplane, 
  which violates at least fifty-three firm principles of astral safety, 
  in turn triggering twelve separate instances of multidimensional 
  uncertainty and instability. Safer techniques existed by which to 
  achieve a similar result, yet she embraced an unintuitive and 
  untested methodology—all compounded by a sorcerous disregard 
  for cosmic calculus.”
  The herald details some of these consistencies in Hao Jin’s 
  behavior before Zahal encourages it to get to the point—
  that Hao Jin’s techniques were irresponsible, that she didn’t 
  respect arcane theory, and that her sorcerer spellcasting is too 
  unpredictable to be trusted with demiplane creation. Likely 
  PC responses might involve defending sorcerous magic, 
  observing how complex Hao Jin’s magic is, calling out how 
  fortunate the judges should be that someone as competent as 
  Hao Jin performed these rituals (averting amateur disasters), 
  pointing out her ability to create and revise rituals like the 
  one she devised for the Pathfinder Society, or the like.
  Skill DC: Tchekua (DC 21), Tenth-By-Third (DC 29), Zahal 
  (DC 25)
  Strong Skills: Intimidate, Knowledge (arcana), Spellcraft
  SCENE 2: ABDUCTION
  Zahal transitions to discuss that Hao Jin behaved unethically 
  once she did create the tapestry demiplane.
  “Consider the actions that followed: she used her untouchable 
  redoubt to abduct mortals—as many as hundreds at a time. Was 
  there just cause? Was there consent? Or was this the callous action 
  of a sorcerer focused on her own goals rather than aware of the 
  bigger picture?”
  The yamiraj voices further concerns tied to the demiplanes’ 
  inhabitants, the conditions in which they lived after being 
  kidnapped, the motivations that could possess a spellcaster to 
  behave in this way, and the way in which this is reminiscent 
  of a night hag poaching spirits from the River of Souls. 
  Likely PC responses might include citing how Hao Jin often 
  transported those who were otherwise in mortal danger, how 
  her magic provided a suitably sustaining environment for the 
  inhabitants, and how moving these people helped preserve 
  their lore for future generations.
  Skill DC: Tchekua (DC 25), Tenth-By-Third (DC 25), Zahal 
  (DC 25)
  Strong Skills: Diplomacy, Knowledge (local), Perform 
  (oratory)
  SCENE 3: THEFT
  Tchekua takes issue less with the abduction of people and 
  more with the disappearance of property.
  “An enduring stone structure might survive for thousands of years, 
  its carved walls and sheltered libraries preserving the lore of lost 
  ages for all who follow. To have such sites swiped not only steals 
  the past from future generations, but it also robs the present 
  people of their cultural heritage.”
  Zahal finds this point curious, and Tchekua elaborates 
  on how Hao Jin’s capturing sites for her own desires seems 
  self-centered, may have harmed some of the creator cultures 
  responsible for those sites, and ultimately paints Hao Jin 
  as someone who doesn’t actually respect history. Likely PC 
  responses might point to Hao Jin’s ongoing work in the 
  Empty Court to decipher the past, the vision of her mistake in 
  a museum and her oath to preserve the past, the way in which 
  Hao Jin’s actions preserved sites that would have otherwise 
  been destroyed, or the cultural value of the relics the 
  Pathfinder Society has recovered thanks to Hao Jin’s efforts.
  Skill DC: Tchekua (DC 25), Tenth-By-Third (DC 21), Zahal 
  (DC 25)
  Strong 
  Skills: 
  Appraise, 
  Knowledge 
  (engineering), 
  Knowledge (geography), Knowledge (history)
  SCENE 4: SOULS
  Inspired by the topic of theft, Zahal brings up Hao Jin’s 
  interference with souls.
  “Ah yes, and let us not forget what drew me to these proceedings 
  in the first place: Hao Jin’s interference with the River of Souls. 
  In recent years, her demiplane has captured souls bound for 
  Pharasma’s judgment. And as I need not remind anyone, stealing 
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  souls is, ah…” Zahal leans down, taps her snout, and rumbles the 
  last part of her sentence to convey its severity. “…deeply frowned 
  upon.” Then with a smirk, she adds, “Unless this is what defines 
  cosmic law these days?”
  Tchekua 
  and 
  Tenth-By-Third 
  loudly 
  protest 
  the 
  psychopomp’s taunt before she laughingly apologizes and 
  returns to the point at hand. In a more serious tone, she 
  elaborates that Hao Jin purposefully siphoned souls to fuel 
  her project, and that makes Zahal very unsympathetic. Likely 
  PC defenses might point to Hao Jin’s exact methods, which 
  siphoned only a negligible portion of an escaping soul’s 
  essence to fuel the demiplane’s magic; the process by which 
  the demiplane actively trapped souls was a malfunction and 
  never an intention.
  Skill DC: Tchekua (DC 25), Tenth-By-Third (DC 25), Zahal 
  (DC 29)
  Strong 
  Skills: 
  Knowledge 
  (planes), 
  Knowledge 
  (religion), Spellcraft
  SCENE 5: RECKLESSNESS
  Inspired by the talk of recklessness, Tenth-By-Third expounds 
  on Hao Jin’s irresponsibility.
  “Mortals are fallible, naturally erring from cosmic law and planar 
  constants. The accused has a record of recklessness, and it is 
  clear that she would revert to such reckless behavior again if 
  permitted the freedom to experiment again. Can even centuries 
  of self-reflection overcome a creature’s base instincts?”
  This question causes the judges to argue with one another 
  for some time. Tchekua insists that the rise of civilization 
  is a natural outgrowth of mortals’ ability to surpass their 
  instinct-driven ancestors and attain limitless levels of higher 
  reasoning. Zahal takes a middle ground, acknowledging 
  that societies and people may evolve, but they do so only 
  by overcoming the staggering inertia of their current 
  philosophies. Ultimately the judges come to a standoff on the 
  subject and call for a witness to Hao Jin’s reckless tendencies 
  and capacity to grow and learn.
  Likely PC responses could point to Hao Jin’s willingness 
  to serve Axis as penance, her ready capitulation to the plane’s 
  reprimand, her psychiatric state as a whole, her reticence to 
  assist the PCs out of concern that she would violate Axis’s 
  fledgling trust, or the way her childhood museum accident 
  dramatically changed her approach to preserving the past.
  Skill DC: Tchekua (DC 21), Tenth-By-Third (DC 29), Zahal 
  (DC 21)
  Strong Skills: Diplomacy, Heal, Sense Motive
  SCENE 6: ABANDONMENT
  As the trial runs its course, Tchekua discusses the ongoing 
  ramifications of Hao Jin’s pet project.
  “Even in the event that Hao Jin performed the necessary steps 
  to create her demiplane and fill it for the sake of historic 
  preservation, there remains the fact that she left her charges 
  untended. Thousands of creatures across more than a dozen 
  generations suffered in her absence as she explored the Outer 
  Planes. Were she truly responsible, would she not have guarded 
  and guided these people until such a time as they could chart their 
  own destinies?
  Tchekua takes issue with any news of the tapestry 
  demiplane’s impending collapse, considering this more 
  the fault of Hao Jin (who was capable of intervening) than 
  the inhabitants who lacked power or the Pathfinders who 
  lacked perspective. Tenth-By-Third cares little for societies 
  determining their own fates, but the talk of defaulting on 
  responsibility riles the herald anew. Likely PC responses 
  might relay how Axis authorities are ultimately responsible 
  for detaining and denouncing Hao Jin (and preventing 
  her from maintaining the demiplane), or how Hao Jin 
  ultimately agreed to assist the demiplane earlier despite her 
  doing so threatening her standing with Axis. In this way, 
  Tchekua’s concerns are hypocritical, leaving him susceptible 
  to shaming and satire.
  Skill DC: Tchekua (DC 21), Tenth-By-Third (DC 25), Zahal 
  (DC 21)
  Strong Skills: Intimidate, Perform (acting), Perform 
  (comedy), Perform (oratory)
  RESOLVING THE TRIAL
  After the sixth event, the judges confirm with each other 
  that none of them have further questions, and they call a 
  brief recess before reconvening to issue their verdicts. 
  Influencing Tchekua, Tenth-by-Third, and Zahal requires 2 
  points, 3 points, and 4 points respectively. If the PCs have 
  enough points for a given judge, they have successfully 
  convinced that judge to rule in Hao Jin’s favor. If the PCs do 
  not have enough points, the judge rules against her.
  So long as at least two judges rule in Hao Jin’s favor, Axis 
  formally drops charges against Hao Jin, recognizes her past 
  several centuries of service, and encourages her to travel 
  and create freely (albeit with a better understanding of how 
  to do so safely). If fewer than two judges rule in her favor, 
  Hao Jin is found guilty on numerous counts of cosmic 
  misdemeanor and several stronger violations with regard 
  to the River of Souls. In this case, the tribunal determines 
  that she can either accept imprisonment or serve out a long 
  sentence of service split between Axis and the Boneyard.
  In the event that the tribunal rules in Hao Jin’s favor 
  despite one or more PCs having testified against her, the 
  judges allow Hao Jin a measure of freedom and acquittal 
  on some charges but find her guilty of others. In this case, 
  Hao Jin is still allowed to assist the Pathfinder Society for a 
  short time, but she endures Axis’s censure and probation for 
  
  TAPESTRY’S TRIAL
  27
  27
  a long time to come. Even so, she doesn’t hold this against 
  those PCs, admitting that their criticisms were valid (even if 
  potentially mean-spirited).
  Scoring Smaller Groups: Smaller groups usually lack 
  the same breadth of skill mastery as larger groups. To 
  accommodate a group of five or fewer PCs, lower all of the 
  skill check DCs to influence judges by 1. For a group of four 
  PCs, also grant the PCs one bonus point for one judge who is 
  within one point of ruling in Hao Jin’s favor.
  CONCLUSION
  After the trial, Eleven-Sun-Truth congratulates the PCs on 
  their work with Hao Jin and assistance in the trial. The 
  arbiter is largely untroubled by the trial’s actual outcome 
  either way, considering that whatever the result was, it 
  represents the best and most just decision. Once the PCs 
  are ready to depart Axis, Eleven-Sun-Truth hails them a 
  conveyance to take them back to the gatehouse for transport 
  back to Absalom.
  If the PCs successfully defended Hao Jin in the trial, she 
  at first expresses stoic gratitude before her relief cracks the 
  facade and she smiles warmly. She thanks the PCs for they 
  help and agrees to help the Society directly by performing 
  the transposition ritual herself. However, she warns that 
  even with her magical mastery, performing the ritual will 
  cause the demiplane to unravel dangerously within hours—
  there’s only one chance to get things right. She further 
  speculates that after the demiplane finishes tearing itself 
  apart, its built-in processes should slowly begin stitching 
  it back together, so there’s the possibility that the tapestry 
  demiplane could restore itself within the PCs’ lifetimes—and 
  when it does, she bequeaths it to the Society. Once the PCs 
  are ready to leave, Hao Jin can send them back to Absalom 
  herself, though she prefers not making a reappearance on 
  Golarion just yet. In addition, each PC gains the Advocate 
  for Hao Jin boon (except those who spoke against her, who 
  instead earn the Prosecutor of Hao Jin boon)
  If the PCs did not successfully defend Hao Jin or even actively 
  besmirched her actions, she is still amenable to meeting with 
  them. She expresses her polite disappointment, reaffirms 
  her commitment to self-improvement, acknowledges any 
  of the PCs’ valid critiques of her actions, and confirms with 
  the PCs that they have the ritual to give to their superiors. 
  With it the Master of Spells Sorrina Westyr can assemble a 
  team to perform the ritual and evacuate the demiplane. Those 
  PCs who spoke out against Hao Jin during the trial earn the 
  Prosecutor of Hao Jin boon.
  The PCs don’t necessarily hear more from 322 if they chose 
  to assist her—at least not yet. However, those PCs do earn 
  the Liberator of 322 boon. If the PCs chose to fight 322, they 
  instead earn the Executor of 322 boon.
  REPORTING CONDITIONS
  If the PCs struck a deal with 322, check box A on the reporting 
  sheet. If the PCs killed 322, check box B. If the tribunal ruled 
  in favor of Hao Jin, check box C. If one or more PCs testified 
  against Hao Jin, check box D.
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary goal if they recover all three of 
  Hao Jin’s memory engrams and secure the transposition ritual. 
  Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  A PC fulfills their secondary objective so long as they fulfilled 
  the primary success conditions and earned less than one 
  strike, or so long as they earned no more than two strikes and 
  also convinced the judges to rule in Hao Jin’s favor. Doing so 
  earns each PC 1 additional Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  Player Handout: 
  Pathfinders!
  The Hao Jin Tapestry demiplane is on the verge of complete collapse. 
  Despite our best efforts and the personal sacrifice of the former Master 
  of Spells, Aram Zey, we have only been able to slow the demiplane’s 
  disintegration, and it is now only weeks or even days from utter collapse. If 
  this happens, the thousands of beings still within the demiplane will die, and 
  what treasures are still hidden within shall be lost forever. The Society has 
  therefore prioritized rescue and salvage missions, the last of which made a 
  remarkable discovery: Hao Jin is still alive somewhere on the plane of Axis. 
  At this point she may be the only person who can avert this disaster, so it 
  is imperative that you travel to the Eternal City.
  Included with this letter is a satchel containing documentation of the 
  Society’s activity in the demiplane, including what we explored, what we 
  modified, and how we’ve tried to keep it intact since. Provide these to Hao 
  Jin, as I can only assume she doesn’t know of the tapestry’s condition. I 
  have also contacted Jostlyn Ferqyr, Keeper of the Vault of Abadar and a 
  district councilmember, securing her assistance. She shall use a holy relic to 
  transport you to an ideal starting point for your search. From there, find 
  the Ruby Phoenix and convince her to help repair what she created—before its 
  inhabitants and secrets are lost forever.
  Finally, be on the lookout for trouble. I have noted and thwarted several 
  attempted scrying attempts in the past two weeks, but I cannot assume my 
  colleagues are so vigilant. You may not be the only ones trying to find Hao Jin.
  Sorrina Westyr
  Master of Spells
  
  TAPESTRY’S TRIAL
  29
  29
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this adventure.
  AXIAL MONITOR
  This imposing creature stands on three legs, with a body like three 
  torsos fused together. These torsos are topped with a single head 
  bearing three faces, each set in a bland, serene expression.
  AXIAL MONITOR 
  CR 15
  Pathfinder #131: Reaper’s Right Hand 82
  LN Large outsider (extraplanar, lawful)
  Init +7; Senses blindsight 30 ft., darkvision 90 ft., true seeing; 
  Perception +41
  DEFENSE
  AC 30, touch 12, flat-footed 27 (+6 armor, +3 Dex, +12 natural, 
  –1 size)
  hp 210 (20d10+100); regeneration 5 (chaotic or magic)
  Fort +17, Ref +11, Will +18
  DR 10/chaotic; Immune disease, electricity, mind-affecting 
  effects; Resist cold 10, fire 10; SR 26
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 merciful greatclub +26/+21/+16/+11 (2d8+10), 
  tentacle +20 (1d6+3 plus grab), slam +20 (2d6+3 plus 
  energized maul) or
  +1 axiomatic glaive +26 (2d8+10/×3), +1 merciful greatclub +26 
  (2d8+10), tentacle +25 (1d6+3 plus grab), slam +25 (2d6+3 
  plus energized maul)
  Space 10 ft., Reach 10 ft. (15 ft. with glaive and tentacle)
  Special Attacks energized maul, tripartite assault, watchful faces
  Spell-Like Abilities (CL 20th; concentration +23)
  Constant—true seeing 
  At will—detect chaos, overland flight 
  3/day—detect thoughts (DC 15), dimension door, dimensional 
  anchor, dispel chaos (DC 18), hold monster (DC 18), order’s 
  wrath (DC 17), sending 
  1/day—break enchantment, dictum (DC 20), mass hold 
  monster (DC 22)
  STATISTICS
  Str 23, Dex 16, Con 21, Int 14, Wis 18, Cha 17
  Base Atk +20; CMB +27 (+29 disarm and trip); CMD 40 (42 vs. 
  disarm and trip)
  Feats Cleave, Combat Expertise, Great Cleave, Improved Disarm, 
  Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception)
  Skills Acrobatics +23, Diplomacy +26, Intimidate +26, Knowledge 
  (local) +25, Knowledge (planes) +25, Perception +41, Sense 
  Motive +31, Spellcraft +22; Racial Modifiers +8 Perception,  
  +4 Sense Motive
  Languages Abyssal, Celestial, Common; truespeech
  SQ interrogate
  SPECIAL ABILITIES
  Energized Maul (Su) As a swift action, an Axial monitor can 
  add the axiomatic, flaming, frost, ghost touch, or thundering 
  weapon special ability to its slam attack for 1 round, but it 
  cannot add more than one ability at a time. 
  Interrogate (Su) When an Axial monitor questions a creature that 
  is helpless or pinned, it can compel the creature to answer its 
  questions truthfully unless the creature succeeds at a DC 23 Will 
  save. A creature that fails its save is affected as though subject 
  to zone of truth, except that the creature must answer questions 
  if it is able and cannot refuse to answer or answer evasively. A 
  creature that successfully saves cannot be affected by the same 
  Axial monitor’s interrogate ability for 24 hours. This is a mind-
  affecting compulsion effect. The save DC is Charisma-based. 
  Tripartite Assault (Ex) When it makes a full attack, an Axial 
  monitor can choose to make a full attack with one weapon and 
  secondary attacks with its tentacle and slam, or it can choose to 
  make a single attack with each weapon it wields, including its 
  tentacle and slam attacks, with no penalties to its attack rolls 
  for fighting with multiple weapons. 
  Watchful Faces (Ex) An Axial monitor can make three additional 
  attacks of opportunity in a round, one for each head, although it 
  can make no more than a single attack for any given opportunity.
  DEVIL, HERESY
  Seemingly fused with a monstrous iron throne, this impossibly 
  corpulent being floats several feet off the ground.
  HERESY DEVIL (AYNGAVHAUL) 
  CR 12
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +21
  DEFENSE
  AC 29, touch 7, flat-footed 29 (+4 armor, –1 Dex, +18 natural, –2 size)
  hp 175 (13d10+104); fast healing 5
  Fort +17, Ref +3, Will +13
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee 2 slams +18 (2d8+7), bite +18 (2d6+7)
  Ranged 3 searing words +10 (4d6 fire and divine)
  Space 15 ft.; Reach 5 ft.
  Special Attacks blasphemous bile
  Spell-like Abilities (CL 13th; concentration +18)
  At will—deathwatch, greater teleport (self plus 50 lbs. of 
  objects only), illusory script (DC 18), mage hand, major 
  image (DC 18), message
  3/day—contagion (DC 19), deeper darkness, dispel good, dispel 
  magic, invisibility purge, magic circle against good, speak 
  with dead (DC 18), telekinesis (DC 20), stinking cloud (DC 
  18), unholy blight (DC 19), zone of silence
  1/day—blasphemy (DC 22), legend lore, mislead, summon (level 
  6, 2 bone devils 100% or 1 contract devil 70%), unhallow
  STATISTICS
  Str 24, Dex 8, Con 24, Int 22, Wis 21, Cha 20
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  Base Atk +13; CMB +22; CMD 41
  Feats Diehard, Endurance, Great Fortitude, Improved Initiative, 
  Persuasive, Toughness
  Skills Bluff +21, Diplomacy +25, Fly +12, Intimidate +25, 
  Knowledge (arcana, planes, religion) +22, Knowledge (history) 
  +19, Perception +21, Perform (oratory) +18, Profession 
  (librarian) +12, Sense Motive +21, Spellcraft +22
  Languages Abyssal, Celestial, Draconic, Infernal
  SQ corpulence
  SPECIAL ABILITIES
  Corpulence (Ex) Ayngavhauls are exceptionally girthy for a 
  creature of their size, and they gain a +10 bonus to CMD.
  Blasphemous Bile (Su) Once per hour, an ayngavhaul can expel 
  a 30-foot line of putrid bile. The bile deals 4d6 acid damage 
  (Reflex DC 23 half). Even on a successful save, those struck by 
  this bile are drenched in liquid corruption. Any non-evil divine 
  spellcaster who casts a spell targeting a creature soaked in 
  this bile must make a DC 23 caster level check to affect the 
  creature or the spell fails. This bile can be washed off by a 
  creature or ally that spends a round and uses at least a gallon 
  of fluid; otherwise the effect last for 10 minutes per HD of the 
  ayngavhaul. The save DC is Constitution-based.
  Searing Words (Su) An ayngavhaul can speak words of torment, 
  giving them shape and sending them streaking toward their 
  enemies as ranged touch attacks. Any good-aligned creature 
  struck by one of these infernal words takes 4d6 points of 
  hellfire damage (half fire, half profane); non-good creatures 
  take half damage. This is a sonic effect.
  
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  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 #10–15: Tapestry’s Trial © 2019, Paizo Inc.; 
  Author: Alex Greenshields.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  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
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10–15: 
  Tapestry’s Trial
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,167
  3,834
  —
  3,001
  4,334
  7,667
  —
  6,001
  Out of
  Subtier
  Pathfinder Society Scenario #10-15: 
  Tapestry’s Trial
  ▫ ▫ ▫ Advocate for Hao Jin: You have, almost literally, walked a mile in Hao Jin’s shoes, and upon experiencing 
  the Ruby Phoenix’s past you chose to advocate in her defense. You can check a box next to this boon as a standard 
  action to gain a +2 bonus on Sense Motive checks and Diplomacy checks to gather information for the rest of 
  the adventure.
  ▫ ▫ ▫ Prosecutor of Hao Jin: Upon learning Hao Jin’s history, you decided that the only responsible course 
  of action was to encourage Hao Jin’s judges to prosecute the legendary sorcerer to the greatest extent possible. 
  You can check a box next to this boon as a standard action to gain a +2 bonus on Profession (barrister) and 
  Perception checks for the rest of that adventure.
  Executioner of 322 [Legacy]: You have granted 322 peace, of a sort. What consequences 322’s death may have, 
  how Aslynn will react to her underling’s demise, and what plans 322 may have had for Skyreach are questions 
  you may never know the answer to. (This boon may have benefits and effects for the Pathfinder Second Edition 
  organized play campaign.)
  Liberator of 322 [Legacy]: Whether you realized it or not, you have given 322 a chance at a fresh start and a new 
  beginning where she can learn to master her powers free of outside influences. What 322 does next, and whether 
  your actions on her behalf will ultimately be a bane or a benefit to the Society, only time will tell. (This boon may 
  have benefits and effects for the Pathfinder Second Edition organized play campaign.)
  Core Campaign
  Subtier 10–11
  Subtier 7–8
  manual of bodily health +2 (discounted price 49,500 gp, 
  limit 1; Pathfinder RPG Ultimate Equipment 309)
  manual of gainful exercise +2 (discounted price 49,500 
  gp, limit 1; Ultimate Equipment 309)
  manual of quickness of action +2 (discounted price 
  49,500 gp, limit 1; Ultimate Equipment 309)
  ring of planar focus (4,000 gp; Pathfinder RPG Planar 
  Adventures 49)
  tome of clear thought +2 (discounted price 49,500 gp, 
  limit 1; Ultimate Equipment 323)
  tome of leadership and influence +2 (discounted price 
  49,500 gp, limit 1; Ultimate Equipment 323)
  tome of understanding +2 (discounted price 49,500 gp, 
  limit 1; Ultimate Equipment 323)
  headband of alluring charisma +4 (16,000 gp)
  manual of bodily health +2 (discounted price 49,500 gp, 
  limit 1; Pathfinder RPG Ultimate Equipment 309)
  manual of gainful exercise +2 (discounted price 49,500 
  gp, limit 1; Ultimate Equipment 309)
  manual of quickness of action +2 (discounted price 
  49,500 gp, limit 1; Ultimate Equipment 309)
  ring of planar focus (4,000 gp; Pathfinder RPG Planar 
  Adventures 49)
  tome of clear thought +2 (discounted price 49,500 gp, 
  limit 1; Ultimate Equipment 323)
  tome of leadership and influence +2 (discounted price 
  49,500 gp, limit 1; Ultimate Equipment 323)
  tome of understanding +2 (discounted price 49,500 gp, 
  limit 1; Ultimate Equipment 323)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-15 - Tapestry's Trial.pdf