TEXT: By Jerall Toi
  COUNTDOWN TO ROUND 
  MOUNTAIN
  PATHFINDER SOCIETY SCENARIO #10-20 
  TIER 7–11
  
  Pathfinder Society Scenario #10–20: Countdown 
  To Round Mountain 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 PathfinderSociety.club.
  HOW TO PLAY
  Author • Jerall Toi
  Development Lead • Michael Sayre
  Contributing Artists • Tadas Sidlauskas and Jesper Ejsing
  Cartographer • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  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
  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
  Publisher • Erik Mona
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  Andrew White
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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 
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  Pathfinder Society Scenario #10–20: Countdown To Round Mountain © 2019, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
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  of Paizo Inc.
  GM ResouRces
  Countdown to Round Mountain makes use of Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Ultimate Equipment, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG 
  Bestiary 3, Pathfinder RPG Bestiary 4, and Pathfinder RPG Bestiary 6. 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 at the back of the adventure for the GM’s convenience.
  Table of Contents
  Countdown to Round Mountain                     3
  Handout                                           19
  Appendix                                          20
  Chronicle Sheet                                   23
  
   Nagajor
   • Old Rat’s 
  Stolen Heart
  Tian Xia
  33
  By Jerall Toi
  COUNTDOWN TO 
  ROUND MOUNTAIN
  COUNTDOWN TO 
  ROUND MOUNTAIN
  This scenario takes place in the Darklands deep beneath 
  the midwest of Tian Xia. More information about the region 
  and its history appears in Pathfinder Campaign Setting: 
  Dragon Empires Gazetteer, Pathfinder Player Companion: 
  Dragon Empires Primer, and Pathfinder Campaign Setting: 
  Into the Darklands available in bookstores and game stores 
  everywhere and online at paizo.com.
  Where on Golarion?
  ADVENTURE BACKGROUND
  D
  iguo-dashu, a subterranean civilization of warring 
  ratfolk, sprawls throughout the Sekamina layer of 
  the Darklands beneath central Tian Xia. In the year 
  6751 ic (4251 ar), hordes of ratfolk invaded the surface empire 
  of Lung Wa. Unable to seal the entrances to the Darklands 
  faster than ratfolk demolitionists could create new tunnels, 
  and unused to fighting a foe that could swarm on to the 
  surface from almost anywhere, Lung Wa struggled to contain 
  and repel the invasion. The ratfolk seized control of a dozen 
  cities before the Imperial Army managed to halt the invasion 
  and eventually drive the invaders back underground, sealing 
  at least 20 Darklands entrances with powerful earth magic. 
  The legendary sorceress, Hao Jin, the Ruby Phoenix of Goka, 
  orchestrated one of the more dramatic sealings.
  As a renowned collector of the world’s most wondrous 
  treasures, Hao Jin displayed remarkable talent at capturing 
  entire sites and natural wonders, within her demiplane, 
  accessible through the Hao Jin Tapestry. The sorceress turned 
  this talent against the invading ratfolk, transporting and 
  capturing a 30-trillion-ton sphere of the Darklands—tunnels, 
  caves, and occupants—into her tapestry. 
  The sudden removal of such a large chunk of the Darklands 
  caused much of the upper bedrock and surface access 
  tunnels to collapse into the tremendous cavern left behind. 
  While Lung Wa celebrated, to the surviving ratfolk, the 
  cavern presented both an initial setback and a longer-term 
  opportunity. In the centuries since their failed surface 
  invasion, the ratfolk converted the cavern into an enterprising 
  trade route that cut through and connected all three layers of 
  the Darklands—Nar-Voth, Sekamina, and Orv. The partially 
  flooded cavern floor further proved suitable for a range of 
  subterranean aqua- and agricultural endeavors. In time, the 
  ratfolk founded a small town within the cavern to centralize 
  services, establish a local government and bureaucracy, and 
  support a military presence large enough to dissuade raids 
  from rival underground factions and civilizations. Officially, 
  the ratfolk named the cavern the Old Rat’s Stolen Heart, but 
  most ratfolk refer to it more colloquially as the Broken Ticker.
  In 7213 ic (4713 ar), the Pathfinder Society won the Ruby 
  Phoenix Tournament and selected the Hao Jin Tapestry as 
  their prize. In the years since, the Pathfinders have launched 
  many expeditions into Hao Jin’s demiplane, even exploring 
  and chronicling the miles-wide sphere of captured 
  Darklands, or Round Mountain, as the tapestry’s inhabitants 
  know it. However, all is not well in the tapestry. More 
  recently, the Pathfinder Society discovered that the tapestry 
  had begun to unravel. When Hao Jin’s magic eventually fails, 
  the Pathfinder Society believes that the tapestry may tear 
  and violently eject all of its contents into the Astral Plane. A 
  group of Pathfinders has since tracked down Hao Jin herself. 
  Though she could not repair her tapestry, Hao Jin managed 
  to modify the ritual that she used to capture sites, instead 
  allowing one to return such a site to its original home. The 
  Pathfinders intend to use this ritual and Round Mountain as 
  a giant life raft for the tapestry’s inhabitants and return the 
  sphere to the immense cave left behind in central Tian Xia.
  
  Venture-Captain 
  Amara Li
  PATHFINDER SOCIETY SCENARIO
  44
  However, 
  Round 
  Mountain’s 
  return 
  would 
  crush 
  everything within the Broken Ticker. The Society cannot, in 
  good conscience, return Round Mountain to the Darklands 
  without first inspecting the cavern, documenting any 
  discoveries, and warning any inhabitants of the 
  impending disaster.
  SUMMARY
  Venture-Captain Amara Li leads dozens 
  of Pathfinders into the Darklands 
  beneath Nagajor in order to explore, 
  document, and evacuate an immense 
  cavern occupied by ratfolk before the 
  massive Round Mountain crashes into 
  the area. She sets up a base camp and 
  sends the PCs and several other small 
  groups down secondary tunnels to 
  find a path into the large cavern Old Rat’s 
  Stolen Heart, colloquially referred to as the 
  Broken Ticker. Though the Society knows 
  the general location of the cavern, no 
  Pathfinder has been down this 
  far in many years. 
  During the briefing, Li 
  informs the PCs of the estimated 
  return of Round Mountain and 
  gives 
  them 
  several 
  items 
  that 
  should enable them to communicate 
  with her and potentially ease 
  negotiations with ratfolk. Li then 
  sends the PCs along a suspected 
  smuggler’s road. Li’s information 
  turns out to be trustworthy 
  and the road leads to a ratfolk 
  guardhouse built directly into the wall of the Broken Ticker, 
  a mile above the cavern floor. The guards are accustomed to 
  seeing merchants and smugglers from the surface and are 
  not initially hostile. Here, the PCs have the opportunity to 
  negotiate, sneak, or fight their way through the guard post. 
  Once through the guard post, the PCs can make use of their 
  own spells and abilities, a stairway cut directly into the cavern 
  wall, or a wooden elevator system to reach the cavern floor.
  There are several sites worth exploring on the cavern 
  floor including the small ratfolk town, the various entrances 
  into the cavern, fungus farms, subterranean fisheries, and 
  a military garrison. The PCs can explore these sites in any 
  order, and they need not visit all of the sites to complete 
  their mission. Rather, specific events occur throughout the 
  remainder of the scenario as time passes and the return of 
  Round Mountain draws near. On the fourth day of the PCs’ 
  exploration (or the sixth day if the PCs sent poor instructions 
  or failed to send instructions to Amara Li), another group of 
  Pathfinders arrives. This second group of Pathfinders defers 
  decision-making and planning to the PCs and do their best 
  to support any plan the PCs put forward. On the eleventh day, 
  the tapestry’s collapse accelerates, causing chunks of Round 
  Mountain to materialize seemingly at random throughout 
  the cavern. While the falling debris presents a threat, it also 
  makes it easier to convince the ratfolk inhabitants 
  to evacuate.
  To further complicate matters, a construct 
  army comprised of the haunted clockworks 
  of Pan Majang has besieged one of the 
  entrances into the Broken Ticker for weeks, 
  looking for a way to claim the cavern. If left 
  unchecked, the clockwork army may prove 
  to be a deadly threat to the inhabitants 
  of Round Mountain when the sphere 
  returns to the Darklands. Particularly brave 
  or foolhardy PCs may try to weaponize the 
  return of the mountain against the clockwork 
  army by luring them into position to be 
  crushed; on the fourteenth day of the 
  adventure, 
  Round 
  Mountain 
  returns to the Material Plane 
  and crushes everything within 
  the Broken Ticker.
  GETTING STARTED
  Read or paraphrase the following to 
  get the adventure underway.
  “After the sweltering heat of 
  Nagajor, some might consider 
  the coolness of these tunnels 
  delightful, but we have little time 
  to rest,” Venture-Captain Amara 
  Li begins, addressing a sizeable caravan of Pathfinder agents, 
  laborers, and nagaji guides. “By my calculations, we are now 
  about two thousand feet below the surface, which places us in 
  Nar-Voth. Welcome to the Darklands, Pathfinders. We’ll establish 
  a base camp here.”
  Venture-Captain Amara Li first works to establish a 
  defensible campsite before inviting the Pathfinder agents, 
  PCs included, to attend their mission briefing. Li first asks if 
  any of the gathered agents have previously explored any part 
  of Darklands before. Allow the PCs to introduce themselves 
  to each other and the NPCs. Li pays particular attention 
  to anybody that mentions the Hao Jin Tapestry and Round 
  Mountain. After concluding introductions, Li thanks the 
  Pathfinders for their trust before diving into the specifics of 
  the mission at hand. She begins the briefing by recapping the 
  ratfolk invasion of Lung Wa, Hao Jin’s involvement in the war, 
  the current state of the Hao Jin Tapestry, and the plan to return 
  Round Mountain to the Material Plane. 
  
  COUNTDOWN TO ROUND MOUNTAIN
  55
  Amara Li is familiar with all the information presented in 
  the introduction for this scenario. Before taking questions, Li 
  resumes the briefing:
  “According to our Master of Spells, Sorryna Westyr we have fifteen 
  days before they transport Round Mountain back to the Material 
  Plane. In that time, we must locate the mountain’s original 
  location, explore and document the site, convince anyone who 
  might be residing in the area to evacuate, and evacuate ourselves. 
  “Unfortunately, we do not know the exact location of the 
  original site. Most of the surface access tunnels that led there 
  collapsed under their own weight once Hao Jin carved out 
  Round Mountain. However, we have managed to piece together 
  folklore from up above—mostly stories to frighten children—and 
  purchased information about various smuggling and trade routes 
  between the surface and the Diguo-Dashu. Thus, based on the 
  intelligence available, I am certain that a large cavern known as 
  the Old Rat’s Stolen Heart is the site of Round Mountain’s return. 
  The name is clearly a reference to the goddess Lao Shu Po and the 
  supposed heartbreak the remaining ratfolk experienced after their 
  defeat. According to our informants, though, the cavern has an 
  easier nickname—the Broken Ticker. This is our only opportunity 
  to explore the Broken Ticker before the return of Round Mountain 
  destroys potentially half a millennium of Darklands history.
  “We plan to send a small team down each of the secondary 
  and tertiary tunnels that may lead to the large cavern that was 
  once Round Mountain. Remember, this is not a competition. Good 
  cooperation and communication between the teams may be vital 
  to the success of this mission. I shall brief each team individually, 
  but, if there are any questions for the greater group, now is the 
  time to ask.”
  If the PCs have any questions, Li does her best to answer 
  them. Li knows the information about Round Mountain and 
  the Old Rat’s Heart that the PCs could learn with a successful 
  DC 15 Knowledge (dungeoneering, geography, history, or 
  religion) check (see page 6). Answers to some of the other 
  most common questions the PCs may have are given below.
  Can you tell us more about your informants? “Smugglers, 
  most of them. There is, unsurprisingly, a market for goods 
  that one can only find on the surface—crops, lumber, meat, 
  and other farm goods. Our associate, Trade-Prince Aaqir 
  al’Hakam, has suggested that you consider adopting the guise 
  of traders and merchants. He has also kindly donated several 
  samples of his organization’s wares to complement such an 
  approach. I’ll have packages apportioned to you during your 
  individual team briefings, but you are in no way beholden to 
  follow our associate’s suggestions.”
  Is the cavern inhabited? “Yes, we believe that the 
  Diguo-Dashu maintain at least some presence within the 
  Old Rat’s Stolen Heart. If the rumors prove true, the cavern 
  now links all three layers of the Darklands—Nar-Voth, 
  Sekamina, and Orv. If so, the Old Rat’s Stolen Heart could be 
  an incredibly valuable location here in the Darklands. I would 
  expect that somebody must have exploited the opportunity 
  in the intervening centuries. Any inhabitants likely speak 
  Undercommon and potentially Tien.”
  How would you approach exploring and documenting 
  the site? “I cannot predict what you may find. Thus, we’ve 
  tried to assemble diverse teams for this mission, with 
  skills and knowledge covering a broad range of disciplines 
  and applicable in multiple situations—archaeologists, 
  anthropologists, historians, engineers, botanists, alchemists, 
  translators, and warriors. Each of you has your own approach 
  and I trust in the expertise you all bring to this endeavor.”
  What sort of dangers can we expect? “Expect to encounter 
  the ratfolk of Diguo-Dashu. Based on our intelligence, 
  they might be used to dealing with individuals from the 
  surface, and you might be able to resolve any encounters 
  with them peacefully. You might also encounter dangerous 
  local flora and fauna, but if the cavern is indeed inhabited 
  by an organized group or society, they likely have measures 
  in place to handle the wildlife. You might also encounter 
  representatives of any of the other civilizations and 
  city-states of the Darklands. Some might be hostile. Finally, 
  there are of course the dangers common to exploring cave 
  networks deep beneath the surface—poor air quality, toxic 
  gases, darkness, sudden drops, and cave-ins. If you haven’t 
  already, I suggest you talk to our quartermaster about 
  outfitting yourselves for underground exploration.”
  How do you expect us to communicate with other teams? 
  “Some teams will have access to magical means that can allow 
  them to communicate with me or the other teams. I also 
  have a small supply of various scrolls that can allow a team 
  to communicate directly with our base camp; I can then relay 
  information to the other teams from here. I plan to dole out 
  these supplies during the individual team briefings.” 
  Development: After the mass briefing, Li begins discussing 
  specific assignments with each of the Pathfinder teams 
  present, four teams in total, including the PCs. When Li 
  gets to the PCs, she explains that she has assigned them 
  to a suspected trade route. The trade route follows a wider 
  secondary tunnel that she believes may have been used to 
  smuggle larger cargoes, potentially livestock, lumber, metal 
  ores, or even caravans of slaves. Li also provides a wand of 
  animal messenger (3 charges), a scroll of whispering wind, and 
  a small handbook of cryptographic cyphers. She explains 
  that the PCs should encrypt any written communications 
  using the cyphers provided. Decrypting a message with the 
  handbook available requires a DC 5 Linguistics check, or a 
  DC 20 Linguistics check without the handbook. If the PCs 
  cannot make use of the magical communication options, Li 
  notes that she can spare a scout or messenger. The PCs can 
  establish “dead drops” along their tunnel that the scouts can 
  use to relay information back to Li’s base camp, albeit less 
  frequently and reliably than the magical means. 
  
  PATHFINDER SOCIETY SCENARIO
  66
  Diguo-Dashu created five distinct administrative districts 
  within the Old Rat’s Stolen Heart: the cavern walls, the 
  fungus farmlands, the underground lake, the small town of 
  Zhotan, and its neighboring military garrison. To complete 
  their primary mission—to explore and document the 
  cavern—the PCs should spend some time exploring each 
  of the districts. This gives the PCs opportunity to converse 
  with the local ratfolk, collect plant and soil samples, and 
  uncover ancient ruins. For each day spent in a particular 
  district, each PC can engage in a district-specific activity 
  and make a skill check appropriate to that particular activity 
  (details are provided throughout the scenario). In Subtier 
  7–8, the DC for these skill checks is 17. In Subtier 10–11, the 
  DC increases to 19. For each successful skill check, the PCs 
  earn 1 Exploration Point. Unless otherwise noted, the PCs 
  may only earn 1 Exploration Point per activity per district, 
  but can reattempt a failed check on a different day as 
  often as they like. PCs receive a +2 bonus on checks when 
  reattempting a previously failed check. Some districts 
  provide further opportunity to earn Exploration Points 
  through other means.
  The cavern floor has a diameter of roughly 8 miles, and 
  moving between districts is relatively easy. GMs do not need 
  to track time precisely as the PCs move from one district 
  to another.
  Though the ratfolk do not need light, they still make 
  use of fire to generate heat and lanterns to communicate 
  over long distances. The urban areas of the Big Ticker thus 
  tend to be well lit, whereas most of the farm exist in near 
  permanent darkness.
  Explore and Report
  Li instructs the PCs to immediately contact her should they 
  discover a viable entrance to the Old Rat’s Stolen Heart.
  With the briefing and specific instructions now fully 
  relayed to the PCs, Li also hands over Trade-Prince Aaqir 
  al’Hakam’s donated trade goods, which the PCs can use in 
  negotiations with the ratfolk dwelling in the Old Rat’s Stolen 
  Heart. These include a handy haversack and efficient quiver. 
  The Exchange has stuffed the haversack with 80 pounds of 
  coffee beans, an ornate coffee pot, grinder, cups, and carefully 
  written preparation instructions for each type of bean. 
  These trade goods represent a total value of 2,500 gp. The 
  quiver contains several samples of lumber and woodwork, 
  including 60 masterwork arrows, two masterwork composite 
  longbows, and a masterwork darkwood longspear.
  Before the PCs depart, they may also visit the camp’s 
  quartermaster to purchase any basic gear and consumable 
  items listed as Always Available in the Pathfinder Society 
  Roleplaying Guild Guide.
  KNOWLEDGE (DUNGEONEERING, GEOGRAPHY,  
  OR HISTORY) 
  The PCs may know more about the history of this region of 
  the Darklands and central Tian Xia above it.
  15+: Unlike the caverns beneath the Inner Sea region, 
  the Darklands beneath Tian Xia are not inhabited by drow, 
  duergar, or darkfolk, nor was there any dwarven Quest for Sky. 
  Instead, below Tian Xia, one can expect to find ratfolk, oni, 
  and, if truly unfortunate, underworld dragons.
  20+: After the sorceress Hao Jin helped put an end to the 
  ratfolk invasion of Lung Wa, Imperial citizens soon discovered 
  that the wells and natural springs in the surrounding areas ran 
  dry. In capturing Round Mountain, Hao Jin had inadvertently 
  disrupted the passage of underground water. This has created 
  localized flooding and “cold walks”—Darklands slang for 
  tunnels that terminate in a river or water-filled cavern.
  KNOWLEDGE (RELIGION) 
  The PCs may know more about Lao Shu Po, the primary 
  goddess of the Diguo-Dashu empire.
  15+: The ratfolk of Diguo-Dashu likely worship Lao Shu 
  Po, the goddess of night, thieves, and rats. Her holy symbols 
  typically take the form of a curled and emaciated rat.
  20+: Lao Shu Po was not always a goddess. She was once 
  a simple rat until she fed on the corpse of the moon god 
  Tsukiyo and absorbed some of his divine power. When 
  Tsukiyo returned to life and banished his killer—his brother 
  Fumeiyoshi—from heaven, Lao Shu Po stole Fumeiyoshi’s 
  portfolio and become the goddess of night.
  CAVERN WALLS
  Amara Li’s intelligence soon proves accurate. After a day’s 
  hike, the tunnel assigned to the PCs terminates about a mile 
  up the Big Ticker’s western wall. When the PCs arrive, read or 
  paraphrase the following:
  The trader’s route comes to an abrupt end as it exits some distance 
  up a massive, slightly concave wall overlooking an inky darkness. 
  A guardhouse, partially carved out of the tunnel wall, stands 
  alongside the lip of the tunnel’s exit. A massive mechanism of 
  wood, ropes, and pulleys stands just beyond the exit.
  Unless the PCs took measures to hide their approach, 
  two ratfolk soldiers exit the guardhouse and greet them. 
  The guards first try to greet the PCs in Undercommon and 
  then Tien, asking them what business they have here in “the 
  Big Ticker.” If the PCs are unable to communicate with the 
  ratfolk, the guards use hand gestures and pantomime (Sense 
  Motive DC 5) to ask the PCs to wait. While the PCs wait, 
  one of the guards uses the wooden structure—an elevator 
  system—to descend to the cavern floor and eventually 
  returns several hours later with an administrative officer that 
  speaks Common. The guards are accustomed to dealing with 
  
  COUNTDOWN TO ROUND MOUNTAIN
  77
  At the start of the PCs’ fourth day in the cavern (or sixth 
  day, if the PCs made use of a dead drop [see page 5] to 
  communicate with Amara Li), a second group of Pathfinders 
  arrives within the cavern. They head directly to Zhotan and, 
  with the aid of the local ratfolk, soon find their way to the 
  PCs. The second group explains that Venture-Captain Amara 
  Li instructed the other two teams to continue exploring their 
  tunnels, with a hope of finding another route to the Big 
  Ticker or other outlying sites of importance. The Pathfinders 
  offer to help and defer decision making to the PCs. These 
  Pathfinders can use their skills to aid the PCs’ skill checks 
  used to explore a district, or provide spellcasting services at 
  no additional cost (as described in their entries; PCs must still 
  pay for any expensive material components, as appropriate 
  for the requested spell). Each of these Pathfinders has a +7 
  bonus to their skills checks. These Pathfinders do not directly 
  assist the PCs in combat.
  Riada (N female human cleric of Pharasma 5) leads 
  the second group. She can assist the PCs with Knowledge 
  (religion) checks. Given at least a day’s notice, Riada is also 
  willing to prepare one 3rd-level spell from the cleric spell 
  list for the PCs each day. If the PCs express an interest in 
  exploring the underground lake called Old Rat’s Eye (see 
  page 13), Riada suggests that she prepare and cast water 
  breathing for the PCs. Riada can also channel positive energy 
  up to three times a day (3d6 points of healing).
  Torstra (LN female dwarf ranger 5) serves as the 
  group’s scout. Torstra can assist the PCs with Knowledge 
  (dungeoneering) and Knowledge (nature) checks.
  Soh Jung (N male half-elf rogue 5) is fluent in both Tien 
  and Undercommon and serves as the group’s translator. He 
  can assist the PCs with Knowledge (local) and Linguistics 
  checks. Soh Jung is also willing to join the PCs during 
  negotiations with the people of Old Rat’s Broken Heart 
  should they require a translator.
  Cooperate
  uplanders, as the tunnel is indeed frequently used to receive 
  large shipments from the surface, including lumber.
  The guards ask the PCs to identify themselves and state 
  the purpose of their visit. The guards accept almost any cover 
  story presented, or even the truth. Before allowing the PCs 
  through, the guards explain that the necessary paperwork and 
  authorizations could take several hours. With a successful 
  DC 10 Sense Motive check, an observant PC quickly infers that 
  the guards would accept a bribe to expedite the paperwork. 
  The guards are willing to expedite the process for 100 gp per 
  PC. A PC that succeeds at a DC 17 Diplomacy check convinces 
  the guards to reduce the price to 50 gp per PC instead. 
  Alternatively, the PCs could attempt to trick, negotiate, or 
  bully their way through, requiring a DC 25 Bluff, Diplomacy, 
  or Intimidate check to expedite the process without the extra 
  processing fee. PCs unwilling to pay the bribe and unable to 
  otherwise convince the guards to let them through can simply 
  wait out the process.
  Creatures: There are four ratfolk guards stationed here. 
  Though physical violence is unlikely, the PCs may attempt 
  to bypass the guardhouse using a different approach or may 
  encounter similar guards throughout their exploration of the 
  Big Ticker. In such an event, refer to the following statistics.
  ALL SUBTIERS (CR 8)
  RATFOLK GUARDS (4) 
  CR 4
  Ratfolk fighter 5 (Pathfinder RPG Bestiary 3 231)
  NE Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
  hp 42 (5d10+10)
  Fort +4, Ref +4, Will +2 (+1 vs. fear)
  OFFENSE
  Speed 20 ft.
  Melee mwk short sword +7 (1d4/19–20)
  Ranged mwk light crossbow +9 (1d6+1/19–20)
  Special Attacks swarming, weapon training (crossbows +1)
  TACTICS
  During Combat The guards prefer to attack from range with their 
  crossbows, but are willing to enter melee with their short 
  swords. Where possible, they make use of their swarming 
  ability against a single foe.
  Morale The guards fight ferociously until one of them is knocked 
  unconscious or slain. Any remaining guards surrender or 
  attempt to flee from foes that do not or are incapable of 
  accepting surrender.
  STATISTICS
  Str 10, Dex 16, Con 11, Int 12, Wis 9, Cha 8
  Base Atk +5; CMB +4; CMD 17
  Feats Alertness, Iron Will, Point-Blank Shot, Precise Shot, 
  Rapid Reload, Toughness
  Skills Acrobatics +0 (–4 to jump), Climb +1, Intimidate +5, 
  Perception +8, Sense Motive +6, Swim +1; Racial Modifiers 
  +2 Perception
  Languages Tien, Undercommon
  SQ armor training 1, rodent empathy
  Combat Gear crossbow bolts (10), potion of cure light wounds (2); 
  Other Gear mwk lamellar (steel) armorUE, mwk light crossbow, 
  mwk short sword
  SPECIAL ABILITIES
  Swarming (Ex) Up to two ratfolk can share the same square at 
  the same time. If two ratfolk in the same square attack the 
  same foe, they are considered to be flanking that foe as if they 
  were in two opposite squares.
  
  PATHFINDER SOCIETY SCENARIO
  88
  At the start of the PCs’ eleventh day in the cavern, the magic 
  of the Hao Jin Tapestry begins to unravel at an even greater 
  pace. At first, dust and finer particles begin to leak through, 
  filling the Big Ticker with a mist-like haze. Soon thereafter, 
  larger particles begin leaking through. These larger 
  particles function as a constant hail (Pathfinder RPG Core 
  Rulebook 438), which imparts a –4 penalty on sound-based 
  Perception checks and ranged weapon attacks. From the PCs’ 
  twelfth day in the cavern and onwards, due to the pile-up 
  of hailstones, entering any square not inside a structure 
  protected by a roof costs 2 squares of movement. This hail is 
  never substantial enough to deal damage.
  Unused to even regular precipitation, the Diguo-Dashu 
  ratfolk understandably begin to panic when rocks begin to 
  fall upon them. Reduce the DC to convince the governor of 
  Zhotan to order the evacuation of the Big Ticker by 5 for each 
  day of hail.
  If the PCs do not manage to coordinate an earlier 
  evacuation, the governor calls for an emergency evacuation 
  on the fourteenth day. However, such an evacuation ends up 
  rushed, resulting in many injuries and casualties.
  Evacuate
  Development: If the PCs both waited for a translator 
  and chose not to expedite the paperwork, the wait delays 
  them by a full day, which reduces the time left to explore 
  the Big Ticker (see the Explore and Report sidebar on 
  page 6). The guards suggest that the PCs head directly to 
  Zhotan, the small town towards the center of the cavern 
  floor, explaining that the governor is responsible for 
  negotiations with uplanders. 
  The guard post is situated a mile above the cavern floor 
  and is well lit. The PCs can choose to make use of their own 
  spells and abilities, a rough staircase cut into the cavern 
  wall, or the wooden elevators to descend to the lower levels 
  and cavern floor. Dedicated teams of engineers manage 
  and operate the elevators. Passengers communicate with 
  the engineers by tugging on a variety of ropes in different 
  colors. As the elevator platforms move, the various 
  mechanisms clank and thump noisily, which becomes 
  quite pronounced if the engineers engage several elevators 
  at once.
  The PCs can also earn Exploration Points (see page 6) 
  by exploring the cavern walls and the complex elevator 
  structures that line them. PCs can talk to and observe 
  the engineers with a successful Diplomacy check, 
  observe the flow of traffic and goods with a successful 
  Appraise or Profession (merchant) check, plot out other 
  exits and entrances into the Big Ticker with a successful 
  Knowledge (dungeoneering or geography) check, or 
  examine the elevator structures with a successful 
  Craft (carpentry) or Knowledge (engineering)  check.  
  PCs that successfully examine the elevator structures 
  also identify several ingenious self-destruct mechanisms 
  which would allow a single guard or engineer to collapse a 
  significant portion of the structure if needed.
  ZHOTAN
  The Diguo-Dashu established the small town of Zhotan at 
  the center of the cavern floor as a place to centralize services 
  and administrative functions for the growing farming 
  population. Recognized as an important mercantile arm of 
  the fractious Diguo-Dashu empire, Zhotan enjoys a small 
  measure of autonomy and protection from the machinations 
  and in-fighting common throughout the rest of the empire. 
  As the PCs approach the town for the first time, read or 
  paraphrase the following:
  The small town resting in the cavern’s central cradle shimmers with 
  the fires of industry, the softer lights of kitchen stoves, and other 
  conveniences. Sign posts dotted around the town welcome visitors 
  and provide directions in Tien, Undercommon, and pictograms 
  indicating points of interest, including bronze-etched placards with 
  directions to the governor’s offices.
  THE GOVERNOR’S OFFICES
  A large, multi-purpose stone building thrusts upwards in 
  the center of town like an oddly rectangular stalagmite. The 
  building functions as the cavern’s administrative heart and 
  includes the governor’s offices, the town’s library and archives, 
  guardhouse and jail, courthouse, and bank. Governor Zho Bai 
  serves as the local chief administrative officer, ensuring that 
  local government supports the smooth running of industry 
  and agriculture within the Big Ticker. Governor Zho Bai, a 
  ratfolk in her middle years, is confident and competent. Her 
  stance on governance considers the well-being of citizens as 
  a positive by-product (though not the primary purpose) of 
  an efficiently run local government. As a result, she can be 
  difficult to convince with pleas to public safety but is keenly 
  aware of potential impacts to Zhotan’s economy. 
  Zho Bai makes a point of personally greeting prominent 
  visitors, including traders from the surface. As soon as she 
  receives word of the PCs’ visit, she sends a messenger to 
  summon them to her offices (assuming the PCs themselves do 
  not immediately head to her offices to introduce themselves). 
  If the PCs dawdle and have not met with Zho Bai by day 3, 
  the governor sends six guards to round up the PCs and bring 
  them to her office for a proper introduction.
  The Governor receives the PCs in a lavish office with fine 
  furniture and expensive wooden tables. She offers the PCs 
  a hearty mushroom tea before asking them to explain the 
  purpose of their visit. Zho Bai accepts most cover stories, 
  
  Zho Bai
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  but pays special attention to any PCs claiming to be arms 
  merchants or mercenaries. 
  If the PCs identify themselves as Pathfinders, Zho Bai 
  assumes that they are preparing an article on her town and 
  expresses her pleasant surprise that they would consider her 
  small cavern worthy of a Chronicle. Zho Bai promises to 
  make arrangements so that the PCs can explore the 
  Big Ticker, allowing PC merchants to sample wares 
  and observe production quality and capacity, 
  martially-inclined PCs to engage with local 
  military leadership, and scholarly PCs access 
  to the town’s library. If the PCs tell Zho Bai 
  of the corrupt guards at the border, she 
  thanks them for the information and 
  promises to see that the guards are 
  swiftly reprimanded.
  Zho Bai suggests that the PCs 
  think twice before approaching 
  the eastern segment of the 
  cavern floor, as a sizeable 
  force of clockwork soldiers 
  from Pan Majang have 
  besieged one of the large 
  entrances into the cavern. 
  She reassures the PCs that the 
  Diguo-Dashu military is more 
  than capable of holding the 
  cavern entrance and should 
  soon drive the horrors back.
   If the PCs warn the governor about Round Mountain’s 
  return, Zho Bai initially waves off tales of an impending 
  cataclysm and suggests that the PCs go speak with the 
  local priests about such matters. At first, Zho Bai refuses to 
  consider evacuating the Big Ticker without some tangible 
  evidence to support the PCs’ claims, or at least an extremely 
  well-considered and presented argument. If the PCs manage 
  to defeat or escape the clockwork infiltrators (see Encounter 
  A on page 10), Zho Bai agrees to evacuate non-combatants 
  from the town, though she is still not convinced of the 
  magnitude of the threat. A PC who succeeds at a DC  45 
  Diplomacy check convinces Zho Bai to evacuate the Big 
  Ticker; the DC of this check is reduced by 2 each day after 
  the 4th. PCs cannot take 20 on this check or attempt it 
  more than once per day. Once the evacuation starts, the PCs 
  cannot earn any further Exploration Points from the ratfolk.
  If the PCs have any questions, Zho Bai does her best to 
  answer them. Answers to two of the most common questions 
  the PCs may have are given below.
  Why do you refer to this cavern as the Big Ticker? 
  “Officially, we know this cavern as Old Rat’s Stolen Heart. 
  As time passed, and as we developed the cavern further, it 
  began to at least figuratively resemble an actual heart of sorts. 
  The construction of the elevators coupled with this town’s 
  founding as a trade post cemented the metaphor. I believe the 
  name refers to the noise of large scale construction projects 
  and the constant up-and-down of our elevators.”
  Who or what are the haunted clockworks of Pan Majang? 
  “Cleverly built but mindless constructs. You have nothing to 
  fear; our soldiers can easily outwit the things. I am certain 
  that our soldiers will soon break the 
  siege along our eastern border.”
  KNOWLEDGE (ARCANA OR 
  DUNGEONEERING) 
  The PCs may know more about 
  the clockwork horrors based on the 
  results of their Knowledge (arcana or 
  dungeoneering) check.
  15+: The Clicking Caverns are a 
  well-known 
  Darklands 
  entrance, 
  located at the border between 
  Nagajor 
  and 
  Xa 
  Hoi, 
  thanks 
  to 
  periodic 
  invasions 
  of 
  clockwork 
  automatons that emerge to raid both nations. 
  The estimated location of the Big Ticker places 
  it quite a distance from the 
  Clicking 
  Caverns, 
  but 
  few 
  know how far the clockwork 
  tunnels sprawl outward through 
  Nar-Voth or deeper.
  20+: One of the most unusual 
  and storied regions of the Tian Xia’s Darklands is the 
  constantly shifting clockwork necropolis of Pan Majang. The 
  most agreed-upon hypothesis suggests that the clockwork 
  horrors are all that remains of a forgotten underground race 
  that, in a bid for immortality, bound themselves to their 
  clockwork constructs.
  25+: In the year 7208 ic, a nagaji hero named Zethivaxus 
  Djeed disappeared after an ill-advised expedition into the 
  Clicking Caverns. He returned nine months later but in the 
  body of a clockwork abomination, at the head of an army of 
  haunted clockworks who waged a bloody campaign across 
  western Xa Hoi.
  Development: The PCs can earn Exploration Points by 
  exploring the district surrounding the governor’s offices. 
  The ratfolk are busy and curt, but they tolerate a small 
  intrusion into their daily lives as long as the PCs are polite. 
  The PCs earn an Exploration Point interacting with the 
  ratfolk by succeeding at a Diplomacy check, but the DC 
  to do so here is 5 higher than normal (see the Explore and 
  Report sidebar on page 6).
  Further, the PCs can observe the flow of goods or engage 
  in early trade negotiations with a successful Appraise or 
  Profession (merchant) check, discuss religious practices at the 
  town’s small shrine to Lao Shu Po with a successful Knowledge 
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  (religion) check, or indulge in and explore the local tea culture 
  with a successful Craft (alchemy) or Profession (brewer, cook, 
  or herbalist) check.
  The PCs can also spend time working through the town’s 
  extensive collection of archived government documentation. 
  A PC who succeeds at a Knowledge (geography, history, 
  local, or nobility) check earns 1 Exploration Point. The 
  PCs can earn up to 3 Exploration Points in this manner. If 
  the PCs earn at least 1 Exploration Point by going through 
  the town’s records, they discover several town planning 
  documents that suggest that the layout of buildings across 
  the cavern has changed numerous times since the town’s 
  founding. Of particular note, the ratfolk have demolished 
  numerous buildings over the years to make way for the 
  construction of irrigation canals and related infrastructure. 
  These centuries-old demolition sites may hold clues to 
  archaeological secrets, which the PCs can pursue when 
  exploring the farmlands (see Encounter A below).
  Additionally, if the PCs earn at least 1 Exploration Point 
  by going through the town’s records, they also discover the 
  town’s census information. Over a 1,000 ratfolk live and 
  work within the Big Ticker. PCs concerned about the welfare 
  of those ratfolk that may be displaced by Round Mountain 
  may wish to take steps to ensure that aid is made ready and 
  available. Alerting Amara Li prompts the venture-captain to 
  take action, but creative PCs may have other means available. 
  The PCs earn an additional Exploration Point by bringing 
  this matter to Li’s attention or by assisting with other 
  significant preparations to aid potential ratfolk refugees.
  Faction Notes: In the course of exploring Big Ticker, 
  members of the Exchange faction have ample opportunity to 
  purchase goods or tap into smuggling enterprises, potentially 
  fulfilling a Faction Journal Card goal. 
  A. MUSHROOM FARMLANDS
  The Big Ticker supports a profitable fungus farming 
  industry. The local ratfolk diet consists primarily of 
  mushrooms, which they supplement with locally harvested 
  subterranean shellfish, and the occasional imported luxuries 
  from the surface or elsewhere in the Darklands. The lumber 
  trade serves an integral role in Zhotan’s fungus farming as 
  the enterprising ratfolk repurpose excess wood and cuttings 
  to support the growth of a larger variety of edible fungi and 
  mosses. When the PCs first explore this district, read or 
  paraphrase the following:
  The Diguo-Dashu mushroom and moss farmlands stretch across 
  most of the Big Ticker’s cavern floor. Some mushrooms stand 
  taller than a human, while numerous structures of partially rotted 
  wood support the growth of smaller fungi. Other than the space 
  set aside for farmhouses, access roads, and irrigation canals, 
  the mushrooms form what could easily be mistaken for a dense 
  subterranean forest.
  Creatures: To further their invasion strategy, the haunted 
  clockworks pursue a plan to weaken the ratfolk with poison.  
  To this end, the clockwork creatures harvested violet fungi 
  from deeper within their territory and placed smaller 
  samples of the deadly fungi within the chest compartments 
  of several clockwork hounds. The hounds, led by a haunted 
  clockwork handler, have infiltrated the Big Ticker with a 
  plan to spread the violet fungi throughout the ratfolk farms. 
  To improve their chances of success, the clockworks seek 
  out fresh meat to encourage the growth of the small samples 
  of violet fungi. The clockwork infiltration team attacks the 
  PCs while they explore the farmlands. In Subtier 7–8, the 
  PCs face a pair of hounds and a haunted clockwork soldier. 
  In Subtier 10–11, the PCs face four hounds and a haunted 
  clockwork mage.
  SUBTIER 7–8 (CR 9)
  HAUNTED CLOCKWORK SOLDIER 
  CR 7
  Variant clockwork soldier (Pathfinder RPG Bestiary 3 57)
  NE Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+2 Dex, +1 deflection, +3 dodge, 
  +6 natural, +2 shield)
  hp 72 (8d10+28)
  Fort +3, Ref +6, Will +2
  Defensive Abilities channel resistance +4; DR 5/adamantine; 
  Immune construct traits
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +18/+13 (1d8+9)
  Special Attacks latch
  TACTICS
  Before Combat The haunted clockwork soldier attempts to move 
  along the treeline and sneak up on the PCs (DC 18 Perception 
  check to notice its approach).
  During Combat The haunted clockwork soldier uses Spring Attack 
  to dart in and out of combat with the PCs, attempting to flank 
  with the clockwork hounds.
  Morale The haunted clockwork soldier fights until destroyed.
  STATISTICS
  Str 28, Dex 15, Con —, Int 10, Wis 11, Cha 12
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs. disarm)
  Feats Dodge, Improved InitiativeB, Lightning ReflexesB, Mobility, 
  Power Attack, Spring Attack
  Skills Climb +15, Stealth +8
  Languages Tien
  SQ swift reactions
  Gear +1 longsword, heavy steel shield
  SPECIAL ABILITIES
  Infused Soul (Su) This construct is infused with a mortal soul. 
  
  © 2015 PAIZO INC.
  Winter Forest
  1 square = 5 feet
  Pathfinder Flip-Mat: Winter Forest
  C = Clockwork Mage/Soldier
  H = Clockwork Hound
  PCs Start Here
  N
  H
  C
  H
  H
  H
  A. Mushroom Farmlands
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  11
  
  Clockwork 
  Hound
  PATHFINDER SOCIETY SCENARIO
  12
  12
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Remove one clockwork hound.
  Subtier 10–11: Remove two clockwork hounds.
  Scaling Encounter A
  The soul provides the construct a semblance of unlife as 
  a ghostly apparition surrounds it and controls its actions. 
  This allows the construct to apply its Charisma modifier as a 
  bonus on Fortitude saves, and it gains a number of bonus hit 
  points per Hit Die equal to its Charisma bonus. This construct 
  is healed by negative energy and harmed by positive energy 
  as if it were an undead creature. It reacts to magical and 
  supernatural effects, such as detect undead and searing light, 
  as if it were an undead creature.
  Latch (Ex) Clockwork soldiers have specially designed hands that 
  easily grasp and lock onto weapons and objects. A soldier can 
  attempt to disarm or grapple as a standard action without 
  provoking an attack of opportunity, and it receives a +2 bonus 
  on disarm checks. In addition, it receives a +2 bonus to CMD 
  against attempts to disarm it.
  Swift Reactions Clockwork constructs react much more swiftly than 
  other constructs. They gain Improved Initiative and Lightning 
  Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
  CLOCKWORK HOUNDS (2) 
  CR 5
  hp 43 each (Pathfinder RPG Bestiary 6 62; see page 20) 
  SPECIAL ABILITIES
  Venomous Cargo (Ex) With each successful bite, the hound has a 
  50% chance to expose its target to the venom it carries.
   Violet venom: contact; save Fort DC 13; frequency 1/minute for 6 
  minutes; effect 1d2 Str and 1d2 Con; cure 1 save.
  SUBTIER 10–11 (CR 12)
  HAUNTED CLOCKWORK MAGE 
  CR 10
  Variant clockwork mage (Pathfinder RPG Bestiary 4 32)
  NE Medium construct (clockwork)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 27, touch 19, flat-footed 19 (+5 Dex, +1 deflection, +3 dodge, 
  +8 natural)
  hp 102 (15d10+20)
  Fort +5, Ref +12, Will +9
  Defensive Abilities channel resistance +4; DR 5/adamantine; 
  Immune construct traits; SR 20
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +18 (1d4+3)
  Special Attacks wand magic
  Spell-Like Abilities (CL 15th; concentration +10)
  At will—magic missile, shocking grasp (DC 11)
  3/day—gust of wind (DC 13), scorching ray
  1/day—fireball (DC 14)
  TACTICS
  Before Combat The clockwork mage hides (DC 25 Perception 
  check to notice). When the PCs move within 30 feet of it the 
  clockwork mage casts scorching ray, targeting the nearest foe.
  During Combat The clockwork mage flings its spells at the PCs, 
  attempting to avoid direct combat.
  Morale The clockwork mage fights until destroyed.
  STATISTICS
  Str 16, Dex 21, Con —, Int 10, Wis 14, Cha 13
  Base Atk +15; CMB +18; CMD 35
  Feats Combat Casting, Dodge, Improved 
  InitiativeB, Iron Will, Lightning ReflexesB, 
  Point-Blank Shot, Precise Shot
  Skills Climb +13, Stealth +15
  SQ swift reactions
  SPECIAL ABILITIES
  Infused Soul (Su) This construct is infused a mortal soul. The 
  soul provides the construct a semblance of unlife as a ghostly 
  apparition surrounds its body and controls its actions. This 
  allows the construct to apply its Charisma modifier as a bonus 
  on Fortitude saves, and it gains a number of bonus hit points 
  per Hit Die equal to its Charisma bonus. This construct is 
  healed by negative energy and harmed by positive energy 
  as if it were an undead creature. It reacts to magical and 
  supernatural effects, such as detect undead and 
  searing light, as if it were an undead creature.
  
  COUNTDOWN TO ROUND MOUNTAIN
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  13
  Swift Reactions Clockwork constructs generally react much more 
  swiftly than other constructs. They gain Improved Initiative 
  and Lightning Reflexes as bonus feats, and gain a +2 dodge 
  bonus to AC.
  Wand Magic (Evocation) (Su) A clockwork mage’s wand crystal 
  allows it to cast spells as if using a spell trigger magic item 
  (CL 9th). The arcane school of the wand crystal determines 
  the mage’s spells. They cast 1st-level spells at will, 2nd-level 
  spells 3 times per day, and 3rd level spells 1 time per day.
  ADVANCED CLOCKWORK HOUND (4) 
  CR 6
  hp 55 each (Pathfinder RPG Bestiary 294, Pathfinder RPG 
  Bestiary 6 62; see page 20) 
  SPECIAL ABILITIES
  Venomous Cargo (Ex) As Subtier 7–8; increase the save DC to 15.
  Treasure: The samples of violet fungi are well-secured 
  within each clockwork hound’s chest compartment. A 
  PC that succeeds at a DC 10 Craft (alchemy) or Knowledge 
  (dungeoneering) check recalls that there is a market for 
  the deadly fungi. PCs who succeed at this initial check may 
  attempt a DC 25 Craft (alchemy) or Craft (clockwork) check, 
  safely retrieving and packaging the fungi on a successful 
  check. PCs that fail the second check still retrieve the fungi, 
  but are also exposed to a dose of its venom (see the clockwork 
  hound stat block on page 12).
  If the PCs successfully explored the sites of potential 
  archaeological significance (see Development below), they 
  uncover several centuries-old treasures, including a cauldron 
  of brewingUE, a ring of arcane signetsUE, and a collection of ancient 
  Diguo-Dashu ceramics and currency with a present-day value 
  of 2,500 gp. In Subtier 10–11, the PCs also discover a grappler’s 
  maskUE stylized to resemble a rat with draconic features, and 
  ancient Diguo-Dashu jewelry worth an additional 500 gp 
  Development: Governor Zho Bai takes the news of 
  clockwork infiltrators seriously, as it suggests that the horrors 
  are not as mindless as her military advisors believe. She 
  thanks the PCs for their assistance and rewards them with an 
  additional 500 gp in Subtier 7–8 or 3,500 gp in Subtier 10–11. 
  In addition, reduce the DC to convince Zho Bai to order an 
  evacuation by 5 (see page 9).
  The PCs can earn up to 5 Exploration Points (see page 6) 
  by exploring this district. The PCs can talk to and observe the 
  ratfolk as they go about their daily routines with a successful 
  Diplomacy check, observe the agricultural practices with 
  a successful Knowledge (dungeoneering or nature) or 
  Profession (farmer) check, or collect fungus and soil samples 
  with a successful Knowledge (dungeoneering or nature) or 
  Profession (farmer) check. 
  If the PCs identified potential sites of archaeological 
  significance during their examination of records in Zhotan 
  (see page 10), such a PC who succeeds at a Knowledge 
  (geography, history, or local) or Survival check earns an 
  additional Exploration Point and uncovers the treasures listed 
  in Development above. If the PCs did not access Zhotan’s 
  archives, they can still stumble upon the ancient demolition 
  sites; in this case, each day the PCs spend exploring the 
  farmlands grants them a cumulative 20% chance to discover 
  one of the sites (so PCs who spent three days searching would 
  have a 60% chance of discovering the site on the third day).
  Finally, when a PC correctly identifies the magical properties 
  of the ring of arcane signets, they also recognize that the ring 
  still displays its last owner’s mark, an older Diguo-Dashu 
  symbol of senior military rank. A PC who succeeds at a DC 20 
  Use Magic Device or DC 25 Knowledge (arcana) check before 
  anyone attempts to wear the ring can lock the mark in place, 
  preventing it from changing and preserving the ring’s historic 
  value, which nets an additional Exploration Point. 
  Rewards: If the PCs don’t retrieve the violet fungus from 
  the hounds, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 83 gp.
  Out of Subtier: Reduce each PC’s gold earned by 125 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 167 gp.
  If the PCs don’t find or recover the ancient Diguo-Dashu 
  artifacts, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,026 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,825 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,624 gp.
  B. OLD RAT’S EYE
  When Hao Jin captured Round Mountain within her tapestry, 
  she inadvertently also altered the movement of ground 
  water passing through the surrounding area. At the surface 
  level, several natural springs, wells, and boreholes ran dry. 
  Underground, the rerouted water then pooled along the 
  northern wall of the Big Ticker and eventually formed a 
  sizeable lake. The ratfolk of Diguo-Dashu refer to the lake as 
  the Old Rat’s Eye, or simply the Eye. 
  The lake plays an important role within the local economy. 
  Firstly, it serves as a reliable and constant source of fresh 
  water for local consumption and as a trade good. Secondly, 
  it irrigates the Big Ticker’s fungus agricultural sector. Finally, 
  the lake also serves as the home to various cave crustaceans, 
  amphibians, and mollusks, which supports a limited 
  aquaculture sector. When the PCs first arrive in this district, 
  read or paraphrase the following:
  A large body of water fills the Big Ticker’s northern segment. 
  Scores of ratfolk work the lake, carrying a variety of crustacean 
  traps back and forth along the dozens of wooden walkways and 
  platforms that stretch out over the water. On the shore, teams 
  of engineers manage the flow of water along a series of canals 
  cut into the cavern floor, which lead towards Zhotan and the 
  mushroom farms beyond. A bustling fish market sits along the 
  lake’s shore. The market’s food stalls fill the area with the pleasant 
  aroma of local shellfish specialty dishes.
  
  B. Old Rat’s Eye
  Undead Emerge Here
  Pathfinder Flip-Mat: Winter Forest
  PCs Start Here
  1 square = 5 feet
  N
  PATHFINDER SOCIETY SCENARIO
  14
  14
  
  COUNTDOWN TO ROUND MOUNTAIN
  15
  15
  Creatures: If the PCs’ exploration of this district extends 
  beyond the waterworks and aquaculture initiatives, they may 
  stumble upon a den of ravenous undead creatures. As should 
  be expected when employing magic at a geological scale, Hao 
  Jin caused some collateral damage. When the cavern that 
  would later become Big Ticker began to cave in on itself, 
  Lung Wa lost several squadrons of imperial soldiers. One 
  such squadron landed along the cavern’s northern arc. While 
  most of the squadron was killed, a trio of soldiers who had 
  sneaked away to hide illicit loot they had stolen from imperial 
  citizens survived the initial fall, thanks to a ring of feather 
  falling and a certain amount of dumb luck. Unfortunately 
  for them, the soldiers then found themselves trapped within 
  a small cave and eventually starved to death, only to have 
  their greed, avarice, and regret prevent them from passing 
  on. They returned as undead creatures shortly thereafter. 
  For centuries, the undead have fed on any crustacean that 
  managed to crawl its way into the cave. Recently increased 
  aquacultural activity from the nearby town, combined with 
  centuries of the undead clawing at the walls as they attempt to 
  escape their confinement, weakened the cavern walls enough 
  to allow the undead creatures to escape. The undead attack 
  any living creatures that come near their lair, including the 
  PCs as they explore and document the lake. In Subtier 7–8, 
  the PCs face a trio of gakis. In Subtier 10–11, the soldiers are 
  fused into one massive undead creature that has added the 
  corpses of imperial soldiers killed in the collapse, as well as 
  more recent victims, to their mass. The waters near the attack 
  site only reach to a depth of 5 feet.
  SUBTIER 7–8 (CR 10)
  GAKIS (3) 
  CR 7
  hp 74 each (Pathfinder RPG Bestiary 4 118; see page 20) 
  TACTICS
  Before Combat The gakis turn invisible before attacking.
  Morale The gakis fight to the death.
  SUBTIER 10–11 (CR 13)
  GASHADOKURO 
  CR 13
  hp 180 (19d8+95) (Pathfinder RPG Bestiary 4 121; see page 21)
  Treasure: After defeating the undead, the PCs can explore 
  the partially flooded cave that held the unfortunate soldiers 
  for centuries. Despite the years, several relics from ancient 
  Lung Wa survived the initial fall and the passage of time. In 
  Subtier 7–8, the PCs discover a samurai’s daisho, including 
  a +1 wakazashiUE in a scabbard of honingUE, a +1 katanaUE in a 
  scabbard of stanchingUE, a suit of +1 o-yoroiUE armor, a ring of 
  feather falling, and a collection of ancient Lung Wa coins with a 
  present-day value of 500 gp. In Subtier 10–11, the PCs instead 
  discover a suit of +2 o-yoroiUE armor, the wakizashi sheathed 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Remove one gaki from the encounter.
  Subtier 10–11: The gashadakuro is still in the early stages 
  of its bonding and is staggered.
  Scaling Encounter B
  in a scabbard of keen edges, and an additional 500 gp worth of 
  ancient Lung Wa coins.
  Development: The PCs can earn up to 7 Exploration Points 
  by exploring this district. The PCs can talk to and observe the 
  ratfolk as they go about their daily routines with a successful 
  Diplomacy check. If the PCs successfully engage the ratfolk in 
  conversation, the ratfolk share some local legends, including 
  a bit about a haunted piece of shore, effectively pointing the 
  PCs towards the undead den.
  Further, the PCs can examine the complex irrigation system 
  with a successful Knowledge (engineering) check, observe 
  the aquacultural practices with a successful Knowledge 
  (dungeoneering or nature) or Profession (farmer or fisherman) 
  check, capture individual shellfish for later study with a 
  successful Profession (fisherman) or Survival check, observe 
  the flow of goods or engage in early trade negotiations with a 
  successful Appraise or Profession (merchant) check, or indulge 
  in and explore the local cuisine with a successful Knowledge 
  (local) or Profession (cook) check. PCs can also explore and 
  document the local cave fauna and flora further along the 
  lake’s shore with a successful Knowledge (dungeoneering 
  or nature) check. Finally, the PCs can explore and document 
  the lake bed with a successful Knowledge (dungeoneering or 
  nature) check and either a means to breathe underwater or a 
  successful Swim check.
  Rewards: If the PCs do not locate the cache of ancient 
  Lung Wa artifacts, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,352 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,164 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,977 gp.
  ZHOTAN GARRISON
  The Empire of the Rat maintains a small but well-trained 
  militia. The soldiers support the local town watch when 
  required, patrol the tunnels leading into the cavern, and 
  respond to external threats. When the PCs first arrive in this 
  district, read or paraphrase the following.
  A squat stone fort sits atop a small rise a mile east of town. From 
  the top of this rise the signal lamps at each cavern entrance are 
  clearly visible, simulating an artificial starry nightscape. Several 
  soldiers stand stationed along the fort’s roof parapets, observing 
  the distant pinpricks of light.
  
  Nor Zhen
  PATHFINDER SOCIETY SCENARIO
  16
  16
  Commander Nor Zhen leads the local military forces. 
  Abrasive at the best of times, the young ratfolk commander 
  has little time to entertain guests as he focuses his attention 
  on the clockwork siege. Instead, he directs any queries to the 
  fort’s quartermaster.
  Development: 
  The 
  PCs 
  can 
  earn 
  Exploration Points by exploring this district, 
  but their access is severely limited. The PCs 
  can engage the quartermaster in early trade 
  negotiations with a successful Diplomacy or 
  Profession (merchant) check. The PCs can 
  also observe the local military traditions 
  with a successful Knowledge (nobility) or 
  Profession (soldier) check.
  C. RETURN OF 
  ROUND MOUNTAIN
  Soon after Zho Bai calls for 
  an evacuation, she summons 
  Commander 
  Nor 
  Zhen, 
  the 
  PCs, and their fellow Pathfinders 
  to her offices. To ensure that 
  the citizens have a chance to 
  evacuate, somebody must stay 
  behind to hold the clockwork 
  army at bay. Knowing that 
  those who stay behind may not 
  survive, Nor Zhen still presents a bold plan. He intends to 
  weaponize the return of Round Mountain, by first luring 
  the clockwork army into the Big Ticker. Once the bulk 
  of the clockwork forces move into the cavern, a group of 
  soldiers will then collapse several elevator towers to block 
  the clockwork invaders’ escape. Any soldiers that survive up 
  to this point will then evacuate to emergency bunkers and 
  await rescue. Round Mountain’s return could thus crush 
  hundreds of clockwork abominations, which would go a 
  long way towards securing the region. Nor Zhen explains 
  that his soldiers are already busy digging out and stocking 
  several bunkers. In return, Zho Bai authorizes the release of 
  two immovable rods from the treasury, in the hopes that they 
  may strengthen the bunker ceilings.
  Zho Bai thanks the PCs for their assistance rendered to 
  date. She does not expect the PCs to help with the evacuation, 
  but she still asks if they have any spells or magical items that 
  might help. Riada volunteers to stay behind, believing that 
  her ability to magically tend to wounds and create food and 
  water may be useful. If the PCs encountered the undead at 
  the Old Rat’s Eye, Riada also suggests that she can prevent the 
  spontaneous creation of such undead creatures.
  At this point, the PCs can choose to evacuate the Big Ticker 
  along with the citizens or stay behind to first delay and then 
  trap the armies of Pan Majang. If the PCs elect to assist the 
  evacuation, Nor Zhen thanks them for their willingness 
  to assist before continuing the briefing. The ratfolk 
  commander explains that his soldiers have identified what 
  they believe to be the command squadron of the invading 
  force. This particular group of clockwork constructs appears 
  to prefer to lead from the front. Nor Zhen believes that the 
  PCs should engage the clockwork leaders in combat 
  and keep their attention for as long as possible while 
  the ratfolk soldiers prepare to collapse the wooden 
  elevator and nearby bridges. With the cavern 
  already in a state of near collapse, he believes this 
  should cause a significant wave of damage that 
  could destroy the invading constructs and stall 
  their advance long enough for the crushing 
  return of Round Mountain to put an end to 
  any constructs who survive the trap.
  After giving the PCs a few hours to 
  prepare, including handing over their 
  reports to Torstra and Soh Jung, Nor 
  Zhen positions the PCs on the fort’s 
  easternmost 
  access 
  ramp, 
  which 
  puts the PCs directly in the invading 
  clockwork army’s path. The 
  ratfolk then set their fungus 
  fields alight, which fills the 
  cavern with a thick black smoke. 
  Nor Zhen explains that he hopes 
  that the smoke hides Round 
  Mountain’s approach from the Pan Majang army.
  The two bridges are suspended between three raised, 
  rocky outcroppings (Climb DC 15 to scale), allowing 
  creatures to move beneath the bridges. The PCs begin on 
  the cavern floor, and ratfolk on the bridges prepare work to 
  destroy the structures.
  Creatures: The leaders of the clockwork army form a 
  small vanguard and attack anyone in the clockwork army’s 
  path. The PCs must either defeat this lead squadron or 
  hold its attention for at least 8 rounds, which gives the 
  ratfolk soldiers enough time to spring the trap. Should the 
  PCs fail to defeat or occupy the clockwork squadron, the 
  constructs quickly realize that the ratfolk intend to trap 
  them. The constructs call a retreat, which allows most of 
  the clockwork army to escape the Big Ticker before Round 
  Mountain’s return.
  SUBTIER 7–8 (CR 10)
  CLOCKWORK HOUNDS (2) 
  CR 5
  hp 43 each (Pathfinder RPG Bestiary 6 62; see page 10) 
  SPECIAL ABILITIES
  Toxic Gas (Ex) The hound releases a cloud of poison upon death, 
  exposing all adjacent creatures to a dose of burnt othur fumes. 
  Burnt othur fumes: inhaled; save Fort DC 18; frequency 1/
  round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
  
  PCs Start Here
  +0
  +25
  +20
  +15
  PCs Start Here
  N
  Pathfinder Flip-Mat: Bigger Bridge
  1 square = 5 feet
  C. Return of Round Mountain
  H
  M
  S
  S
  S
  M
  H
  H = Clockwork Hound
  M = Clockwork Mage
  S = Clockwork Soldier
  COUNTDOWN TO ROUND MOUNTAIN
  17
  17
  
  Haunted 
  Clockwork
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Remove one clockwork hound.
  Subtier 10–11: Remove one clockwork soldier.
  Scaling Encounter C
  HAUNTED CLOCKWORK SOLDIERS (2) 
  CR 7
  hp 72 each (Pathfinder RPG Bestiary 3 57; see page 20) 
  SUBTIER 10–11 (CR 13)
  HAUNTED CLOCKWORK SOLDIERS (3) 
  CR 7
  hp 72 each (Pathfinder RPG Bestiary 3 57; see page 10) 
  HAUNTED CLOCKWORK MAGES (2) 
  CR 10
  hp 102 each (Pathfinder RPG Bestiary 4 32; see page 12) 
  Development: Once the PCs defeat the clockwork 
  vanguard (or at least hold the vanguard’s attention for long 
  enough), they must then find shelter from Round Mountain’s 
  impending return. PCs with the access to spells such 
  as plane shift, teleport, or wind walk can use them to 
  escape the Big Ticker easily. PCs without access 
  to such magic must instead seek refuge in one of the 
  emergency bunkers. Thankfully, the bunkers withstand the 
  impact. It does however take several weeks before a rescue 
  team manages to locate and free the PCs and any other 
  NPCs trapped with them.
  Rewards: If the PCs choose to evacuate early 
  with the citizens, reduce each PC’s gold earned 
  by the following amount.
  All Subtiers: Reduce each PC’s gold earned 
  by 1,025 gp.
  CONCLUSION
  Upon their return to the Pathfinder 
  base camp (or upon their eventual 
  rescue 
  from 
  an 
  emergency 
  bunker), Venture-Captain Amara Li 
  congratulates the PCs for a job well 
  done. If the PCs managed to crush 
  the clockwork army beneath Round 
  Mountain, the first few months of 
  recovery are relatively peaceful. The 
  former inhabitants of the Hao Jin Tapestry 
  and the former citizens of the Big Ticker are 
  given the time and space needed to begin rebuilding 
  their lives. If the PCs evacuated with the citizens or 
  failed to trap the clockwork army, the forces of Pan 
  Majang soon invade Round Mountain and drag scores 
  of prisoners back to their necropolis. Regardless of 
  PCs successes or failures against the clockwork army, the 
  Diguo-Dashu still lose a significant portion of their food 
  and fresh water supply. Surface traders, mostly those with 
  ties to the Exchange, soon fill the gap. 
  If the PCs helped trap the clockwork army, they earn the 
  Crushing Victory boon.
  
  Handout
  As the PCs travel through the Broken Ticker, they will have several opportunities to gain Exploration Points, which affect 
  their success conditions. The chart below describes the possible checks and related skills the PCs will use, and the maximum 
  number of points they can accrue by completing that task.
  LOCATION                  SKILLS 
  POINTS
  Cavern Walls 
   Appraise, Profession (merchant)  
                    
   
   
  1 
  ▫
   Craft (carpentry), Knowledge (engineering) 
    
   
   
  1 
  ▫
   Diplomacy 
                                                      
   
   
  1 
  ▫
   Knowledge (dungeoneering or geography) 
   
   
   
  1 
  ▫
  Cavern Walls Total 
                                                     
   
  4 
  Zhotan  
   Appraise, Profession (merchant) 
      
   
   
   
  1 
  ▫
   Craft (alchemy), Profession (brewer,cook, or herbalist) 
   
   
  1 
  ▫
   DIplomacy 
   
   
   
   
   
   
  1 
  ▫
   Knowledge (religion) 
   
   
   
   
   
  1 
  ▫
   Knowledge (geography, history, local, or nobility) 
   
   
  3 
  ▫ ▫ ▫
   N/A (use census for evacuation measures) 
   
   
   
  1 
  ▫
  Zhotan Total 
   
   
   
   
   
   
  8 
  Mushroom Farmlands
   Diplomacy 
   
   
   
   
   
   
  1 
  ▫
   Knowledge (arcana) 
   
   
   
   
   
  1 
  ▫
   Knowledge (dungeoneering or nature), Profession (farmer)  
   
  2 
  ▫ ▫
   Knowledge (geography, history, local), Survival  
   
   
  1 
  ▫
  Mushroom Farmlands Total   
   
   
   
   
  5 
  Old Rat’s Eye 
   Appraise, Profession (merchant) 
   
   
   
   
  1 
  ▫
   Diplomacy 
   
   
   
   
   
   
  1 
  ▫
   Knowledge (dungeoneering or nature), Profession (farmer or fisherman) 
  1 
  ▫
   Knowledge (dungeoneering or nature) + Swim  
   
   
  1 
  ▫
   Knowledge (engineering)  
   
   
   
   
  1 
  ▫
   Knowledge (local), Profession (cook)  
   
   
   
  1 
  ▫
   Profession (fisherman), Survival 
   
   
   
   
  1 
  ▫
  Old Rat’s Eye Total 
   
   
   
   
   
  7 
  Zhotan Garrison
   Diplomacy, Profession (merchant) 
   
   
   
   
  1 
  ▫
   Knowledge (nobility), Profession (soldier) 
   
   
   
  1 
  ▫
   Zhotan Garrison Total 
   
   
   
   
   
  2 
  COUNTDOWN TO ROUND MOUNTAIN
  19
  19
  REPORTING NOTES
  If the PCs managed to lure the haunted clockwork army 
  of Pan Majang into Nor Zhen’s trap, or defeated the lead 
  squadron outright, check box A. If the PCs failed to lure the 
  clockwork army into the Big Ticker, check box B. 
  PRIMARY SUCCESS CONDITIONS
  The PCs completed their primary goal of documenting the 
  Broken Ticker if they earned at least 14 Exploration Points, 
  earning them each 1 Prestige Point and the Diguo-Dashu 
  Archaeologist boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs convinced the ratfolk to evacuate the Big Ticker on 
  or before the twelfth day, they earn 1 additional Prestige Point.
   
  FACTION NOTES
  The Exchange: If the party earned at least 3 Exploration 
  Points by engaging in trade negotiations or by observing the 
  flow of goods into, out of, and through the Big Ticker, each 
  PC belonging to the Exchange earns the Diguo-Dashu Trade 
  Agreement boon.
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this adventure.
  CLOCKWORK HOUND
  Two emerald crystal eyes stare out from this artificial hound’s 
  forged body of brass, bronze, and iron.
  CLOCKWORK HOUND 
  CR 5
  Pathfinder RPG Bestiary 6 62
  N Small construct (clockwork)
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +3
  DEFENSE
  AC 18, touch 17, flat-footed 12 (+4 Dex, +2 dodge, +1 natural, 
  +1 size)
  hp 43 (6d10+10)
  Fort +2, Ref +8, Will +5
  Immune construct traits
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 50 ft.
  Melee 2 bites +13 (1d6+6 plus trip)
  Special Attacks swift bite
  STATISTICS
  Str 22, Dex 18, Con —, Int —, Wis 16, Cha 1
  Base Atk +6; CMB +11; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +4 (+12 to jump), Survival +11 (+19 when 
  tracking by scent); Racial Modifiers +8 Survival (+16 when 
  tracking by scent)
  SQ chest chamber, expert tracker, swift reactions
  SPECIAL ABILITIES
  Chest Chamber (Su) The chest cavity of a clockwork hound can 
  be opened to expose a 6-inch-cube storage area that can hold 
  up to 10 pounds of items. If a contained item is a magical 
  necklace, ring, or ioun stone, then the hound gains the benefits 
  of the item as though it were worn, but the hound can benefit 
  from the effects of only one such item at a time (chosen by the 
  person who placed the items inside). A clockwork hound can 
  open or close its chest cavity as a swift action, depositing any 
  items within onto the ground under it.
  Swift Bite (Ex) When a clockwork hound makes a full attack, it 
  can make two bite attacks.
  Swift Reactions Clockwork constructs generally react much more 
  swiftly than other constructs. They gain Improved Initiative and 
  Lightning Reflexes as bonus feats and gain a +2 dodge bonus 
  to AC.
  ADVANCED CLOCKWORK HOUND 
  CR 5
  Pathfinder RPG Bestiary 6 288, 62
  N Small construct (clockwork)
  Init +10; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 22, touch 19, flat-footed 14 (+6 Dex, +2 dodge, +3 natural, 
  +1 size)
  hp 43 (6d10+22)
  Fort +2, Ref +10, Will +7
  Immune construct traits
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 50 ft.
  Melee 2 bites +15 (1d6+8 plus trip)
  Special Attacks swift bite
  STATISTICS
  Str 26, Dex 22, Con —, Int —, Wis 20, Cha 5
  Base Atk +6; CMB +13; CMD 31 (35 vs. trip)
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +6 (+14 to jump), Survival +13 (+21 when 
  tracking by scent); Racial Modifiers +8 Survival (+16 when 
  tracking by scent)
  SQ chest chamber, expert tracker, swift reactions
  SPECIAL ABILITIES
  Robust Frame An advanced clockwork hound’s body is specially 
  reinforced, granting it an additional 12 hit points.
  GAKI
  This skeletal creature’s long, thin neck seems to float above the 
  ground. Its elongated jaw is filled with sharp, worn teeth.
  GAKI 
  CR 7
  Pathfinder RPG Bestiary 4 118
  NE Medium undead
  Init +6; Senses darkvision 60 ft., detect evil; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 74 (9d8+32)
  Fort +5, Ref +7, Will +9
  Immune undead traits
  Weaknesses aversion to sun and moon, compulsive hunger, 
  vulnerable to cold and fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blood drain (1d2 Constitution), fear cone (30 ft., 
  DC 16)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect evil
  At will—invisibility
  1/day—disguise self
  STATISTICS
  Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18
  Base Atk +6; CMB +9 (+13 grapple); CMD 22
  Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes
  
  COUNTDOWN TO ROUND MOUNTAIN
  21
  21
  Skills Intimidate +14, Perception +13, Stealth +14
  Languages Common
  SPECIAL ABILITIES
  Aversion to Sun and Moon (Ex) A gaki takes 1d4 points of fire 
  damage every round it’s exposed to the light of a full moon. It 
  takes 1d4 points of cold damage every round it is exposed to 
  direct sunlight.
  Compulsive Hunger (Ex) Despite being undead, a gaki is plagued 
  by an insatiable hunger and believes it can gain a normal body 
  or rest in peace if it consumes the right mixture of flesh, food, 
  and drink. A gaki that finds a corpse or is offered food, wine, 
  holy water, or flowers must succeed at a DC 20 Will save or 
  spend one turn trying to grab and consume it. Its narrow neck 
  prevents it from swallowing more than a tiny amount, and 
  it gives up after 1 round of attempting to do so. A gaki that 
  consumes holy water in this way is not harmed by it.
  GASHADOKURO
  The bones and skulls of countless smaller creatures dribble from the 
  joints and rib cage of this massive skeleton.
  GASHADOKURO 
  CR 13
  Pathfinder RPG Bestiary 4 121
  NE Huge undead
  Init +4; Senses darkvision 60 ft.; Perception +20 
  Aura starvation (60 ft., DC 25)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 180 (19d8+95)
  Fort +11, Ref +6, Will +14
  Defensive Abilities channel resistance +4; DR 10/bludgeoning; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30-ft. cone, 12d6 bludgeoning 
  damage, Reflex DC 24 half, usable every 1d4 rounds), corpse 
  consumption, swallow whole (6d6 bludgeoning damage, AC 20, 
  18 hp)
  STATISTICS
  Str 30, Dex 11, Con —, Int 6, Wis 17, Cha 21
  Base Atk +14; CMB +26 (+28 bull rush, +30 grapple); CMD 36 (38 
  vs. bull rush)
  Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 
  Improved Critical (claw), Improved Initiative, Intimidating 
  Prowess, Power Attack, Vital Strike, Weapon Focus (claw)
  Skills Climb +23, Intimidate +32, Perception +20
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Breath Weapon (Su) A gashadokuro can breathe bone shards as a 
  standard action.
  Corpse Consumption (Su) A gashadokuro that kills creature by 
  using its swallow whole special ability automatically consumes 
  its victim’s body and regains a number of hit points equal to 
  the victim’s Constitution score. Consumed creatures cannot be 
  resurrected by any effect short of a miracle or wish spell until 
  the gashadokuro is destroyed.
  Starvation Aura (Su) A gashadokuro emits a powerful aura that 
  causes all creatures within range to feel the intense pains of 
  starvation. Each creature within 60 feet must succeed at a DC 24 
  Fortitude save or be fatigued and succumb to the supernatural 
  starvation of the gashadokuro, taking 2d6 points of nonlethal 
  damage at the end of its turn each round it remains in the 
  aura. Even after leaving the area or slaying the gashadokuro, an 
  affected creature continues to starve and cannot heal from the 
  nonlethal damage dealt by this ability until it consumes food.
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  OPEN GAME LICENSE Version 1.0a
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  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #10–20: Countdown To Round Mountain © 
  2019, Paizo Inc.; Author: Jerall Toi.
  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 #10-20: 
  Countdown to Round Mountain
  
  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
  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 #
  Out of 
  Subtier
  7–8
  3,001
  2,167
  3,834
  6,001
  4,334
  7,667
  10–11
  Pathfinder Society Scenario #10-20: 
  Countdown to Round 
  Mountain
  Crushing Victory: You lured the haunted clockwork armies of Pan Majang into a deadly trap, pinning them 
  under rubble before dropping a literal mountain on top of them. You gain a constant +1 competence bonus on 
  Climb and Knowledge (engineering) checks. When attempting such a check, after you roll but before the GM 
  reveals the results of your check, you can cross this boon off of your Chronicle sheet to retroactively apply a +5 
  competence bonus on that check.
  ▫ ▫ ▫ ▫ ▫ Diguo-Dashu Archaeologist: Your attention to detail in the cavern known as the Big Ticker 
  ensured that not even mountain crashing through the planes could obliterate the history of the Old Rat’s Stolen 
  Heart. Before rolling any Knowledge check, you may check a box next to this boon to gain a +2 competence bonus 
  on that check. If the Knowledge check is related to constructs, ratfolk, or the Darklands, you instead gain a +5 
  competence bonus on that check.
  ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ Diguo-Dashu Trade Agreement (Exchange Faction): At the end of each adventure, you 
  can expend your Downtime to check a box that precedes this boon. Any time after all the boxes next to this boon 
  have been checked, you may cross this boon off of your Chronicle sheet as a full-round action to gain either 2,000 
  gp or a single item worth 3,000 gp or less, delivered by magical messenger as payment from your Diguo-Dashu 
  mercantile connections for services rendered.
  Core Campaign
  Subtier 7-8
  Subtier 10-11
  +1 katana (2,5350 gp; Pathfinder RPG Ultimate 
  Equipment 20)
  +1 o-yoroi (2,850 gp; Ultimate Equipment 13)
  +1 wakizashi (2,335 gp; Ultimate Equipment 20)
  cauldron of brewing (3,000 gp; Ultimate 
  Equipment 287)
  ring of arcane signet (1,000 gp; Ultimate 
  Equipment 167)
  scabbard of honing (500 gp; Ultimate Equipment 309)
  scabbard of stanching (5,000 gp; Ultimate 
  Equipment 318)
  wand of animal messenger (3 charges; 270 gp, limit 1)
  +1 katana (2,5350 gp; Pathfinder RPG Ultimate 
  Equipment 20)
  +1 wakizashi (2,335 gp; Ultimate Equipment 20)
  +2 o-yoroi (5,850 gp; Ultimate Equipment 13)
  cauldron of brewing (3,000 gp; Ultimate 
  Equipment 287)
  grappler’s mask (5,000 gp; Ultimate Equipment 242)
  ring of arcane signet (1,000 gp; Ultimate 
  Equipment 167)
  scabbard of stanching (5,000 gp; Ultimate 
  Equipment 318)
  wand of animal messenger (3 charges; 270 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-20 - Countdown to Round Mountain.pdf