TEXT: ®
  ™
  
  2
  The Trouble WiTh SecreTS™
  Pathfinder Society Scenario 18
  Design: Craig Campbell
  Development: Joshua J. Frost
  Editing: Joshua J. Frost
  Editorial Interns: David Eitelbach and Hank Woon
  Senior Art Director: James Davis
  Interior Artist: Andrew Hou
  Cartographer: Mike Schley
  Vice President of Operations: Jeff Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 18: The Trouble with Secrets is a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 
  and 7–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. 
  This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular 
  fantasy roleplaying game.
  The OGL can be found on page 13 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, 
  etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product 
  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the 
  Open Game License and the d20 System License, please visit wizards.com/d20.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards 
  of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, and Pathfinder are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Chronicles, Pathfinder Companion, and Pathfinder Society are trademarks of Paizo Publishing, LLC. 
  © 2009 Paizo Publishing, All Rights Reserved.
  
  3
  The Trouble 
  WiTh SecreTS
  By craig camPBell
  fled the vaults, Bossell heard the piercing screams of his 
  fellow Pathfinders as Harkus slaughtered them one by 
  one. He closed and locked the vault door for good, never 
  to return.
  Fearing that news of a Pathfinder so willing to sacrfice 
  his fellows (a blatant violation of the loosely-scripted 
  rules of the Society) would tear the Society apart, Bossell 
  endeavored to cover up his deeds. He boarded up and 
  walled off the outer vault door, explaining away his 
  actions as an attempt to control the spread of a magical 
  disease. He then forged documents concerning the fates 
  of the trapped researchers, claiming in these documents 
  that they were sent on different assignments—ones from 
  which they never came back.
  Much later in his life, his conscience getting the better 
  of him, Bossell penned an account of his deeds in his 
  personal journal. While he described his secret shame in 
  detail, he never mentioned that Harkus was a vampire. 
  For sixty years, Bossell watched over the Lodge, guarding 
  his secret.
  Bossell is now a record keeper for the Society. While 
  he is quite senile, the current Sothis Venture-Captain, 
  Norden Balentiir, keeps him on as a reward for his 
  many years of service to the Society. Recently, Bossell’s 
  assistant, Fendel, fearing for his mentor’s health, looked 
  through his belongings for a will, but found the journal 
  instead. Enraptured by the tale told in it, Fendel ventured 
  beneath the Sothis Lodge. He broke through the false 
  wall, discovered the experiment chamber, unwittingly 
  opened Harkus’ cell door, and fell to the attacks of Harkus 
  and her spawn.
  With Fendel dead, Harkus then probed the experiment 
  chamber, the hall of recognition, and the antechamber 
  in gaseous form. Eventually, she found a crack beneath 
  the secret door in the experiment chamber and ventured 
  beyond, discovering the secret surface exit and the old 
  chambers beyond. 
  On the night streets of Sothis, Harkus dominated a 
  group of pit fighters residing in the city and led them 
  and their trained attack hyenas below to protect her new 
  lair. She seeks to build an army of dominated fighters and 
  vampire spawn, preparing to wreak vengeance upon the 
  S
  ixty years ago, a Pathfinder delver named Taylin 
  Harkus discovered the existence of an ancient vampire 
  living in the Brazen peaks. She sent a messenger to 
  Sothis to alert the Society that she and her band of fellow 
  Pathfinders were about to plunder the vampire’s lair for 
  ancient relics. Harkus’ band ventured into the ancient 
  tomb, only to find a vampire they were not ready to deal 
  with.
  The undead horror emerged from its crypt and attacked 
  with abandon, tearing Harkus’ band to shreds. Harkus 
  herself fled the tomb alive but the vampire pursued and 
  caught her in the mountains. The experienced Pathfinder 
  fought valiantly, but eventually fell to the vampire’s 
  varied attacks. The undead menace then drained Harkus 
  and turned her into a vampire. 
  When Harkus arose undead, she recoiled in horror 
  at her transformation. Filled with the spark of life still, 
  she fled by night back across the desert and sought out 
  Aygrim Bossell, an old friend, lover, and fellow Pathfinder. 
  Bossell knew immediately something was wrong with his 
  former companion and listened as she told the story of 
  her transformation. He then agreed to gather clerics and 
  researchers from the ranks of the Society to study Harkus 
  and perhaps find some way to change her back. However, 
  what he promised and what he delivered were two entirely 
  different things.
  Bossell returned to the Sothis Lodge, a former 
  city guard jail, less than a week later with Pathfinder 
  researchers specializing in the study of the undead. They 
  overcame a surprised Harkus and bound her to a table 
  and began to experiment. Realizing the betrayal, Harkus 
  called out to her former lover, but Bossell ignored her 
  pleas and aided in Taylin Harkus’s study, examination, 
  and dissection.
  On the eighth day of the experiments, Bossell was in 
  the antechamber of the vaults, studying the research 
  notes, when he heard screams from within. He rushed 
  to the experiment chamber to see Harkus, free of her 
  bonds, mindlessly tearing the researchers apart in a 
  small room just off the experiment chamber. Bossell 
  fled the battle, closing that chamber’s door, locking it, 
  and trapping the researchers in with the vampire. As he 
  
  4
  Pathfinder Society Scenario
  Lodge residents and the city surrounding it. That is, if 
  she isn’t thwarted by the PCs. The outer door to the vault 
  remains open as Harkus builds her army. 
  Just recently, Bossell discovered that his journal was 
  missing. He quickly went to Balentiir and described, in 
  disjointed words, the account of what happened below the 
  Lodge decades ago. Lucky for Venture-Captain Balentiir, 
  there were Pathfinders in town to help.
  Summary
  The PCs are led by Venture-Captain Balentiir to the 
  vaults beneath the Sothis Lodge and dispatched to learn 
  everything they can about the secret it once contained. 
  When they enter the antechamber, they are beset by pit 
  fighters dominated by Harkus and just recently sent to 
  guard the entry to the vaults.
  The PCs then come upon a hall adorned with bas-
  reliefs and statues of prominent Pathfinders of ages past. 
  Several of these works of art are animated statues that 
  attack the PCs. Further on, the PCs enter the abandoned 
  experiment chamber where they are attacked by vampire 
  spawn who were once Pathfinder researchers.
  The PCs then come upon a gate chamber once used 
  to defend the brig beyond. Here, the PCs are attacked at 
  range by several dominated pit fighters. The PCs have to 
  deal with these ranged attacks while finding a way past a 
  cage door in order to move on to the brig chamber. 
  Finally, the PCs come to the brig chamber. This 
  smallish chamber is dotted by several prison cells around 
  its perimeter. One of these cells is the new resting place 
  of the vampire Harkus. When the PCs enter the central 
  chamber, Harkus emerges from her hiding place and 
  attacks.
  GeTTinG STarTed
  Read or paraphrase the following to get the adventure 
  underway:
  Shortly after you arrive in the meeting hall of the Pathfinder 
  Society lodge in Sothis, a slight man wearing battered leathers 
  and a red sash enters and speaks quickly, a tangible sense 
  of urgency in his voice. “Greetings, fellow Pathfinders. I am 
  Venture-Captain Norden Balentiir and I require aid. Indeed, 
  the Society requires aid. Please pardon my curt demeanor. 
  Pleasantries can wait. There is trouble beneath this lodge. 
  I recently spoke with a former Pathfinder named Aygrim 
  Bossell. He warned me that some great evil lurks beneath 
  the grounds here. I don’t have all of the details, but here is 
  what I do know: Years ago, some horribly vile creature was 
  imprisoned in the chambers beneath this lodge. I am sure 
  that this monster is powerful, corrupt, and completely evil. 
  Should it gain a foothold below us, it will bring only death and 
  destruction to this lodge and to Sothis. It appears that this evil 
  is directly tied to past Pathfinder Society endeavors. Bossell’s 
  witless assistant, a man named Fendell, apparently found 
  Bossell’s journal detailing the creature and its imprisonment 
  below. He went to investigate, uncovered the sealed vaults, 
  and opened them, only to never return. The doors to the vaults 
  remain closed and guarded, but I want you to go inside and 
  stop whatever evil is lurking there. The last thing the Society 
  can afford is rumors, based in fact, about monsters beneath 
  every lodge. Investigate, gather information, and destroy the 
  thing you find down there and report back to me when you’re 
  done. If you wish to speak to Bossell, you can find him in his 
  chambers upstairs.”
  Balentiir is quick with his words. He truly believes that 
  the clock is ticking. If the PCs accept the assignment, he 
  quickly ushers them below the lodge to the outer door 
  of the vaults. On the way to the vaults, the PCs might 
  have questions. Answers to these questions are described 
  below, worded appropriately for Balentiir’s concerned 
  demeanor. The PCs, if they ask, may have one hour to 
  quickly shop in Sothis before entering the vaults. The 
  PCs may also ask to speak to Bossell—though doing so 
  gets them nowhere. He is old, senile, and barely coherent. 
  He’ll ramble segments of the introduction to the PCs, but 
  nothing clear or understandable.
  How is this problem related to Bossell’s past? “I 
  believe that Bossell is in some way responsible for what 
  was imprisoned below, or, at the least, he knew about it. 
  I haven’t been able to glean any other specifics from the 
  senile old man. I only wish to deal with this problem and 
  protect his reputation.”
  Why wasn’t this problem dealt with years ago? “I 
  suspect that the situation was simply lost to time and the 
  failures of memory of other Society members. Bossell, 
  however, is quite aware of what’s happening here, even if 
  he can’t express it properly.”
  Does anyone else know about what happened here? 
  “Bossell’s witless manservant Fendel probably knows 
  something, since he went into the vaults and didn’t 
  return. If you find him alive, ask him.”
  The Sothis Lodge Vaults
  The vaults are actually two levels beneath the Sothis 
  Lodge. Access is via a once-sealed door in the storage 
  basement directly below street level. The PCs will need 
  to access the basement (Balentiir can unlock the doors), 
  travel through storage (see the description below), 
  descend a flight of stairs, and then enter the vaults. The 
  map on page 5 details the vaults themselves, beginning 
  with the door that’s furthest west. This door is locked and 
  has two guards posted. They allow the PCs to enter and 
  then lock the door behind them. The guards are under 
  orders not to open the door unless the PCs ask them to, 
  
  5
  The Trouble with Secrets
  acT 1: anTechamber ambuSh 
  (el 7 or el 11)
  When the PCs enter area 1, read or paraphrase the 
  following:
  This room has obviously not been used for years. Battered 
  chairs and tables dot the chamber, the upholstery having 
  rotted long ago. A set of closed double doors stand on the 
  east side of the chamber, the words “Hall of Recognition” 
  carved into the stone above the door. To the north are two 
  closed doors, to the south a single closed door. The dust on 
  the floor is the only indication of activity in the room, having 
  been recently kicked up by someone or something. Several 
  sets of foot prints can clearly be seen coming and going from 
  the Hall of Recognition.
  This antechamber was once used as a parlor and study 
  by the Society. Pathfinders came here to relax far away 
  from the busier goings-on of the lodge above. Some areas 
  of the antechamber are strewn with battered furniture, 
  mostly small tables and chairs. Treat these areas as 
  though they have no idea why they’ve been instructed to 
  do so. In truth, Balentiir doesn’t really even know why he 
  asked them to—he’s relying on the faded memories of a 
  senile old man. The floors, walls, and ceilings of the vault 
  are constructed of stone and the ceilings are 20 feet high 
  throughout.
  When the PCs arrive at the vault entry, read or 
  paraphrase the following:
  On one end of this simple storage room, a false wall was torn 
  down, revealing another one beyond. Set into this wall is a 
  huge set of ornately carved double doors with the word “jail” 
  painted across them in faded, yellow letters. Two burly men 
  wielding cudgels stand to either side. Balentiir gestures to the 
  door, saying, “There it is. Beyond that door lies the secret this 
  lodge has held for decades. As I am concerned that whatever 
  lies in there might escape, I will close and secure this door 
  behind you. When you are ready to leave, knock hard and 
  quickly five times on the door.”
  
  6
  Pathfinder Society Scenario
  Hyenas (2) 
  CR 1
  hp 13 (MM 274)
  OtHeR
  Gear Onyx-inlaid leather collar (100 gp value)
  Tier 8–9 (EL 11)
  Pit Fighters (8) 
  CR 4
  Male human fighter 1/rogue 3
  CN Medium humanoid
  Init +2; Senses Listen +6, Spot +6
  DeFeNSe
  AC 17, touch 12, flat-footed 15
  (+4 armor, +1 shield, +2 Dex)
  hp 27 (1d10+3d6+11)
  Fort +5, Ref +7, Will +1
  Defensive Abilities evasion
  OFFeNSe
  Spd 30 ft.
  Melee mwk scimitar +8 (1d6+3/18–20 x2)
  Special Attacks sneak attack +2d6
  tACtICS 
  During Combat The pit fighters emerge from the rooms and 
  attack, using flanking to their advantage.
  Morale The pit fighters fight to the death.
  StAtIStICS
  Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +3; Grp +6
  Feats Combat Reflexes, Dodge, Mobility, Toughness, Weapon 
  Focus (scimitar)
  Skills Bluff +5, Climb +7, Bluff +5, Escape Artist +8, Handle Animal 
  +3, Hide +8, Intimidate +3, Jump +7, Listen +6, Move Silently 
  +8, Sense Motive +6, Spot +6, Tumble +8
  Languages Common, Osiriani
  Gear masterwork chain shirt, masterwork light steel shield, 
  masterwork scimitar
  Hyenas (4) 
  CR 1
  hp 13 (MM 274)
  OtHeR
  Gear Onyx-inlaid leather collar (100 gp value)
  Development: If the PCs remove the domination effect 
  on any of the pit fighters, they reveal only that their 
  former master waits somewhere beyond. They want only 
  to leave the vaults once freed of the domination and will 
  do whatever it takes to escape short of fighting with the 
  PCs against Harkus—they’ve had enough of her.
  Mission Notes: The experiment notes Aygrim Bossell 
  left behind are in this room. Qadira faction PCs can 
  recover them to aid their faction.
  difficult terrain. Once the PCs begin investigating, have 
  them make a DC 12 Spot check to discover the experiment 
  notes Bossell left behind.
  Creatures: Harkus knew the Pathfinders would send 
  someone to look for Fendel, so she went into the night 
  streets of Sothis and dominated pit fighters from a 
  number of the arenas throughout the city and posted 
  them as guards throughout the vaults. As far as the pit 
  fighters know, they’re being paid to protect a dignitary 
  of some renown from her many enemies. For Tier 5–6, 
  the pit fighters are split between the north and south 
  rooms—one each in the north rooms and two in the 
  south rooms. They wait until the PCs are inside area 1 
  (with a locked door behind them) before they leap out and 
  attack. Have the PCs make a Listen check opposed by the 
  Move Silently skill of each pit fighter to see if they detect 
  the foes before the attack. The hyenas are well-trained 
  and sit silently waiting for their masters to order them 
  into the fray—something they do on the first round of 
  combat. For Tier 8–9, there are four pit fighters in the 
  south room and two each in the north rooms. For both 
  tiers, the hyenas are all in the south room.
  Tier 5–6 (EL 7)
  Dominated Pit Fighters (4) 
  CR 2
  Male human fighter 1/rogue 1
  CN Medium humanoid
  Init +2; Senses Listen +4, Spot +4
  DeFeNSe
  AC 17, touch 12, flat-footed 15
  (+4 armor, +1 shield, +2 Dex)
  hp 16 (1d10+1d6+7)
  Fort +4, Ref +6, Will +0
  OFFeNSe
  Spd 30 ft.
  Melee mwk scimitar +6 (1d6+3/18–20 x2)
  Special Attacks sneak attack +1d6
  tACtICS 
  During Combat The pit fighters emerge from the rooms and 
  attack, using flanking to their advantage.
  Morale The pit fighters fight to the death.
  StAtIStICS
  Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +1; Grp +4
  Feats Toughness, Dodge, Weapon Focus (scimitar)
  Skills Bluff +3, Climb +7, Handle Animal +3, Hide +6, Intimidate 
  +3, Jump +7, Listen +4, Move Silently +6, Sense Motive +4, Spot 
  +4, Tumble +6
  Languages Common, Osiriani
  Gear masterwork chain shirt, masterwork light steel shield, 
  masterwork scimitar
  
  7
  The Trouble with Secrets
  Tier 5–6 (EL 5)
  Large Animated Object (2) 
  CR 3
  hp 52 (MM 14)
  OFFeNSe
  Melee large mwk scimitar +6 (1d8+4/18-20x2)
  tACtICS 
  During Combat When the statues emerge from the wall, they 
  each attack the nearest PC. If a PC gets past them and 
  attempts to move in to area 3, the statues attack the PC or PCs 
  attempting to access that room. The statues, once activated, 
  pursue the PCs relentlessly.
  Morale The statues fight until destroyed.
  Tier 8–9 (EL 8)
  As Tier 5 –6, but increase the number of Large Animated 
  Objects to 9.
  Development: 
  When 
  the 
  animated 
  statues 
  are 
  destroyed, they crumble to rubble, each revealing a red 
  gemstone. The animus gems are integral ingredients in 
  creating this type of construct. 
  Mission Notes: If the dwarf statue at the east end of 
  the room is toppled, it shatters, breaking its shield into 
  three pieces. Should this happen, Cheliax faction PCs 
  need to reconstruct the shield in order to fulfill their 
  faction mission. Two animus gems are located within the 
  bodies of the animated bas-reliefs, one in each. Osirion 
  faction PCs can secure one or both of these gems for their 
  faction. If the PCs manage to bypass these animated 
  objects without destroying them, Osirion faction PCs 
  must return and destroy them in order to secure the 
  “animus gems.” The easternmost statue (the dwarf statue 
  described above) has a series of runes carved on its shield. 
  Cheliax faction PCs can make a rubbing or copy of these 
  runes to further their faction’s goals.
  Rewards: If the PCs defeat all of the animated statues 
  in this encounter, reward each tier thusly:
  Tier 5–6:
  Give each player 55 gp.
  Tier 8–9:
  Give each player 248 gp. 
  acT 3: The experimenT 
  chamber (el 6 or el 9)
  When the PCs enter area 3, read or paraphrase the 
  following:
  This room shows signs of horrible deeds performed both in 
  the past and recently. A sturdy, wooden table outfitted with 
  manacles and leather body-straps sit in the middle of the room, 
  Rewards: If the PCs defeat all of the pit fighters and 
  hyenas in this encounter, reward each tier thusly:
  Tier 5–6:
  Give each player 283 gp.
  Tier 8–9:
  Give each player 558 gp. 
  acT 2: The hall of 
  recoGniTion (el 5 or el 8)
  When the PCs enter area 2, read or paraphrase the 
  following:
  This large chamber is adorned with ornamental tracery 
  carved into the walls and ceiling. Large bas-reliefs, each 
  ranging from eight to twelve feet tall, adorn the long walls, 
  four bas-reliefs on each side. These bas-reliefs depict various 
  figures: four humans, a dwarf, two elves, and a halfling. 
  Each is rendered in beautiful detail, showing their armor, 
  weapons, and faces in stark relief. Six statues stand scattered 
  about the room. They depict humans, an elf, a gnome, and 
  a dwarf, each statue bearing even more detail than the bas 
  reliefs, depicting even the specific lines of body form and 
  facial features.
  This room was used by the Pathfinder Society to honor 
  prominent members from Osirion. Each bas-relief and 
  statue is a depiction of a specific Pathfinder in exacting 
  detail, right down to their gear and facial features. If a 
  PC examines a particular bas-relief or statue, feel free to 
  make up details, providing specifics on pose, gear worn, 
  and so on. 
  When they enter, have the PCs make DC 22 Spot checks 
  to notice that the easternmost statue is that of an aging, 
  male dwarf wearing full plate, bearing a warhammer 
  and a shield with an ornate series of runes carved into 
  it. This revelation is important to Cheliax faction PCs. 
  If the PCs miss this detail initially, allow them to make 
  additional Spot checks once combat is underway. 
  Creatures: The two bas-reliefs farthest to the east are 
  actually animated statues set into the wall in depressions 
  mimicking their forms. They depict two beautiful 
  human women wearing chain and bearing scimitars. If 
  a PC passes within fifteen feet of either of them without 
  speaking a password, both of these animated objects 
  emerge from the wall and attack. PCs examining these 
  two bas-reliefs from afar (20+ feet away) can make DC 
  18 Spot checks to see that the bas-reliefs are actually 
  statues set into the walls and not true bas-reliefs. For 
  Tier 8–9 all of the bas-reliefs and the easternmost statue 
  (the dwarf) are animated objects.
  
  8
  Pathfinder Society Scenario
  off. The secret door on the south wall of the experiment 
  chamber can be found with a Search check (DC 17).
  If the PCs flip through Bossell’s journal (found beneath 
  the corpse of Fendel), they discover the following: Bossell 
  trapped several Pathfinder Society researchers here when 
  the “ancient evil” broke free; Bossell then retired from 
  adventuring, spending the rest of his life watching over 
  the Sothis Lodge to ensure that his secret shame would 
  not be discovered. In the later pages of the journal, the 
  writings ramble (due to the senility that Bossell has 
  recently suffered). The journal describes events over the 
  course of sixty years, informing the PCs that Bossell was 
  very young when he made his horrible mistake. If the 
  PCs read the journal in more depth, provide them with 
  additional information from the introduction.
  Mission Notes: Taldor faction PCs can retrieve Bossell’s 
  journal to aid the Taldor faction.
  Rewards: There are no rewards for this act.
  acT 4: The GaTe chamber  
  (el 6 or el 9)
  When the PCs enter area 4, read or paraphrase the 
  following:
  While previous chambers seem to have been used by the 
  Pathfinder Society in some respect, this smallish, stone 
  chamber is without ornamentation or equipment. It bears no 
  carvings, statues, or furniture. A steel cage door stands on the 
  far end, protecting whatever lies beyond. Two murder holes 
  sit on the angled walls next to this door, one on each side.
  In ages past, this chamber was the final line of defense 
  for the brig beyond. A heavy, iron cage door prevents 
  easy passage and murder holes on angled walls provide 
  optimal firing points for archers behind them. Pit fighter 
  archers dominated by Harkus stand ready in the chamber 
  beyond the cage door. 
  This room is dark. If the PCs enter this chamber with 
  light sources doused, reveal only what they can see at 
  the extent of their vision. PCs with darkvision might be 
  able to make their way to the cage door with stealth, not 
  alerting the pit fighter archers who wait beyond. If any 
  PCs attempt this, have them make Move Silently checks 
  (opposed by the pit fighter archers’ Listen checks). 
  Creatures: If the PCs enter this chamber with light 
  sources ablaze, the pit fighter archers immediately attack 
  them at range. One pit fighter archer stands at each of 
  the murder holes. The remaining archers stand behind 
  the cage door and shoot through it. The cage door is 
  secured by a lock that can be opened by the PCs with an 
  Open DC 20 Lock check. The pit fighter archers behind 
  stained with old blood and bile. Rusty surgical implements 
  and bones litter the floor. Three solid, metal doors stand on 
  the north wall, each slightly ajar. A fresh, eviscerated corpse of 
  a young man lies near the southeast corner of the room. 
  This is the chamber used by Bossell’s researchers to 
  experiment on Harkus sixty years ago. When Bossell 
  heard the screams here, he found Harkus tearing into the 
  researchers in the central cell to the north and trapped 
  Harkus and the researchers there, leaving Harkus to re-
  create Bossell’s researchers as vampire spawn. Unable to 
  open the cell door from within, they waited in this cell 
  for sixty years until they were accidentally freed by the 
  hapless Fendel.
  The body in the southeast corner is Fendel. He died 
  here after freeing Harkus and her spawn. Bossell’s journal 
  lies on the ground underneath his corpse. PCs can make 
  a DC 15 Heal check to determine that this man died only 
  two days ago. All three of the cells on the north wall can 
  be shut from the outside, trapping anyone inside behind 
  a heavy steel door. There are no means of opening the cell 
  doors from the inside.
  Creatures: Moments after entering the experiment 
  chamber, the vampire spawn in the central cell burst into 
  the room and swarm the PCs. If the PCs move stealthily 
  into the chamber, have them make Move Silently checks 
  (opposed by the vampire spawn Listen checks). If the 
  PCs are particularly quiet, they might be able to trap 
  the vampire spawn in the cell. Crafty PCs might find a 
  way to maneuver the vampire spawn into one of the cells 
  and trap them within. If this happens, the imprisoned 
  vampire spawn are effectively defeated. 
  Tier 5 –6 (EL 6)
  Vampire Spawn (2) 
  CR 4
  hp 29 (MM 253)
  tACtICS 
  During Combat Once the spawn hear anything in area 3, they 
  immediately move to attack anyone in the room who is not 
  their master or their fellow slaves.
  Morale The vampire spawn fight until destroyed.
  Tier 8–9 (EL 9)
  As Tier 5–6, but increase the number of vampire spawn 
  to 5.
  Development: If Harkus is defeated in Act 5, she 
  reverts to gaseous form and returns to the central cell in 
  this chamber, considering it to be her “coffin” since she 
  spent so much time slumbering here. If the PCs trap any 
  of the vampire spawn in the central cell, they have to deal 
  with these trapped spawn before they can finish Harkus 
  
  9
  The Trouble with Secrets
  the cage door focus their attacks on any PC attempting 
  to pick the lock.
  When the PCs engage the pit fighter archers in combat, 
  Harkus hears the combat from the safety of her cell in the 
  brig beyond. When combat begins in the gate chamber, 
  Harkus immediately summons monsters using her 
  modified children of the night ability, ordering these 
  creatures to attack the PCs once they arrive. These 
  creatures might attack the PCs within the gate chamber, 
  in the corridor between the gate chamber and the brig, 
  or in the brig itself, depending on how long it takes for 
  the called creatures to arrive (2d6 rounds, per Harkus’ 
  modified children of the night ability) and how fast the 
  PCs proceed to the brig.
  Tier 5–6 (EL 6)
  Pit Fighter Archers (4) 
  CR 2
  Male human ranger 2
  CN Medium humanoid
  Init +3; Senses Listen +6, Spot +6
  DeFeNSe
  AC 17, touch 13, flat-footed 14
  (+4 armor, +3 Dex)
  hp 16 (2d8+7)
  Fort +5, Ref +6, Will +1
  OFFeNSe
  Spd 30 ft.
  Melee mwk scimitar +5 (1d6+2/18–20 x2) and mwk kukri +5 
  (1d4+2/18–20 x2)
  Ranged mwk composite longbow +6 (1d8+2/x3)
  Special Attacks favored enemy (human)
  tACtICS 
  During Combat The pit fighter archers fire arrows at any visible 
  PCs. If the cage door is opened, they draw their scimitars and 
  kukris and close to melee.
  Morale The pit fighter archers fight to the death.
  StAtIStICS
  Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +2; Grp +4
  Feats Point Blank Shot, Toughness, Two-Weapon Fighting
  Skills Climb +5, Handle Animal +3, Hide +8, Jump +5, Listen +6, 
  Move Silently +8, Spot +6, Survival +6
  Languages Common, Osiriani
  SQ combat style (two-weapon combat), track, wild empathy
  Gear masterwork chain shirt, masterwork composite longbow (+2 
  Str), masterwork scimitar, masterwork kukri, and 20 arrows.
  Tier 8–9 (EL 9)
  Pit Fighter Archers (6) 
  CR 4
  Male human ranger 2/rogue 2
  CN Medium humanoid
  Init +3; Senses Listen +8, Spot +8
  DeFeNSe
  AC 17, touch 13, flat-footed 14
  (+4 armor, +3 Dex)
  hp 27 (2d8+2d6+11)
  Fort +5, Ref +9, Will +1
  Defensive Abilities evasion
  OFFeNSe
  Spd 30 ft.
  Melee mwk scimitar +6 (1d6+2/18–20 x2) and mwk kukri +6 
  (1d4+2/18–20 x2)
  Ranged mwk composite longbow +7 (1d8/x3)
  Special Attacks favored enemy (human), sneak attack +1d6
  tACtICS 
  During Combat The pit fighter archers fire arrows at any visible 
  PCs. If the cage door is opened, they draw their scimitars and 
  kukris and close to melee.
  Morale The pit fighter archers fight to the death.
  StAtIStICS
  Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +3; Grp +5
  Feats Point Blank shot, Toughness, Two-Weapon Fighting, Rapid 
  Shot
  Skills Bluff +4, Climb +6, Handle Animal +4, Hide +10, Jump 
  +5, Listen +8, Move Silently +10, Sense Motive +4, Spot +8, 
  Survival +6
  Languages Common, Osiriani
  SQ combat style (two-weapon combat), track, wild empathy
  Gear masterwork chain shirt, masterwork composite longbow (+2 
  Str), masterwork scimitar, masterwork kukri, 20 arrows.
  Development: If the PCs remove the domination 
  effect on any of the pit fighter archers, they reveal only 
  that their former master waits beyond. They want only 
  to leave the vaults once freed of the domination and 
  will do whatever it takes to escape short of fighting 
  with the PCs against Harkus—they’ve had enough 
  of her. One of the dominated pit fighter archers is 
  Thellin, easily identified by the jagged scar on his face. 
  If Thellin is saved, he reveals that his master is a fierce 
  warrior woman named Harkus and that she wields a 
  greatsword with great proficiency.
  Mission Notes: Thellin is one of the dominated pit 
  fighter archers. Andoran faction PCs can save Thellin 
  and turn him to Andoran ideals to further their 
  faction’s goals.
  Rewards: If the PCs defeat the pit fighter archers, 
  reward each tier thusly:
  Tier 5–6:
  Give each player 516 gp.
  Tier 8–9:
  Give each player 778 gp. 
  
  10
  Pathfinder Society Scenario
  OFFeNSe
  Spd 30 ft.
  Melee +1 greatsword +14/+9 (2d6+12/19-20 x2)
  Special Attacks blood drain, children of the night (see below), 
  dominate, create spawn, energy drain
  tACtICS 
  Before Combat Harkus is in gaseous form in the 
  next-to-last cell. She can see the PCs through 
  the small, barred window set into the 
  cell door. 
  During Combat She first attempts to 
  dominate the strongest fighter in the party. 
  If she is successful, Harkus orders her new 
  thrall to act as a bodyguard while she attacks the 
  arcane spellcasters in the group. Harkus seeks to 
  destroy spellcasters first and foremost, bringing 
  her formidable melee abilities to bear on them as 
  quickly as possible. She takes advantage of the 
  distractions provided by her called creatures in 
  order to get close to threats and kill them as 
  quickly as possible. 
  Morale Harkus fights until destroyed.
  StAtIStICS
  Str 22, Dex 18, Con –, Int 15, Wis 12, 
  Cha 14
  Base Atk +6/+1; Grp +12
  Feats Alertness, Combat Expertise, 
  Combat Reflexes, Dodge, 
  Improved Initiative, Lightning 
  Reflexes, Mobility, Spring 
  Attack, Toughness, Weapon 
  Focus (greatsword), Weapon 
  Specialization (greatsword), Whirlwind 
  Attack 
  Skills Bluff +10, Climb +9, Handle 
  Animal +6, Hide +11, Intimidate +10, 
  Jump +9, Listen +14, Move Silently 
  +11, Search +12, Sense Motive +9, 
  Spot +14
  Languages Common, Osiriani
  SQ alternate form (see below), 
  gaseous form, spider climb
  Combat Gear potion of haste; Other Gear +1 
  chain shirt, +1 greatsword, +1 ring of protection, +1 
  cloak of resistance
  acT 5: The briG (el 8 or el 11)
  When the PCs enter area 5, read or paraphrase the 
  following:
  This chamber is narrow and long, strewn at 
  various points with coagulated 
  blood stains on the floor and walls. 
  On the south wall, six steel 
  doors stand closed. Each 
  door sports a small, barred 
  opening 
  five 
  feet 
  above 
  the floor. An unearthly cold 
  permeates the chamber. 
  This chamber was once 
  a prison for criminals 
  captured by the Sothis 
  city guard. The six doors 
  on the south wall open to small cells 
  once used to house criminals. The 
  vampire Harkus lies in wait in the 
  next-to-last cell.
  Creatures: When the PCs enter the 
  brig chamber, Harkus is ready to fight. She 
  relies upon the hyenas she called with her 
  modified children of the night ability to 
  act as a distraction and attacks the PCs as 
  described below.
  Tier 5–6 (EL 8)
  taylin Harkus 
  CR 8
  Female human vampire fighter 6
  CE Medium undead (augmented 
  humanoid)
  Init +8; Senses Listen +14, Spot +14
  DeFeNSe
  AC 27, touch 15, flat-footed 23
  (+5 armor, +1 deflection, +4 Dex, +6 
  natural)
  hp 42 (6d12)
  Fort +6, Ref +9, Will +4
  Defensive Abilities fast healing 5, turn 
  resistance, undead traits; DR 5/
  silver and magic; Resist cold 10 and 
  electricity 10; Weakness vampire 
  weaknesses
  
  11
  The Trouble with Secrets
  SPeCIAL ABILItIeS 
  Alternate Form (Su) As the normal ability but transforms into a 
  hyena instead of a wolf, and an advanced 5 HD hyena instead of 
  a dire wolf (see below).
  Children of the Night (Su) As the normal ability but summons 3d6 
  hyenas instead of wolves.
  Harkus in Advanced Hyena Form
  (Use the above stat block with the following changes)
  Large Undead Animal
  DeFeNSe
  AC 18, touch 13, flat-footed 15
  OFFeNSe
  Melee +15 bite (1d8+9)
  StAtIStICS
  Str 28, Dex 17
  Skills Climb +13, Jump +13
  Tier 8–9 (EL 11)
  taylin Harkus 
  CR 11
  Female human vampire fighter 9
  CE Medium undead (augmented humanoid)
  Init +8; Senses Listen +15, Spot +15
  DeFeNSe
  AC 28, touch 16, flat-footed 23
  (+6 armor, +2 deflection, +4 Dex, +6 natural)
  hp 61 (9d12)
  Fort +6, Ref +9, Will +4
  Defensive Abilities fast healing 5, turn resistance, undead 
  traits; DR 5/silver and magic; Resist cold 10 and electricity 10; 
  Weakness vampire weaknesses
  OFFeNSe
  Spd 30 ft.
  Melee +1 frost greatsword +17/+12 (2d6+13 plus 1d6 frost/17–20 x2)
  Special Attacks blood drain, children of the night (see below), 
  dominate, create spawn, energy drain
  tACtICS 
  Before Combat Harkus is in gaseous form in the next-to-last cell. 
  She can see the PCs through the small, barred, window set into 
  the cell door. 
  During Combat She first attempts to dominate the strongest 
  fighter in the party. If she is successful, Harkus orders her new 
  thrall to act as a bodyguard while she attacks the spellcasters 
  in the group. Harkus seeks to destroy spellcasters first and 
  foremost, bringing her formidable melee abilities to bear 
  on them as quickly as possible. She takes advantage of the 
  distractions provided by her called creatures in order to get 
  close to threats and kill them as quickly as possible. 
  Morale Harkus fights until destroyed.
  StAtIStICS
  Str 23, Dex 18, Con –, Int 15, Wis 12, Cha 14
  Base Atk +9/+4; Grp +15
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Improved Critical (Greatsword), Improved Initiative, Lightning 
  Reflexes, Mobility, Spring Attack, Toughness, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword), Whirlwind 
  Attack 
  Skills Bluff +10, Climb +11, Handle Animal +8, Hide +11, 
  Intimidate +12, Jump +9, Listen +15, Move Silently +11, Search 
  +13, Sense Motive +9, Spot +15
  Languages Common, Osiriani
  SQ alternate Form (see below), gaseous form, spider climb 
  Combat Gear elemental gem (air), potion of haste; Other Gear +2 
  chain shirt, +1 frost greatsword, +2 ring of protection, +1 cloak of 
  resistance
  SPeCIAL ABILItIeS
  Alternate Form (Su) As the normal ability but transforms into a 
  hyena instead of a wolf, and an advanced 5 HD hyena instead of 
  a dire wolf (see below).
  Children of the Night (Su) As the normal ability but summons 3d6 
  hyenas instead of wolves.
  Harkus in Advanced Hyena Form
  (Use the above stat block with the following changes)
  Large Undead Animal
  DeFeNSe
  AC 18, touch 13, flat-footed 15
  OFFeNSe
  Melee +15 bite (1d8+9)
  StAtIStICS
  Str 28, Dex 17
  Skills Climb +15, Jump +13
  Development: If Harkus is reduced to 0 hit points, she 
  reverts to gaseous form (per the rules for the vampire’s 
  fast healing) and seeks out her “coffin,” the central cell off 
  of the experiment chamber. She travels there as quickly 
  as possible. If the PCs trapped any of the vampire spawn 
  in the central cell off of the experiment chamber, they 
  will have to deal with the trapped spawn before they can 
  finally defeat Harkus. Once the PCs deal with any other 
  threats, they can easily discover Harkus in her coffin cell, 
  should they search the area. 
  Rewards: If the PCs defeat Harkus, reward each tier 
  thusly:
  Tier 5–6:
  Give each player 779 gp.
  Tier 8–9:
  Give each player 2,300 gp. 
  
  12
  Pathfinder Society Scenario
  concluSion
  Venture-Captain Norden Balentiir invites the PCs to a 
  briefing where he questions them about what happened 
  in the vaults below. He doesn’t present too many 
  questions, nor does he delve into the specifics of the 
  situation, wishing to wash his hands of the great secret 
  that the vaults once held. He is satisfied if Harkus and 
  her vampire spawn minions are destroyed. Balentiir asks 
  the PCs to keep what they learned to themselves, citing 
  how news of what happened in the vaults might cast a 
  poor reputation on a senile old man who has served the 
  Society his entire adult life. How the PCs deal with this is 
  entirely up to them. One he has finished his briefing, he 
  bids the PCs farewell and good luck. 
  Once Harkus and her vampire spawn are destroyed, 
  the threat beneath the Sothis Lodge is ended. If the PCs 
  rescue any of the dominated pit fighters, they earn fast 
  friendship and a celebratory night on the town with the 
  pit fighters buying them food and drink until they burst. 
  If they seek out Bossell, the befuddled old man asks them 
  where his journal is. 
  facTion miSSionS
  Andoran Faction: PCs from the Andoran faction who 
  save Thellin and convince him to join their cause earn 1 
  Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  retrieve a rubbing or copy of the runes on the dwarven 
  statue’s shield earn 1 Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  retrieve one or both of the animus gems earn 1 Prestige 
  Award.
  Qadira Faction: PCs from the Qadira faction who 
  retrieve the experiment notes earn 1 Prestige Award.
  Taldor Faction: PCs from the Taldor faction who 
  retrieve Bossell’s journal earn 1 Prestige Award.
  
  13
  The Trouble with Secrets
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 18: The Trouble with Secrets. Copyright 
  2009, Paizo Publishing, LLC; Author: Craig Campbell.
  
  14
  Pathfinder Society Scenario
  Her Majestrix’s Most Loyal Servant,
  Darkness embrace you, loyal one. I am not ashamed to reveal that I am titillated to no end by the news of what 
  has recently transpired in the Sothis Lodge.
  A history lesson first. Long ago, a dwarven Pathfinder discovered an ancient incantation that I believe 
  will aid us in dealings with our dark patrons. Rumor says he carved this incantation on his shield and hid its 
  meaning from all around him. For his great deeds, a master sculptor memorialized him in a lovingly crafted 
  statue. This statue is exacting in its detail, right down to the runic text he carved upon his shield. 
  I have long believed this statue lost, but I now believe it is located beneath the Sothis Lodge. Retrieve for 
  me a rubbing of this incantation to receive pleasures both carnal and material. I await your honey lips as you 
  hand this incantation to me in person.
   
    Paracountess Zarta Dralneen 
  Fellow Free Citizen,
  As of late, my mind is laden with worries both real and imagined that our work in Osirion is failing. We lose ground in our 
  endeavors every day and I implore you to help re-establish a foothold in the sandy lands.
  There is a man in Sothis named Thellin. He is an accomplished warrior and archer, recently drawn into the pit fights of Sothis. A 
  known dissident, my spies reveal to me that Thellin was seen in the company of several other pit fighters away from the seclusion of 
  the pit houses. These men disappeared near the Sothis Lodge just recently. I believe that Thellin is somehow involved in the strange 
  proceedings now surrounding the Sothis Lodge. While surrounded by other pit fighters, Thellin was difficult to approach. I believe 
  that his separation from most of his brothers in arms provides us the opportunity to sway him to our ideals. 
  Seek this man, rescue him from those who would influence him, and turn him to our just and righteous path. He is easily identified 
  by the deep red, jagged scar that runs from above his left eye to his neck. 
  Sincerely,
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  Honored Subject of the Ruby Prince,
  May the desert sun shine upon your soul even as you encounter darkness in your most upcoming 
  assignment. 
  Whispers of items of power beneath the Pathfinder Lodge in Sothis now reach my ears. Ages ago, the 
  artificers of our land perfected a means to animate simple objects as guards and warriors. I am well aware 
  of the secrets of creating such things, but a key ingredient in such artifice is difficult to come by. Seek out 
  these automatons, destroy them, and retrieve the animus gems that rest in their hearts. They are small, red 
  gemstones, easily identified among the rubble after such a construct crumbles.
  Be wary, though. Since this endeavor takes place in our shared capital, Pathfinders affiliated with other 
  factions certainly seek to secure these gems for their own purposes.
  In All Sincerity,
  Amenopheus, The Sapphire Sage
  
  15
  The Trouble with Secrets
  Servant of the Satrap,
  While our coffers are filled, we can always purchase more coffers and fill them 
  as well. With this in mind, I extend to you the opportunity to fill one of these new 
  coffers to its brim.
  My spies tell me that the vaults beneath the Sothis Pathfinder Lodge are 
  real and not so lost as once believed. Furthermore, I believe that some nefarious 
  dealings took place there ages ago, experiments and studies of strange and foul 
  things. I care little for the knowledge such studies bring to the common populace, 
  but this type of knowledge fetches a significant sum from those interested in 
  such things.
  Seek out records of these experiments and deliver them to me for a hefty 
  reward.
  Kind Regards,
  Pasha Muhlia Al-Jakri
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  Agent of the Empire,
  A great opportunity stands before you. Stay focused, loyal one, and prepare 
  yourself to once again bring glory to Taldor.
  Word of the problem in the Sothis Lodge reaches my ears. I believe that the problem there 
  is directly tied to past failings of Osirion Pathfinders. Hah! What a joy to shame them, drive 
  a dagger deep into their reputation, and bolster ourselves in the process! Seek out information 
  regarding what happened below the Lodge and bring it to me. Documentation penned by those 
  responsible serves our purpose best. 
  Keep focused, though. Other Pathfinders who accompany you seek this knowledge as well, 
  even if only to satisfy their personal curiosity. Secure physical proof if at all possible. 
  My Sincerest Gratitude,
  Baron Jacquo Dalsine
  
     
  Cloak of resistance +1 (Cost: 2,000 gp)
  Potion of haste (Cost: 750 gp)
  Ring of protection +1 (Cost: 2,000 gp)
  +2 chain shirt (Cost: 4,250 gp)
  Elemental gem (air) (Cost: 2,250 gp)
  +1 frost greatsword (Cost: 8,350 gp)
  Ring of protection +2 (Cost: 8,000 gp)
  5–6
  Scenario 18:  
  The Trouble with Secrets
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Sub total
  GOLD
  Gold Spent
  Sub total
  Items Bought
  Items Sold
  Final PA total
  Final XP total
  Prestige Award
  eXPeRIeNCe
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  Sub total
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During this Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  this Chronicle Certifies that
  GM’s
  Initial
  GM’s
  Initial
  Has Completed this Scenario.
  —
  tIeR
  tIeR
  tIeR
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  8–9
  Scenario Chronicle #
  TIER
  MAX GOLD
  tIeR
  tIeR
  tIeR
  5–6
  8–9
  1,633
  3,884
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 0/Scenario 1-18 The Trouble with Secrets.pdf