TEXT: By Jessica Redekop
  THE HAO JIN HIEROPHANT
  PATHFINDER SOCIETY SCENARIO #10-11 
  TIER 5-9
  
  Pathfinder Society Scenario #10–11: The Hao 
  Jin Hierophant is a Pathfinder Society Scenario 
  designed for 5th- through 9th-level characters (Tier 
  5–9; Subtiers 5–6 and 8–9). This scenario is designed 
  for play in the Pathfinder Society Roleplaying Guild 
  campaign, but it 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 • Jessica Redekop
  Development Leads • Michael Sayre and 
  Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing, Michele Giorgi, 
  Dion Harri, Luca Sotgiu
  Cartographer • Jason Engle, Sean Macdonald, 
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
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  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
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  Lacy Pellazar, and Jason Tondro 
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
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  Pathfinder Society Scenario #10–11: The Hao Jin Hierophant © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
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  GM ResouRces
  The Hao Jin Hierophant makes use of the Pathfinder RPG Cole Rulebook, Pathfinder RPG Bestiary 5, 
  Pathfinder RPG Occult Adventures (OA), Pathfinder RPG Planar Adventures (PA), Pathfinder RPG Ultimate 
  Equipment (UE), and Pathfinder RPG Ultimate Magic (UM). This adventure assumes the GM has access 
  to these sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at pfrd.info.
  Table of Contents
  The Hao Jin Hierophant                             2
  Maps                                               24
  Chronicle Sheet                                   26
  
  • Absalom
  Isle of Kortos
  Absalom
  33
  mistook for the rise of a new god. When Fen pleaded with her 
  father to reconsider their religion in light of this miracle, he 
  admonished her not to turn from the faith. 
  The former hierophant of Onhae was not as uncaring as 
  his daughter had assumed, however. Aware that their home 
  was but a world within a world and that it was under attack 
  by forces outside itself, he had secretly taken efforts to defend 
  Onhae from the planar assault, helping a group of Pathfinders 
  to thwart the machinations of the enigmatic night hag 
  Aslynn. Ever canny and ever cruel, Aslynn turned the Sunsu 
  Godae’s own legends against them. These legends spoke of 
  a holy flower possessing great magical power, which blooms 
  only once every 144 years. In the spot where the plant was said 
  to bloom, Aslynn planted an etheroot, an extraplanar plant 
  H
  ao Jin, the legendary Ruby Phoenix, was a Tian 
  sorcerer who walked Golarion centuries in the 
  past. Before disappearing from the world, Hao Jin 
  constructed her personal demiplane, now known as the 
  Hao Jin Tapestry, where she stored the fabulous treasures 
  she collected over her lifetime. The contents of the tapestry 
  range from powerful magic items to priceless art pieces that 
  were antiques even in her time. Hao Jin even plucked ancient 
  cities and cultures from Golarion for preservation within the 
  confines of the tapestry.
  The Pathfinder Society has spent the last 7 years tirelessly 
  studying both the tapestry itself and the artifacts collected 
  from within it. In this time, the tapestry has begun to fray, 
  and the civilizations living inside the demiplane now face 
  great danger. Where once the tapestry contained dozens of 
  microclimates for each location Hao Jin created or placed in 
  the tapestry, these climates have begun to shift and bleed into 
  each other, causing floods, droughts, and landslides. Though 
  they are largely unable to place the true cause of these changes, 
  the tapestry denizens’ growing worries that the end of their 
  world could be nigh are not unfounded. 
  One of the communities in the demiplane to have noticed 
  the signs of the impending apocalypse is the village of Onhae, 
  home to descendants of the insular Sunsu Godae people of 
  Tian Xia’s Chang Liao Jungle. Lin Fen Hai, daughter of Onhae’s 
  hierophant, was the first to witness these events, including 
  tiny tears in reality itself. As these signs grew more frequent 
  and her father continued to preach calm and patience, Lin 
  Fen Hai grew increasingly concerned. Eventually she became 
  convinced that her father had angered their gods and was 
  allowing their people to die, either willfully or through his 
  inaction. Lin Fen Hai’s concerns reached a boiling point 
  during a recent assault on the tapestry by planar mercenaries, 
  an assault that was only stopped by the efforts of hundreds of 
  Pathfinder agents. In the most visible event of the Pathfinder’s 
  defense, the Pathfinder Society’s former Master of Spells 
  Aram Zey merged with the tapestry’s last innate protector, 
  the Ruby Phoenix Guardian. This amalgamation of wizard 
  and phoenix struck the final blow against the planar assault 
  in a wave of purifying flame—an act that Fen witnessed and 
  By Jessica Redekop
  THE HAO JIN 
  HIEROPHANT
  THE HAO JIN 
  HIEROPHANT
  The Hao Jinn Hierophant begins in Absalom. The adventure 
  then progresses into the Hao Jinn Tapestry demiplane, a 
  realm that the Tian sorcerer Hao Jinn created to hold her 
  largest and most dangerous treasures. There, the PCs explore 
  Onhae, a village that Hao Jinn plucked from the Chang Liao 
  Jungle of Tian Xia centuries ago. For more information 
  about Tian Xia, see Pathfinder Campaign Setting: Dragon 
  Empires Gazetteer, available in bookstores and hobby stores 
  everywhere and online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  that feeds on emotion. Lin Fen Hai has mistaken the now-
  matured etheroot for the holy flower, which she believes 
  grants her oracular visions, prophecy, and guidance in leading 
  her people. In truth, the etheroot is feeding on her, draining 
  her of her emotional and psychic energies while granting 
  her false visions and increased resolve. The influence of the 
  etheroot fueled Fen’s zeal and devotion to her people above 
  all else while stoking her suspicions that her father’s practices 
  would doom everyone, even showing her visions of her father 
  receiving advice from evil spirits. In a desperate attempt to 
  save her village, Lin Fen Hai slew her father and converted 
  Onhae to the worship of Aram Zey the Ruby Phoenix.
  Aslynn’s revenge against the former hierophant is nearly 
  complete, as Onhae’s traditions and stories from before the 
  cataclysm are at risk of being lost in the next generation. If the 
  Society is to uncover the Sunsu Godae’s traditional religion 
  and cultural practices, their agents will need to free Onhae’s 
  people from the etheroot’s manipulations and counteract the 
  influence of Lin Fen Hai’s zeal.
  SUMMARY
  The adventure begins in the Grand Lodge in Absalom with 
  an announcement from the Decemvirate, the Society’s 
  enigmatic masked leaders. The Decemvirate members 
  announce a renewed focus on uncovering the mysteries of 
  the Hao Jin Tapestry before the demiplane collapses. After 
  the announcement, Master of Spells Sorrina Westyr gathers 
  the PCs and asks them to travel to the village of Onhae and 
  to recover two treasures before the everything within the 
  demiplane is lost: the traditions and cultural practices of the 
  village’s people and a pollen sample from a rare flower said to 
  possess magical properties. 
   When they arrive in the village, the PCs have a chance 
  to learn about Onhae’s culture. The villagers share aspects 
  of their daily lives and traditions with the PCs. As the PCs 
  investigate, however, it becomes clear that Onhae’s people 
  have abandoned their traditional religion. They are reticent 
  to discuss their old religious traditions, afraid of angering 
  their new god, Aram Zey the Ruby Phoenix, and causing their 
  village to become unmade once more. They similarly mistrust 
  questions about their holy flower, as their new leader, Lin Fen 
  Hai, uses its magical powers to seek prophecy and guidance 
  for the village.
  From here, the PCs have a few ways to find Lin Fen Hai. 
  When they arrive in the village, she is out in the nearby jungle, 
  but her consciousness has projected onto the Dimension of 
  Dreams. The PCs can either find her in the jungle, or they 
  can locate a rift into the Dimension of Dreams within Onhae, 
  traveling there to meet with Lin Fen Hai’s consciousness. 
  Regardless of where the PCs find Fen, her mind is flooded 
  with hallucinatory visions from an extraplanar plant known 
  as an etheroot. The PCs must face her in combat. After the 
  combat, as long as they spare her life, they have a chance 
  to speak with her outside of the storm. At this point, they may 
  be able to convince her to come with them to investigate the 
  flower; if not, she returns to the village, but the PCs can follow 
  her tracks to the flower or find directions to the flower back 
  in the village. 
  In the jungle clearing where the sacred flower grows, the 
  PCs discover an etheroot, an extraplanar plant that feeds on 
  emotions and psychic energy. The etheroot has been posing 
  as the Sunsu Godae’s holy plant and manipulating Lin Fen 
  Hai to feed. The PCs must defeat the etheroot if they are to 
  find the real sacred flower and learn about the Sunsu Godae’s 
  ancient religion. After PCs defeat the plant, however, a 
  psychic storm rolls in, made from the collective emotions of 
  the village. Pacifying this storm can give the PCs additional 
  insight into the village’s history.
  GETTING STARTED
  Read or paraphrase the following to begin the adventure.
  Several hundred Pathfinders stand together in a long stone 
  chamber of the Grand Lodge, following an urgent but mysterious 
  summons. Murmurs of speculation and rumor spread out across 
  the room until, at the precise second of the hour, the doors fly 
  open. Silence falls as two cloaked figures enter, marching in sync, 
  their steps echoing through the hushed room. Ornate masks 
  obscure their faces. One mask is woven from spreading branches, 
  while the other is a black domino mask studded with crystal tears. 
  The silent room buzzes with anticipation, as the assembled agents 
  wait to hear why these masked figures, two of the shadowy 
  Decemvirate that leads the Pathfinder Society, have summoned 
  them. The figure in the branch mask steps forward and speaks, 
  their voice crisp but slightly distorted. 
  “Pathfinders,” they say from behind their mask, “many of you 
  have already undertaken missions into the demiplane within the 
  Hao Jin Tapestry. Numerous expeditions have gone inside that 
  artifact since the Society acquired it seven years ago, each mission 
  yielding some handful of the near infinite treasures hidden inside 
  it. Our last mission found the tapestry crumbling and Aram Zey 
  lost. You will be recovering what you can from tapestry before it 
  is too late for any to enter—or too late for what’s inside to leave. 
  The venture-captains will give you more specific directions in the 
  coming days. If you wish to be part of a salvage team, prepare as 
  best you can and remain in Absalom. May fortune smile upon you 
  all.” As swiftly as they entered, the masked figures depart, and 
  the crowd’s excited conversations rise into a dull roar.
   Master of Spells Sorrina Westyr pulls the PCs aside from 
  the chaos, bringing them to a lower room containing the 
  fraying Hao Jin Tapestry before informing the PCs that she 
  has selected them to be the first salvage group to enter the 
  demiplane. She mentions in a somber tone that Aram Zey 
  used to be in charge of matters concerning the tapestry, but 
  since Aram Zey sacrificed himself within the demiplane, 
  
  Sorrina Westyr
  THE HAO JIN HIEROPHANT
  55
  the job has fallen to her as the Master of Spells. Sorrina asks 
  the PCs to introduce themselves to each other before she 
  begins the briefing. 
  After the PCs finish their introductions, Sorrina explains 
  that earlier in the year, a group of Pathfinders exploring 
  the demiplane within the tapestry discovered a village that 
  serves as the home for an ethnic group from the Chang 
  Liao Jungle, the Sunsu Godae. On Golarion, centuries of 
  clashes between the insular Sunsu Godae and their 
  neighbors have made the tribe particularly hostile 
  to outsiders. As a result, the Hao Jin Tapestry 
  may be the only place where the Sunsu Godae’s 
  culture and language are still accessible. 
  She asks the PCs to enter the tapestry and 
  learn everything they can about the Sunsu 
  Godae’s culture. She also tells the PCs that 
  according to legend, the Sunsu Godae 
  lands are home to a rare purple flower 
  with great magical powers, said to bloom 
  only once every 144 years. She suspects 
  that the recent fluctuations and surges of 
  magic in the tapestry may have triggered 
  the flower to bloom out of cycle. 
  However, she stresses that maintaining 
  good relations with the Sunsu Godae 
  and learning of their culture is more 
  important than searching for 
  the flower. That being said, if 
  the PCs can find the flower and 
  can collect a sample of its pollen 
  without angering the locals, she 
  encourages them to do so.
  Before they enter the Hao Jin Tapestry, 
  allow the PCs to ask Sorrina any questions they 
  might have about their mission or the tapestry itself. Likely 
  questions they might ask and their answers appear below.
  What is the Hao Jin Tapestry? “The Hao Jin Tapestry 
  is a demiplane, serving as an archive of ancient wonders 
  collected from across Golarion by the legendary Hao Jin, a 
  Tian sorcerer from days long past. The Pathfinder Society 
  won the tapestry in the Ruby Phoenix Tournament seven 
  years ago, and we have been slowly exploring it and extracting 
  its treasures ever since. Over the last few years, the demiplane 
  has been becoming increasingly unstable, nearly shredding 
  into strips cast adrift in the Astral Plane. A group of heroic 
  Pathfinders managed to prevent total destruction, buying us 
  time to continue to study the tapestry’s wonders.”
  Who are the Sunsu Godae? “They are a cultural group 
  of the Tian-Hwan people from the Chang Liao Jungle in 
  Po Li. The Sunsu Godae adhere to the warlike practices of 
  ancient Hwanggot, shaped by centuries of violence with 
  their neighbors. Their presence in the tapestry affords the 
  Pathfinder Society a rare glimpse into the living past—an 
  opportunity to access to the traditions and history preserved 
  within it.”
  Where is the village? “A group of Pathfinders charted 
  the Sunsu Godae village called Onhae at the bottom of a 
  river valley during a previous expedition. You will enter the 
  tapestry in the immediate area of the village, so it should not 
  take long to locate.”
  How do we get back from the demiplane when 
  we’re done? “Previous expeditions into the Hao 
  Jin Tapestry have taught us how to open and 
  maintain a planar eddy, essentially a small 
  link between the fabric of the Material Plane 
  and the Hao Jin Tapestry created by your 
  connection to the Material Plane. When you 
  enter, a glowing planar eddy will appear 
  where you entered. No one else will be able 
  to see this portal, but you will be able to 
  use it to return to the Grand Lodge.”
  What 
  magical 
  power 
  does 
  the 
  flower 
  possess? 
  “Legends 
  concerning 
  the 
  flower 
  are 
  inconsistent. Its powers in them 
  range from sealing unbreakable 
  oaths to communing with the gods 
  to restoring the dead to life.” 
  Who is Aram Zey and what 
  happened 
  to 
  him 
  in 
  the 
  tapestry? “Aram Zey was my 
  predecessor, the former Master 
  of Spells for the Pathfinder 
  Society. He was…difficult at 
  times, but also exceedingly 
  intelligent. No other Pathfinder knows—knew—as much 
  about the tapestry as Zey. During the last mission into the 
  Hao Jin Tapestry, Zey sacrificed himself and became one with 
  the tapestry’s Ruby Phoenix Guardian to prevent its collapse. 
  I truly do not know how much of the man Zey once was might 
  still live within Hao Jin’s guardian.”
  Is the tapestry currently stable? “Aram Zey and the Society’s 
  recent efforts to preserve the tapestry have been successful 
  thus far. For now, it is stable, but we cannot afford to tarry.”
  If the tapestry is falling apart, why aren’t we evacuating 
  people? “Thus far, our best method to allow some of the 
  inhabitants of the tapestry to escape would likely trigger total 
  collapse, killing everyone else other than the few we chose to 
  save. If at all possible, we would rather avoid such a situation. 
  We are actively seeking alternatives. But that is not your 
  mission today.”
  Before the PCs leave, Sorrina addresses the likely language 
  barrier between the PCs and the Sunsu Godae. She believes 
  the Sunsu Godae will speak Hwan, but she suspects their 
  dialect will have diverged from what is currently spoken in 
  eastern Tian Xia. 
  
  PATHFINDER SOCIETY SCENARIO
  66
  Sorrina offers to cast tongues on each of the PCs when they 
  finish their preparations, allowing them to speak the Sunsu 
  Godae’s dialect for 100 minutes. She also provides the PCs 
  with a scroll of tongues (CL 10th) to use after her magic wears 
  off. She recommends that the PCs prepare any magic they 
  may have at their disposal to give them more time to converse 
  with the Sunsu Godae.
  ONHAE
  The PCs arrive in the Hao Jin Tapestry on a cliff overlooking 
  the village of Onhae. The jungle that contains Onhae is small, 
  measuring only a few miles across and close to circular in 
  shape. The land around the jungle is a primarily a mixture of 
  rocky cliffs and steppes, but a swamp is barely visible in the 
  distance. If the PCs linger in the area instead of moving toward 
  the settlement, they notice their planar eddies flickering. PCs 
  who succeed at a DC 10 Knowledge (planes) check can confirm 
  that they shouldn’t be in any danger of becoming trapped in 
  the tapestry. The signal from their eddies may be fuzzy, but it 
  isn’t currently at risk of breaking. As they approach the village 
  below, read or paraphrase the following to set the scene.
  Onhae is a picturesque village of about fifty single-story buildings 
  interspersed with tall, flowering trees and tropical ferns. The 
  buildings are made from wood, stone, and clay, and their exterior 
  walls are decorated with colorful red and blue tiles and feature 
  wooden double doors and slim, grated windows. Curved tile roofs 
  extend over the entrances to cover small wooden decks. Tian-
  Hwan people move about the village, dressed in long-sleeved 
  brocade jackets, wrapped tops, and high-waisted pants and skirts.
  Though initially suspicious, the villagers are willing to 
  engage the PCs. The fact that the PCs speak their language 
  goes a long way in convincing them to trust in the PCs to 
  move through Onhae freely, at least for a short time. 
  Language: As Sorrina suggested, the people of Onhae 
  speak their own dialect of the Hwan language. PCs who speak 
  modern Hwan can tease out the differences between the two 
  by succeeding at a DC 10 Linguistics check, allowing them to 
  communicate with the people of Onhae without magical aid. 
  If a PC does not have another means of communicating in 
  the villagers’ dialect after Sorrine’s tongues spells expire, they 
  have a few options. As long as at least one PC in each group 
  can communicate fluently, the PCs take no penalties. Even if 
  a group of PCs at a location has no one who speaks the local 
  dialect, they still have alternatives. If they request a translator, 
  the innkeeper Gao Lai Wam volunteers to help them. In 
  addition to Hwan, she speaks Common, Draconic, and Tien. 
  A group using Gao Lai Wam’s translation takes a –2 penalty 
  on their skill checks in the Tour of Onhae and Gathering 
  Rumors sections, as the villagers are less interested in talking 
  to the PCs through an intermediary. Additionally, because of 
  the village’s long history of trade with lizardfolk in the nearby 
  swamp, many of the locals have basic proficiency in Draconic. 
  PCs who speak Draconic can attempt skill checks in the Tour 
  of Onhae and Gathering Rumors sections without Gao Lai 
  Wam’s aid, but they take a –4 penalty on those checks.
  Exploring Onhae: For ease of play, divide the time the PCs 
  spend in Onhae into phases. Each phase is 20 minutes long. 
  During a phase, each PC can do one of three things: take a 
  tour of the village (see page 7), gather rumors (see page 10), or 
  search the village for clues (see page 11). PCs can either roll 
  checks independently or use aid another to assist each other. 
  As the PCs continue to ask around the village, they slowly 
  wear out their welcome. While the people of Onhae are more 
  welcoming to strangers than the Sunsu Godae on Golarion, 
  they still appreciate their privacy. Recent events, such as the 
  cataclysm and the loss of their high priest, have left them 
  fearful and weary. As a result, they have limited patience for 
  the PCs’ anthropology. You should make this clear to the PCs, 
  with looks and comments from the NPCs that indicate that 
  they are not interested in protracted conversations. After the 
  PCs have completed three phases, they receive a –2 penalty 
  on all checks to learn information, a penalty that increases 
  by 2 for each subsequent phase they spend. If the PCs fail a 
  check by 10 or more, they anger the person they are talking 
  to. This could be due to culturally insensitive remarks, or 
  due to dogged persistence despite the person’s signals they 
  would rather be left alone. If the PCs anger villagers three 
  times, the villagers call for the guards (see Banished from 
  Onhae on page 12). 
  If the PCs defeat the silver squall (see page 22) and do not 
  kill Lin Fen Hai (see page 17), Lin Fen Hai vouches for the PCs. 
  This grants them two additional phases, during which do not 
  take or increase any penalties and cannot anger the villagers. 
  The PCs receive these phases even if they had already been 
  banished from the village, so long as they did not kill any of the 
  guards in the Banished from Onhae section. If the PCs were 
  banished and then killed a guard, they receive only one phase. 
  In either case, if the PCs were banished before, the villagers 
  drive the PCs off after any bonus phases are complete.
  In many locations, the PCs can earn Culture Points, 
  representing their increased understanding of local traditions. 
  To accommodate a group of four PCs, lower the DCs of all 
  skill checks in the Tour of Onhae, Gathering Rumors, and 
  Searching the Village sections by 2. Additionally, the PCs 
  do not begin taking penalties from the villagers tiring of 
  their questions until 5 phases have passed. The rift to the 
  Dimension of Dreams still appears after 3 phases. In this 
  case, the villagers are not initially distressed by the sound of 
  flames, considering it to be a sign from their god.
  Scaling Onhae
  
  THE HAO JIN HIEROPHANT
  77
  More information on specifically how the PCs appears in 
  the sections below. Keep track of these points, as they will be 
  relevant to the PCs’ level of success and rewards at the end of 
  the adventure (see page 23).
  Pathfinders in Onhae: At some point, the PCs may mention 
  that they are Pathfinders. Based upon hearing the booming 
  voice of their god Aram Zey call to “Pathfinders” repeatedly 
  during the cataclysm, the villagers assume that the term 
  “Pathfinders” means disciples of Aram Zey. As a result, they 
  tell the PCs that they are also Pathfinders. In this case, the 
  PCs automatically succeed at the skill check to gather rumors 
  about the villagers’ current religion (see page 10).
  Remnants of Flame: After three phases have passed, the 
  sound of roaring flame passes over the village, before quieting 
  to a sound akin to a crackling campfire. Perhaps surprisingly 
  to the PCs, this sound does not seem to trouble any of the 
  villagers, who see it as a manifestation of Aram Zey’s power. 
  If the PCs investigate the source of the sound, proceed to 
  the Hierophant’s Dream in the Searching the Village section 
  (see page 11).
  A. TOUR OF ONHAE
  When the PCs express interest in learning about Onhae, a 
  villager points out the function of each of the buildings below, 
  except the boarded-up house (A9). Onhae’s major buildings, 
  as well as the cultural information the PCs can learn from 
  each of them, are detailed below. The PCs can travel to each of 
  these locations, either individually or as a group, and attempt 
  skill checks to gain insight about local traditions. 
  In a few locations, the people present and the information 
  the PCs can find depend upon which events have taken place 
  in the scenario. Specifically, some details change after the 
  hierophant Lin Fen Hai returns to the village and after the 
  PCs defeat the etheroot. Such information is noted in the 
  sections below.
  Unless otherwise stated, the DCs of all skill checks in this 
  section are 22 (26 in Subtier 8–9).
  A1. INN
  This small inn welcomes travelers from elsewhere in the 
  tapestry. The innkeeper, Gao Lai Wam, offers the PCs a free 
  meal of smoked trout served with rice bread. No visitors are 
  currently staying in the inn, meaning that there are three 
  rooms with two beds each open for guests for 2 gp a night, 
  with additional space on the floor by the fireplace for 2 sp per 
  guest. The PCs can spend the night here as long as they have 
  not been banished from the village.
  The inn also has a room full of books that serves as the 
  village’s library. Here, the PCs can find several examples of 
  Sunsu Godae’s traditional written language, which differs 
  substantially from that of most Hwan speakers. A PC can 
  attempt a DC 20 Linguistics check to decipher some of the 
  characteristics of the written language. 
  On a successful check, the PCs earn 1 Culture Point. 
  PCs who can fluently read these books have an easier time 
  understanding Sunsu Godae traditions, gaining a +2 bonus on 
  all skill checks to gain Culture Points. This bonus increases to 
  +4 for the skill check to earn a Culture Point from the written 
  language of the books themselves.
  A2. HOSTLER’S HOUSE
  The people of Onhae keep a few horses, mostly in stables 
  behind the inn. Horse rearing is not part of the Sunsu 
  Godae’s old traditions—after all, horses are impractical for 
  jungle travel. Rather, it is part of the way the Sunsu Godae 
  have adapted to life in their new surroundings in a jungle 
  surrounded by more navigable grasslands. A PC who succeeds 
  at a Knowledge (geography) or Knowledge (nature) check 
  correctly deduces that the horse-based traditions Onhae are 
  unlikely to be related to any traditions of the Sunsu Godae 
  people on Golarion, but rather are more recent developments. 
  This realization earns the PCs 1 Culture Point.
  A3. BAKER
  The wooden floors of this home are thoroughly dusted with 
  rice flour. Its windows are open to let out the heat from the 
  oven. This is the home of the village’s most skilled baker, an 
  elderly man whose clothes and short hair are never entirely 
  rid of rice flour. He makes copious amounts of rice bread for 
  the village, and some for trade. The light, crispy bread serves 
  as the base for most local dishes. It can be made plain or with 
  a variety of spices to complement the flavors of whatever it is 
  paired with. A PC who succeeds at a Profession (cook) check or 
  another Craft or Profession check related to cooking quickly 
  learns the fundamentals of Sunsu Godae cuisine and earns 
  1 Culture Point.
  A4. SHRINE OF THE PHOENIX
  This building features a shrine to the Ruby Phoenix Aram Zey, 
  depicted in an intricate silk and gold tapestry of a phoenix. 
  Early Interaction: In Lin Fen Hai’s absence, a young acolyte 
  of Aram Zey named Gao Ni Sho tends the shrine. If the PCs 
  ask him about the tapestry, he explains that all of the weavers 
  in the village came together to make it as a sign of respect 
  for their god. A fire burns in a brazier in the center of the 
  shrine. The acolyte tells the PCs that the flame is purifying. 
  He recommends that the PCs write down their sins and 
  fears on something flammable and then cast the paper into 
  the flame. Just as Aram Zey has healed and cleansed the 
  tapestry, the acolyte claims, so too can he cleanse the tears 
  and impurities within people’s souls. If the PCs ask about 
  villagers’ new religion here, they can spend a phase to attempt 
  a Gather Information check to gain the information listed 
  under Gathering Rumors on page 10. Because the acolyte is 
  more eager to speak about the faith than the rest of the people 
  in the village, the PCs gain a +4 bonus on their skill check.
  
  A. Tour of Onhae
  1 square = 5 feet
  A10
  A10
  A10
  A10
  A9
  A10
  A10
  A8
  A10
  A10
  A10
  A7
  A1
  A3
  A4
  A5
  A6
  A2
  PATHFINDER SOCIETY SCENARIO
  88
  
  THE HAO JIN HIEROPHANT
  99
  Etheroot Defeated: After the PCs defeat the etheroot, one of 
  the villagers douses the flame in this shrine. Gao Ni Sho has 
  removed the saturated wood and is carefully drying out the 
  basin. The PCs can still learn information about the faith of 
  Aram Zey by gathering rumors (see page 10).
  A5. SMITHY
  The village smith, Lin Wo Got, has a small forge near the 
  inn. Wo is rather traditional in their values, and finds the 
  recent change in faith particularly unsettling. However, Wo is 
  not interested in discussing this uncertainty with outsiders. 
  Because the jungles lack metal and other materials needed 
  for forging, Wo frequently travels to the nearby swamp to 
  trade with the lizardfolk there. As a result, they speak fluent 
  Draconic. If the PCs ask Wo about their forging techniques, 
  Wo dismisses the question. Rather, Wo prefers to talk about 
  why their work forging weapons is so important to the safety 
  of the village and its connection to the past alike. Wo speaks 
  poetically of a time long ago, back when their ancestors lived 
  in a jungle that stretched far and wide, serving as both a 
  wise teacher and a hunter for those who could not protect 
  themselves. The Sunsu Godae who lived outside of its harsh 
  wonders forgot the ways of the sword and the discipline of 
  the mind. They became soft, and when danger loomed, they 
  “surrendered their identity” to invaders without a fight, 
  ceasing to become Sunsu Godae. A PC who succeeds at a 
  Knowledge (history) check knows that they are referring to 
  events nearly 700 years ago, when the Empire of Lung Wa 
  conquered much of Tian Xia; in particular, they are referring 
  to the peaceful surrender of Hwangott to Lung Wa. If the PC 
  succeeds at this check, they earn 1 Culture Point.
  A6. TRAINING BUILDING 
  Wooden swords and training dummies line the walls of this 
  building, interspersed with the occasional spear, shield, or 
  bow. Suits of o-yoroi armor and decorative masks carved to 
  resemble the faces of demons and oni fill the corners of the 
  room. It is here that Onhae’s children receive instruction 
  in the sword. The Sunsu Godae have a long tradition of 
  swordsmanship, and its young people are expected to master 
  and demonstrate a complex series of sword forms as a part 
  of their coming of age ceremony. As long as the PCs are 
  respectful, Swordmaster Jai is willing to show them a few of 
  the forms. Though he is patient with his young students, he 
  has no interest in giving the PCs training. Nonetheless, a PC 
  who succeeds at an attack roll with a sword against an AC 
  equal to the skill check DC can copy the forms well enough 
  to earn the swordmaster’s respect. If they do, Jai tells the PCs 
  about the coming-of-age ceremony. He tells the PCs that it 
  originated long ago in their ancestral homeland of Hwanggot, 
  when war was commonplace and such training was essential 
  to protect life and family. He recommends that the PCs talk to 
  the village smith if they want to hear more of the past.
  A7. BRIDGE
  A woven net underneath this bridge catches fish and debris 
  as they travel down the stream. The Sunsu Godae check the 
  net regularly, placing the fish in baskets and depositing the 
  debris outside of town. They carefully manage their use of 
  the net, tucking it away periodically during large migrations 
  to avoid damaging fish populations downstream. A PC 
  who talks to the people clearing out the net can attempt a 
  Profession (fisherman) or Survival check to study the local 
  fishing technique, earning 1 Culture Point. 
  A8. WEAVER’S HOUSE
  This is the home of one of several prominent weavers in the 
  village. Weaving is a prized art in Onhae, with weavers making 
  tools such as fishing nets, durable blankets, and elaborate 
  brocade clothing. A PC who speaks to a weaver and succeeds 
  at an Appraise check, a Profession (merchant) check, or a Craft 
  or Profession check related to making clothing discovers 
  some of the characteristics that identify the local style and 
  earn 1 Culture Point. A PC who uses a clothing-specific Craft 
  or Profession skill receives a +5 circumstance bonus on this 
  skill check.
  A9. BOARDED-UP HOUSE
  This was once the home of Lin Fen Hai’s father, Lin Su Gok, 
  as well as a center for Onhae’s old religion. After killing her 
  father, Lin Fen Hai ordered his house to be boarded up, sealing 
  the relics of their previous faith away. The boards cover all 
  entrances, including the door and the shuttered windows. 
  Several guards wait outside this building (see Banished from 
  Onhae on page 12).
  Early Interaction: If the PCs ask about the house, locals 
  grow tense and tell them to leave it alone. They tell the 
  PCs that their priestess, Lin Fen Hai, has warned them that 
  opening up that house will bring ruin upon them all. They 
  insist that the PCs not defy the teachings of their faith. This 
  gives the PCs a chance to learn more about the village’s current 
  faith (see Gathering Rumors on page 10). If the PCs ignore 
  the villagers’ warnings, they can attempt to bust through the 
  boarded doors or windows (hardness 5, 30 hp; DC 25 Strength 
  to break). However, trying to break in prompts the guards to 
  attempt to subdue the PCs and banish them from the village 
  (see Banished from Onhae on page 12). 
  Lin Fen Hai Returned: Until the PCs defeat the etheroot, 
  Lin Fen Hai has no interest in allowing the PCs to enter the 
  building. She may even join the guards in subduing the PCs 
  if they break in broad daylight, as she does not want to allow 
  them near her father’s body (see below).
  Etheroot Defeated: Once the PCs have defeated the 
  etheroot, they can secure permission to enter this building 
  (see the Silver Squall’s Development section on page 23). 
  The building contains painted figurines that represent 
  dozens of different spirits, each with a tie to some aspect of 
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  life in Onhae: a spirit of the harvest, a spirit of fishing, a spirit 
  of artisanship, and a spirit of love, to name a few. Each spirit 
  rests atop a woven linen mat. These mats are decorated with 
  symbolic representations of that spirit’s significance, as well 
  as a few brief prayers to the spirit. In a different part of the 
  building, locked inside a lead box, are caricatured figurines 
  representing what the locals have long considered evil spirits, 
  such as the spirit of apathy and the spirit of selfishness. These 
  figures are made of stone, with a thin layer of burnt paint on 
  the surface. The tradition of using flame for purification in 
  Onhae predates the beginning of the faith of Aram Zey; Lin 
  Fen Hai adjusted a familiar ritual to help ease the transition 
  into a new religion. A PC who succeeds at a Knowledge 
  (religion) or Knowledge (local) check, or a Diplomacy check 
  to ask one of the locals, is able to piece together these facts, 
  earning 2 Culture Points. 
  Additionally, the building contains the ashes of Lin Fen 
  Hai’s father, contained in an otherwise unremarkable clay jar. 
  After killing him, Lin Fen Hai burned his body in the hopes of 
  cleansing evil influences from his spirit so that he could pass 
  on to join their ancestors rather than remaining trapped in 
  the tapestry forever. If Lin Fen Hai survives, she explains the 
  significance of the ashes and tells the PCs about confronting 
  and killing her father after seeing him consorting with evil 
  spirits, and after he wouldn’t even respect her enough to admit 
  his misdeeds. She sorrowfully tells the PCs that she fears she 
  was misled, that her father was innocent, and that she was the 
  one who was swayed by evil voices. This explanation grants 
  the PCs 1 Culture Point.
  A10. HOUSES
  These buildings are the homes of the rest of Onhae’s 
  population. While these people are not interested in sharing 
  cultural facts with the PCs, they are general open to speaking 
  about current events. Treat a visit to a house as if the PCs had 
  decided to gather rumors (see below). 
  If the PCs have already found all information from this 
  section and the PCs are not yet taking penalties for overstaying 
  their welcome, people in these homes recommend that the 
  PCs visit one of the other buildings. Otherwise, the people 
  make a point of going about their daily tasks, paying the 
  PCs little mind. Either way, visiting a house with no new 
  information does not take a phase.
  GATHERING RUMORS
  In the streets, the people are far more interested in discussing 
  current events than dissecting their own culture, particularly 
  because they are unsure which aspects of it would seem 
  unfamiliar to the PCs. Because of the small size of the village, 
  gathering information here takes only a phase, rather than 
  1d4 hours. PCs with abilities that reduce the time it would 
  take to gather information can instead gather two rumors 
  during each phase. 
  Each time a PC succeeds at a DC 22 Diplomacy check to gather 
  information (DC 26 in Subtier 8–9), he learns about one of the 
  subjects listed below. 
  The way that the villagers speak of these events depends 
  upon which events have taken place in the scenario; 
  specifically, after the PCs’ early interactions when they arrive 
  in the village, some details change after the PCs defeat the 
  etheroot. Such information is noted in the sections below.
  If instead of asking for general information or any of 
  the facts below, the PCs ask a question that would be better 
  answered by someone in the Tour of Onhae section (see page 
  7), they receive a recommendation to visit that person instead. 
  Similarly, if the PCs ask about the current state of this portion 
  of the tapestry, the villagers suggest that they look around for 
  themselves—if the PCs follow this suggestion, see Searching 
  the Village on page 11. Either way, receiving a recommendation 
  to look elsewhere does not take the PC’s phase.
  THE SACRED FLOWER
  The villagers tell the PCs that the sacred flower provides them 
  with divine insights. 
  Early Interaction: The villagers explain that the sacred 
  flower normally blooms only once every six generations, but 
  that the recent cataclysm caused it to bloom early. The flower 
  does not communicate with just anyone, only the high priest. 
  The current hierophant, Lin Fen Hai, has been receiving 
  visions and insights from the flower. The flower’s insights 
  have shown her that the old ways were corrupt and would 
  lead only to destruction. The flower’s wisdom has let her see 
  the evil spirits that had been falsely guiding them for so long. 
  Now, Lin Fen Hai has helped the village rebuild their faith, 
  praying to the god who saved them from certain destruction 
  in the recent calamity.
  Etheroot Defeated: If the PCs share the truth about the 
  flower with the villagers after defeating the etheroot, they 
  are distraught that a monster replaced one of their sacred 
  symbols and led their faith astray. They tell the PCs what they 
  had believed to be true about the flower, as listed above.
  THE VILLAGERS’ RELIGION
  The villagers share their current beliefs with the PCs. 
  Learning about the villagers’ current religion earns the PCs 
  one Culture Point.
  Early Interaction: In hushed tones, the villagers speak 
  of the way that their home was falling apart, with the rivers 
  drying up and tears appearing in reality. One day, this decay 
  accelerated out of control. Monsters surged forth, and it 
  seemed that all would be lost. Then a great voice echoed 
  throughout the land, the voice of the god Aram Zey. The 
  voice guided its faithful, a group known as Pathfinders, 
  to beat back the monsters and destroy an army of blighted 
  phoenixes. Then, Aram Zey the Ruby Phoenix manifested in 
  the sky, and in a great surge of flame, purified and restored 
  
  THE HAO JIN HIEROPHANT
  11
  11
  the land. Through continued prayer to Aram Zey, the villagers 
  believe that their god will continue his work of repairing their 
  home. A PC who has played Pathfinder Society Scenario #10-00: 
  The Hao Jin Cataclysm or who succeeds at a DC 25 Knowledge 
  (local) check recognizes that the villagers’ understanding 
  of the Pathfinders’ actions that day is relatively accurate, 
  even though their perception of Aram Zey’s rule is not. The 
  villagers believe that their old god has forsaken them, and that 
  praying to Zey under the wise guidance of High Priest Lin 
  Fen Hai is their route to salvation. They also recommend that 
  the PCs visit the Shrine of the Phoenix, if they haven’t already, 
  to learn more about the ways to appease Aram Zey.
  A PC who succeeds at a DC 16 Sense Motive check (DC 20 
  in Subtier 8–9) deduces that while some of the villagers may 
  harbor buried doubts about the new religion, it is the current 
  core of their hope. As such challenging their faith is almost 
  certain to antagonize them without convincing them to share 
  more information. They have put their trust in Lin Fen Hai.
  Indeed, the villagers do not take kindly to challenges to their 
  faith. Attempting convince the villagers that Lin Fen Hai is 
  wrong and that Aram Zey is not a god is a daunting task. A PC 
  who wishes to do so must attempt a DC 32 Bluff, Diplomacy, 
  or Knowledge (religion) check (DC 36 in Subtier 8–9). On a 
  success, the PC convinces the villagers to begin to consider 
  other alternatives without falling to despair. The villagers will 
  need time to contemplate this new knowledge, so they plan 
  to speak with Lin Fen Hai upon her return. However, they 
  still do not share information about their old religion until 
  after the PCs meet with Lin Fen Hai. On a failure, the PC who 
  attempted the check and anyone who aided them take a –2 
  penalty on all checks in the Gathering Rumors and Searching 
  the Village sections for the duration of the scenario, as their 
  blasphemous suggestions have unsettled the people. If the 
  PCs failed by 10 or more, in addition to taking the penalties 
  listed above, the PCs anger the villagers. 
  Alternatively, a PC can play along, claiming that some or all 
  of the PCs are disciples of the god Aram Zey and attempting 
  a DC 22 Bluff or Knowledge (religion) check (DC 26 in Subtier 
  8–9). If the PC succeeds, the villagers see those PCs in a more 
  positive light and actively help the PCs to learn more about 
  their home. All “disciples” receive a +4 bonus on their skill 
  checks in the Tour of Onhae and Gathering Rumors sections. 
  On a failure, treat the PCs as if they had failed a check to 
  challenge the villagers’ faith (see above).
  Regardless of whether the villagers consider the PCs to 
  be potential converts, fellow faithful, or heretics, they believe 
  that Lin Fen Hai would be the best person to speak with the 
  PCs on matters of religion (and escalate to violence, should 
  that prove necessary). As a result, after the PCs succeed at 
  the skill check to learn about the villagers’ faith, they can ask 
  the villagers for directions to the place where Lin Fen Hai is 
  currently praying. If the PCs follow these directions, proceed 
  to Tracking Lin Fen Hai on page 13.
  Etheroot Defeated: If the PCs ask about the new religion 
  after defeating the etheroot, the villagers speak more 
  uncertainly about the events that led to the foundation of 
  their faith in Aram Zey, and they do not grow angry with the 
  PCs for questioning it.
  THE VILLAGERS’ OLD RELIGION
  The old religion is an uncomfortable subject for the people 
  of Onhae. 
  Early Interaction: If the PCs ask about Onhae’s old religion, 
  the villagers visibly tense up. They inform the PCs that 
  everything tied to their old religion is now forbidden and 
  that the few surviving items are locked away in the boarded-
  up house (A9), which no one can enter without Lin Fen Hai’s 
  permission. A PC who succeeds at a DC 20 Sense Motive 
  check (DC 24 in Subtier 8–9) can tell that some of the villagers 
  are conflicted and sorrowful over this transition, but they are 
  afraid to give voice to their feelings.
  Etheroot Defeated: While the villagers are now not afraid 
  that elements from their old religion will curse them, they 
  are now plagued with uncertainty. They suggest that the PCs 
  go examine the items in the boarded-up house (area A9) or 
  talk to Lin Fen Hai instead of asking them further questions. 
  SEARCHING THE VILLAGE
  If the PCs spend a phase searching the village, taking their 
  attention away from conversation with the villagers, they can 
  study their surroundings. There are three useful pieces of 
  information the PCs can gain from their search.
  EMOTIONAL INFLUENCES
  A PC who succeeds at a DC 20 Sense Motive check (DC 
  24 in Subtier 8–9), can sense two external pulls on his 
  own emotions: one nudging him to be more prideful and 
  confident, and the other pulling him to be more fearful and 
  uncertain. This discovery gives the PCs benefits in their 
  combat against the etheroot (see page 17). PCs who can see or 
  sense emotional auras gain additional insight into this effect. 
  Emotional auras can typically imbue only living things, but 
  in Onhae, due to the influence of the etheroot, they have 
  blended into a sea that permeates the entire village. To PCs 
  who can see emotional auras, the village coalesces with an 
  overlay of blue, gray, and orange hues, corresponding to the 
  emotions of faith, fear, and pride, respectively. The specific 
  emotions and thoughts that fill the village center on Onhae’s 
  new leader, Lin Fen Hai: her faith in her new religion, her 
  fear for her village, her pride in having been chosen by the 
  new god to lead her people. 
  THE GROWING SQUALL
  A PC who succeeds at a DC 20 Knowledge (planes) check 
  (DC 24 in Subtier 8–9) recognizes traces of a silver squall, 
  a planar weather phenomenon comprised of aggressive, 
  
  PATHFINDER SOCIETY SCENARIO
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  12
  competing  thoughts, gusting through the village. The 
  silver squall building in Onhae is a manifestation of the 
  competition between the old and new religion, as well as the 
  villagers’ tensions and fear. Detecting the squall in advance 
  gives the PCs benefits when they face it later in this scenario 
  (see The Silver Squall on page 22).
  SCARS OF THE TAPESTRY
  Onhae still bears the scars of old damage and repaired holes 
  in the tapestry, and PCs who search the village may find some 
  evidence of this. A PC who succeeds at a DC 20 Perception 
  check (DC 24 in Subtier 8–9) notices several places where 
  the ground seems to have stitched back together unevenly, 
  leaving odd puckers and straight seams. The PC also notices 
  a portion of the stream where their reflection is distorted. 
  Instead of seeing themselves and the village as it is, they see 
  a disintegrating, partially unmade version of themselves, 
  surrounded by a village in flux, crumbling away and being 
  rebuilt before them. PCs who have previously played The 
  Hao Jin Cataclysm recognize that their unmade reflections 
  resemble the unraveling creatures the Pathfinder Society 
  fought during their last visit to the tapestry. If the PCs succeed 
  at this check, they receive a +6 bonus on the check to find the 
  hierophant’s dream (see below).
  THE HIEROPHANT’S DREAM (AFTER PHASE 3 ONLY)
  After hearing the sound of roaring flame, the PCs can search 
  for its cause. A PC who searches the village and succeeds at 
  a DC 24 Perception check or a DC 20 Knowledge (planes) 
  check find a planar tear to the Dimension of Dreams; 
  though this planar hole has been repaired, a small bubble 
  of dream has been permanently sewn into the tapestry. 
  After being trapped underground, this bubble has floated 
  back to the surface. PCs who step through the tear enter the 
  Hierophant’s Dream, Lin Fen Hai’s memory of the day she 
  found Aram Zey’s wayfinder.
  The sky is on fire. A solitary woman stands alone on a path cutting 
  through the jungle. She wears a lamellar cuirass and holds an 
  ornate sword much too large for her in both hands. The Ruby 
  Phoenix Guardian screams across the horizon. Assuming a fighter’s 
  stance, the woman cuts off the approach of a pair of drow; her 
  movements are deliberate, calm, and few. She sidesteps an attack 
  and cuts her attacker in twain, suffering a cut from the other 
  drow’s knife while her focus is elsewhere. 
  Spinning around, she cuts her second enemy down. Kneeling, 
  she looks at the ground and spots a scorched wayfinder. 
  Tentatively, she rests her sword to the side and touches it with 
  an experimental finger. The Ruby Phoenix rises overhead again 
  and Aram Zey’s voice booms out, urging all who can hear to “Fight 
  on!” The woman scoops the wayfinder up in one hand and holds 
  it tightly to her breast.
  The PCs can walk around the dream, but they cannot affect 
  it; it plays out regardless of their actions. After the PCs view 
  the memory but before they leave the dream, Lin Fen Hai and 
  her guards appear. Proceed to encounter B (see page 13). 
  BANISHED FROM ONHAE (CR 7 OR CR 10)
  Run this encounter only if the people of Onhae call for 
  the guards. 
  Creatures: After the villagers call for the guards, four 
  armored people confront the PCs, demanding that they leave 
  Onhae at once. If the PCs do not leave the village, or if the PCs 
  try to force their way into area A9, the guards attack.
  SUBTIER 5–6 (CR 7)
  ONHAE GUARDS (4) 
  CR 3
  Human ranger (planar scout) 4 (see page 16)
  hp 34 each
  TACTICS
  During Combat The guards are sworn to defend Onhae, but they 
  prefer not to take lives. The guards begin the combat with 
  nonlethal attacks (this inflicts a –4 penalty on their attack rolls). 
  They begin using lethal force if the PCs deal lethal damage to 
  any one of them. The guards use their planar bond ability to 
  maneuver around the battlefield.
   Morale If reduced to 10 hit points or fewer, the guards attempt to 
  surrender to the PCs, setting their arms down and requesting 
  that the PCs spare their lives and allow them to attend to any 
  of their wounded comrades. Their primary concern remains the 
  safety of Onhae and they fight to the death if they believe the 
  PCs will actively hurt any of the other citizens. 
  SUBTIER 8–9 (CR 10)
  ONHAE GUARDS (4) 
  CR 6
  Human ranger (planar scout) 7 (see page 17)
  hp 57 each
  TACTICS
  During Combat The guards prefer not to take lives. They begin the 
  combat with nonlethal attacks (this inflicts a –4 penalty on their 
  attack rolls). They begin using lethal force if the PCs deal lethal 
  damage to any one of them. The guards use their planar bond 
  ability to maneuver around the battlefield.
   Morale If reduced to 10 hit points or fewer, the guards attempt to 
  surrender to the PCs, setting their arms down and requesting 
  To accommodate parties of four PCs, remove one Onhae 
  guard from the encounter.
  Scaling Banished 
  from Onhae
  
  THE HAO JIN HIEROPHANT
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  that the PCs spare their lives and allow them to attend to any 
  of their wounded comrades. Their primary concern remains the 
  safety of Onhae and they fight to the death if they believe the 
  PCs will actively hurt any of the other citizens.
  Development: Any guards who surrender immediately 
  attempt to use their Heal skill to stabilize their fallen allies. If 
  the PCs question the surrendered guards, or if they choose to 
  heal any guards they incapacitated but did not kill, the guards 
  can provide more information on the hardships that have 
  befallen Onhae and their new leader, Lin Fen Hai. The river 
  that bisects the village was drying up, until several months ago 
  when their new god, Aram Zey, intervened. When questioning 
  the guards, PCs can attempt any of the checks under Gather 
  Rumors section without spending a phase, and they can 
  choose to use Intimidate instead of Diplomacy for these 
  checks. While the PCs talk to the guards, however, the rest of 
  the people of Onhae gather their own weapons and prepare to 
  run the PCs out of the village. The PCs cannot attempt further 
  checks to in the Tour of Onhae or the Searching the Village 
  section without confronting the armed populace. A fight with 
  the desperate villagers is beyond the scope of the scenario, 
  as such unbridled violence on what was supposed to be a 
  mission of cultural understanding causes the PCs to fail their 
  mission entirely.
  TRACKING LIN FEN HAI
  If the PCs received directions to Lin Fen Hai’s prayer spot while 
  in Onhae, they have no trouble following these instructions 
  into the jungle. If they did not receive such directions and 
  did not confront the hierophant in the dreamscape, they 
  can still continue with the adventure. Because Lin Fen Hai’s 
  prayer spot is along the path to the flower, PCs who search 
  for either location come across the hierophant before finding 
  the etheroot. Finding the path requires a PC to succeed at 
  a DC 20 Survival check (DC 24 in Subtier 8–9). On a failed 
  check, the PCs wander off into the jungle, wasting 4 hours and 
  accidentally walking through a patch of poisonous ferns. All 
  PCs must succeed at a DC 15 Fortitude save (DC 18 in Subtier 
  8–9) or take 1d4 points of Constitution damage and 1d4 points 
  of Dexterity damage. After this initial misstep, however, the 
  PCs find the trail. 
  B. JUNGLE PATH (CR 8 OR CR 11)
  Whether the PCs enter Lin Fen Hai’s dreamscape or follow 
  her trail into the jungle, this encounter uses the same 
  jungle path map. The surface of the stream is 10 feet below 
  its banks. The swiftly flowing stream counts as rough water 
  (Swim DC 15). The branches that cross the water have been 
  carefully anchored in place, and they serve as sturdy bridges. 
  All squares with foliage in them count as difficult terrain. The 
  PCs approach from the bottom of the map.
  When the PCs begin their search for Lin Fen Hai, she is 
  in a meditative dream state, and she is actively receiving 
  hallucinatory false visions from the etheroot (see page 17). 
  If the PCs travel into the hierophant’s dream (see page 12), 
  she moves to investigate their presence, causing the scenery 
  to morph to match the jungle path where her physical body 
  rests. If they instead follow her trail into the jungle, Lin Fen 
  Hai is awake by the time she arrives unless all PCs succeed at 
  a DC 25 Stealth check (DC 29 in Subtier 8–9). In addition to 
  the senses of the guards, the DC of this check represents the 
  etheroot’s senses. The plant’s roots stretch out from its body 
  into the clearing, allowing it to sense creatures with emotions 
  on the map with no Perception penalty from distance.
  Creatures: The PCs encounter Lin Fen Hai and her retinue 
  of guards in this clearing. At first, Lin Fen Hai is somewhat 
  wary of the PCs, but she is forthcoming with her identity 
  and her belief that she is the chosen of Aram Zey, the Ruby 
  Phoenix. A PC who tries to convince Lin Fen Hai that they 
  know Aram Zey must succeed at a DC 20 Diplomacy check to 
  convince her that they are telling the truth, but she resists the 
  idea that he isn’t a god, instead concluding that he must have 
  reached out to the PCs in the same way he did to her. PCs who 
  present their own wayfinders receive a +5 bonus on this check.
  After these initial introductions, however, the etheroot 
  concludes that the PCs pose a great threat to its plans, and it 
  decides to manipulate Lin Fen Hai into attacking them. Lin 
  Fen Hai fails the saving throw, hallucinates, and perceives an 
  evil spirit talking to the PCs. Lin Fen Hai hears the evil spirit 
  telling the PCs to trick her into letting her guard down, and 
  then kill her and take over the village. A PC who succeeds at 
  a DC 20 Perception or Sense Motive check notices that Fen’s 
  eyes keep flickering away from them toward something odious 
  nearby, as if she were seeing something that the PCs do not. 
  Prompted by this hallucination, Lin Fen Hai attacks the PCs, 
  and her guards follow suit. PCs who investigate this strange 
  occurrence with effects such as detect magic can perceive the 
  magic aura of the false vision effect, and potentially remove 
  it with dispel magic or similar abilities. If the PCs knock Lin 
  Fen Hai unconscious with an effect that does not cause her 
  to fall asleep, the vision ends and the etheroot does not create 
  another one. The vision also ends if the PCs bait Lin Fen Hai 
  into following them back to the village. Doing so requires 
  a PC to succeed at a DC 23 Bluff, Diplomacy, or Intimidate 
  check (DC 27 in Subtier 8–9) to overcome the efforts of the 
  etheroot to keep her from straying beyond the range of its 
  effect. For ease of play, assume the etheroot’s range extends to 
  the bottom edge of the battle map. 
  To accommodate parties of four PCs, remove two Onhae 
  guards from the encounter.
  Scaling Encounter B
  
  B. Jungle Path
  L
  : Lin Fen Hai
  O
  : Onhae Guard
  1 square = 5 feet
  Pathfinder Flip-Mat: Forbidden Jungle
  O2
  O1
  O3
  L
  PATHFINDER SOCIETY SCENARIO
  14
  14
  
  Lin Fen Hai
  THE HAO JIN HIEROPHANT
  15
  15
  The PCs may have other creative solutions for convincing 
  Lin Fen Hai to lay down arms before she is knocked 
  unconscious, but such ideas should generally involve a clever 
  plan combined with a check of some sort. For what happens 
  after combat, see Development on page 17.
  Lin Fen Hai has an archetype from Pathfinder RPG Planar 
  Adventures that refers to multiple places in Pathfinder RPG 
  Occult Adventures. For ease of play, the relevant abilities from  
  these books are reprinted in full in her special abilities.
  SUBTIER 5–6 (CR 8)
  LIN FEN HAI 
  CR 6
  Female human rogue (dreamthief) 7 (Pathfinder RPG Planar 
  Adventures 12)
  LN Medium humanoid (human)
  Init +6; Senses Perception +9
  Aura defending aura (10 ft.)
  DEFENSE
  AC 19, touch 14, flat-footed 17 (+5 armor, +2 deflection, +2 Dex)
  hp 56 (7d8+21)
  Fort +7, Ref +9, Will +5
  OFFENSE
  Speed 30 ft.
  Melee swift obsidian bastard sword +8 (1d10+7/17–20)
  Ranged composite shortbow +4 (1d6+4/×3)
  TACTICS
  Before Combat Lin Fen Hai activates her feather step slippers.
  During Combat Lin Fen Hai charges into combat, attacking 
  with her swift obsidian bastard sword. She prefers to attack 
  whoever attacked her last to make use of her dutiful strike.
  Morale So long as Lin Fen Hai believes the PCs are a threat to 
  Onhae, she fights to the death to protect her village.
  STATISTICS
  Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +5; CMB +9; CMD 23
  Feats Exotic Weapon Proficiency (bastard sword), Great Fortitude, 
  Improved Initiative, Iron Will, Lucid DreamerOA, Power Attack, 
  Step Up, Toughness, Weapon Focus (bastard sword)
  Skills Acrobatics +11, Bluff +11, Diplomacy +11, Escape Artist +11, 
  Intimidate +11, Knowledge (religion) +7, Perception +9, Sense 
  Motive +9, Sleight of Hand +11, Stealth +11, Swim +13
  Languages Hwan
  SQ dreamshard focus (dedication), dutiful strike, rogue talents 
  (combat trick, resiliency, weapon training), soothe dreaming 2/
  day (moderate), trapfinding +3
  Combat Gear potion of cure light wounds; Other Gear +1 
  lamellar (leather) armorUE, swift obsidian bastard sword (as 
  swift obsidian greataxeUE), composite shortbow (+4 Str) with 
  20 arrows, feather step slippersUE
  SPECIAL ABILITIES
  Defending Aura (Su) Lin Fen Hai constantly emits a 
  protective aura, granting herself and all allies within 10 feet a 
  +2 deflection bonus to AC and a +2 bonus to CMD and on all 
  saving throws. These bonuses are included in her statistics.
  Dreamshard Focus (Su) All effects of this ability are already 
  accounted for in Lin Fen Hai’s statistics. 
  Dutiful Strike (Su) When a creature makes an attack against 
  Lin Fen Hai, she gains a +2 bonus on damage rolls against 
  that target and her weapons deal damage to that creature 
  as if they were one size category larger (This makes her 
  typical bastard sword damage 2d8+9, and her typical 
  shortbow damage 1d8+6). Dutiful strike lasts for 1 minute, 
  until another creature attacks her (at which point the 
  effect transfers to the new attacker), or until the attacking 
  creature is reduced to fewer than 0 hit points, whichever 
  occurs first. 
  Lucid Dreamer This feat can help Lin Fen Hai manipulate the 
  Dimension of Dreams. All dream manipulations that she 
  performs are fully detailed in the scenario.
  Soothe Dreaming (Su) Twice per day, Lin Fen Hai can touch 
  an ally as a standard action to remove a condition from the 
  following list: confused, 
  dazed, fascinated, 
  frightened, shaken, 
  or sickened. 
  
  Onhae Guard
  PATHFINDER SOCIETY SCENARIO
  16
  16
  ONHAE GUARDS (3) 
  CR 3
  Human ranger (planar scout) 4 (Pathfinder RPG Planar 
  Adventures 17)
  LN Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 34 each (4d10+8)
  Fort +5, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk two-bladed sword +10 
  (1d8+6/19–20) or
  mwk two-bladed sword +8 (1d8+4/19–
  20), mwk two-bladed sword +8 
  (1d8+2/19-20)
  Ranged longbow +6 (1d8/×3)
  Special Attacks combat style (two-
  weapon combat), favored enemy 
  (humans +2)
  Ranger Spells Prepared (CL 1st; 
  concentration +2)
  1st—entangle (DC 12)
  TACTICS
  During Combat The 
  guards use their planar 
  bond ability to maneuver 
  around the battlefield. They 
  focus their attacks on anyone 
  who attacks Lin Fen Hai.
  Morale The guards fight to the 
  death to defend Lin Fen Hai.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +8; CMD 20
  Feats Combat Reflexes, Endurance, Exotic Weapon Proficiency (two-
  bladed sword), Power Attack, Weapon Focus (two-bladed sword)
  Skills Heal +8, Intimidate +6, Knowledge (planes) +7, Perception 
  +10, Ride +7, Stealth +2, Survival +10, Swim +9
  Languages Hwan
  SQ planar empathy +3, planar bond (Astral Plane), planar terrain 
  (Hao Jin Tapestry +2), track +2
  Combat Gear potion of cure light wounds; Other Gear lamellar 
  (leather) armor, longbow with 20 arrows, mwk two-bladed 
  sword, spell component pouch
  SUBTIER 8–9 (CR 11)
  LIN FEN HAI 
  CR 9
  Female human rogue (dreamthief) 10 (Pathfinder RPG Planar 
  Adventures 12)
  LN Medium humanoid (human)
  Init +6; Senses Perception +12
  Aura defending aura (10 ft.)
  DEFENSE
  AC 19, touch 14, flat-footed 17 (+5 armor, +2 deflection, +2 Dex)
  hp 88 (10d8+40)
  Fort +9, Ref +11, Will +6
  Defensive Abilities improved evasion
  OFFENSE
  Speed 30 ft.
  Melee swift obsidian bastard sword +13/+8 
  (1d10+7/17–20)
  Ranged mwk composite shortbow +10/+5 
  (1d6+4/×3)
  Rogue Spell-Like Abilities (CL 10th; 
  concentration +11)
  1/day—dream scanOA (DC 17)
  TACTICS
  Before Combat Lin Fen Hai activates her 
  defending aura to ward herself and allies.
  During Combat Lin Fen Hai charges into 
  combat with the PCs, attacking with 
  her swift obsidian bastard sword. She 
  prefers to attack whoever attacked 
  her last to make use of her dutiful 
  strike, using Vital Strike when 
  she can.
  Morale So long as Lin Fen 
  Hai believes the PCs are 
  under the influence of evil 
  spirits, she fights to the death to 
  protect her village.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +7; CMB +11; CMD 25
  Feats Exotic Weapon Proficiency (bastard sword), Great Fortitude, 
  Improved Initiative, Iron Will, Lucid DreamerOA, Power Attack, 
  Step Up, Toughness, Vital Strike, Weapon Focus (bastard sword)
  Skills Acrobatics +14, Bluff +14, Diplomacy +14, Escape Artist +14, 
  Intimidate +14, Knowledge (religion) +10, Perception +12, 
  Sense Motive +12, Sleight of Hand +14, Stealth +14, Use Magic 
  Device +14
  Languages Hwan
  SQ dreamshard focus, dutiful strike, rogue talents (combat trick, 
  improved evasion, resiliency, stand up, weapon training), 
  soothe dreaming 3/day (greater), trapfinding +5
  Combat Gear potion of cure light wounds; Other Gear +1 
  lamellar (leather) armorUE, swift obsidian bastard sword (as 
  swift obsidian greataxeUE), mwk composite shortbow (+4 Str) 
  with 20 arrows, feather step slippersUE
  SPECIAL ABILITIES
  Defending Aura (Su) Lin Fen Hai constantly emits a protective 
  aura, granting herself and all allies within 10 feet a +2 
  deflection bonus to AC and a +2 bonus to CMD and on all saving 
  throws. These bonuses are already included in her statistics.
  
  THE HAO JIN HIEROPHANT
  17
  17
  Dream Scan (Sp) This spell lets Lin Fen Hai glean information from 
  people’s dreams. She does not use it during this scenario.
  Dreamshard Focus (Su) All effects of this ability are already 
  accounted for in Lin Fen Hai’s statistics. 
  Dutiful Strike (Su) When a creature makes an attack against Lin 
  Fen Hai, she gains a +2 bonus on damage rolls against that 
  target. Once per round without spending an action, she can make 
  her weapon deal damage to that creature as if they were one 
  size category larger. For her bastard sword, that makes her typical 
  damage 2d8+10, or 4d8+10 with Vital Strike. For her shortbow, 
  that makes her damage 1d8+7. Dutiful strike lasts for 1 minute, 
  until another creature attacks her (at which point the effect 
  transfers to the new attacker), or until the attacking creature is 
  reduced to fewer than 0 hit points, whichever occurs first.
  Lucid Dreamer This feat can help Lin Fen Hai manipulate the 
  Dimension of Dreams. All dream manipulations that she 
  performs are fully detailed in the scenario.
  Soothe Dreaming (Su) Three times per day, Lin Fen Hai can 
  touch an ally as a standard action to remove a condition from 
  the following list: confused, cowering, dazed, fascinated, 
  frightened, nauseated, panicked, shaken, sickened, or stunned. 
  ONHAE GUARDS (3) 
  CR 6
  Human ranger (planar scout) 7 (Pathfinder RPG Planar 
  Adventures 17)
  LN Medium humanoid (human)
  Init +8; Senses Perception +13
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 57 each (7d10+14)
  Fort +7, Ref +8, Will +4
  OFFENSE
  Speed 30 ft.
  Melee mwk two-bladed sword +13/+8 (1d8+6/19–20)
  Ranged mwk composite longbow +10/+5 (1d8+4/×3)
  Special Attacks combat style (two-weapon combat), favored 
  enemies (humans +4, magical beasts +2)
  Ranger (Planar Scout) Spells Prepared (CL 4th; concentration +5)
  1st—entangle (DC 12), longstrider
  TACTICS
  During Combat The guards use their planar bond ability to 
  maneuver around the battlefield. They focus their attacks on 
  anyone who attacks Lin Fen Hai.
  Morale The guards fight to the death to defend Lin Fen Hai.
  STATISTICS
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +11; CMD 23
  Feats Combat Reflexes, Double Slice, Endurance, Exotic Weapon 
  Proficiency (two-bladed sword), Improved Initiative, Stand Still, 
  Two-Weapon Fighting, Weapon Focus (two-bladed sword)
  Skills Heal +11, Intimidate +9, Knowledge (planes) +10, 
  Perception +13, Ride +11, Stealth +3, Survival +13, Swim +13
  Languages Hwan
  SQ planar bond (Astral Plane), planar empathy +6, planar terrain 
  (Hao Jin Tapestry +2), track +3, woodland stride
  Combat Gear potion of cure light wounds; Other Gear +1 lamellar 
  (leather) armorUE, mwk composite longbow (+4 Str) with 20 
  arrows, mwk two-bladed sword, cloak of resistance +1, spell 
  component pouch
  Development: If the PCs incapacitated or killed Fen in 
  the dream bubble, she awakens in the clearing and returns 
  to the village with her guards after one phase. In this case, 
  or if the PCs lured her out of the vision without disproving 
  it entirely, she believes the vision of an evil spirit was 
  metaphorical rather than literal, and that the PCs pose a 
  threat to the village. She retreats to Onhae to protect it in 
  case the PCs reveal nefarious intent. As long as she remains 
  under the etheroot’s influence, she encourages people to 
  avoid talking to the PCs, but she does not take up arms 
  against them again. 
  If the PCs return to Onhae during this time, the villagers 
  are not open to many questions, but an uneasy villager 
  approaches the PCs with their concerns that something 
  may be wrong with the sacred flower. Pick a villager that the 
  PCs have interacted with previously. The villager’s speech 
  is halting and conflicted, and left to their own devices, 
  they would provide the PCs only with directions to the 
  flower. However, the PCs can convince them to share more 
  information about what others think about the flower (see 
  the Sacred Flower section under Gathering Rumors on page 
  10). This conversation does not take a phase.
  The PCs can also follow a clear trail of Lin Fen Hai’s 
  footsteps leading back and forth between the meditation spot 
  and the nearby clearing where the etheroot lurks.
  Rewards: If the PCs do not defeat Lin Fen Hai or 
  otherwise convince her to stand down, reduce each PC’s 
  gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 971 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 1,444 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,918 gp.
  C. JUNGLE CLEARING (CR 9 OR CR 12)
  The Sunsu Godae’s sacred flower blooms in a clearing 600 
  feet away from Lin Fen Hai’s meditation spot, surrounded 
  by vibrant jungle ferns. A spot in the grass near the blossom 
  has deep indentations, left from Lin Fen Hai’s frequent 
  prayers at the flowers’ side. Squares with logs or branches in 
  them are difficult terrain, and the ferns provide cover. The 
  PCs approach from the right edge of the map.
  Creatures: The etheroot has taken hold in the jungle 
  outside Onhae posing as the Sunsu Godae’s sacred flower. 
  It’s taken advantage of the cultural significance of the 
  rare flower and has imbued Lin Fen Hai with false visions 
  and authority. Although this etheroot is somewhat unusual 
  for a member of its kind and it has taken steps to disguise 
  
  C. Jungle Clearing
  T
  : Thought Drinker or Psychemental
  T1
  T2
  T3
  V
  V
  : Violet Etheroot
  1 square = 5 feet
  Pathfinder Flip-Mat Classic: Swamp
  PATHFINDER SOCIETY SCENARIO
  18
  18
  
  THE HAO JIN HIEROPHANT
  19
  19
  itself as the Sunsu Godae’s sacred flower, A PC who succeeds 
  at a DC 20 Knowledge (planes) check (DC 24 in Subtier 8–9) 
  identifies the etheroot for what it truly is: an extraplanar 
  plant that feeds on emotions. A PC who succeeds at this 
  Knowledge (planes) check can tell based on the shape and 
  color of its flowers that the etheroot has been both fueling 
  and feeding upon Fen’s compassion and love for her people, 
  leaving her remaining emotions unbalanced.
  The etheroot’s presence strengthens the connection 
  between the Hao Jin Tapestry and the Ethereal Plane, straining 
  the tapestry’s framework and subtly distorting reality in the 
  etheroot’s vicinity, making it impossible to locate the real 
  sacred flower until the PCs defeat the plant. This effect also 
  conceals the bodies of two citizens on Onhae that tried to 
  investigate the sacred flower too closely (see Treasure on 
  page 22). 
  While the etheroot is intelligent, it is not interested in 
  bargaining with the PCs, as it is thoroughly enjoying its 
  current plots. The etheroot additionally knows a surprising 
  amount about the Pathfinder Society and Aram Zey, as well as 
  previous Pathfinder expeditions into the tapestry, implanted 
  in it by the night hag Aslynn. It uses this information by 
  reaching out to the PCs telepathically with its false vision 
  ability, attempting to dissuade them from fighting or 
  tampering with it.
  The etheroot has several loyal servitors, which are gifts 
  from Aslynn to help protect it. In Subtier 5–6, these are 
  unusually powerful thought eaters called thought drinkers, 
  and in Subtier 8–9, they are psychementals.
  If the PCs identified the emotional disturbances while 
  searching the village, all PCs gain a +2 bonus on their saving 
  throws against the etheroot.
  SUBTIER 5–6 (CR 9)
  THOUGHT DRINKERS (3) 
   CR 4
  Variant thought eaters (Pathfinder RPG Bestiary 5 243)
  N Tiny aberration (extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+6 Dex, +2 size)
  hp 32 each (5d8+10)
  Fort +3, Ref +7, Will +7
  Defensive Abilities ethereal body
  OFFENSE
  Speed 10 ft., fly 30 ft. (perfect)
  Melee bite +11 (1d3–1 plus eat thoughts)
  Space 2-1/2 ft.; Reach 0 ft.
  Psychic Magic (CL 5th; concentration +9)
  10 PE—identify (1 PE), daze monster (2 PE, DC 16), detect 
  thoughts (2 PE, DC 16), mind thrust III (3 PE, DC 17)
  TACTICS
  During Combat The thought drinkers focus their attacks on 
  any spellcasters attacking the etheroot, especially those the 
  etheroot cannot reach itself. They use daze monster to hamper 
  the PCs and mind thrust to harm them. If they run out of PE, 
  they use eat thoughts to regain points from PC spellcasters.
  Morale The thought drinkers serve the etheroot. They fight to the 
  death to defend it.
  STATISTICS
  Str 8, Dex 23, Con 14, Int 11, Wis 16, Cha 19
  Base Atk +3; CMB +5; CMD 14
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +14, Fly +26, Perception +11, Stealth +22
  Languages Aklo (can’t speak); telepathy 30 ft.
  SPECIAL ABILITIES
  Eat Thoughts (Su) A living and corporeal creature that takes 
  damage from a thought drinker’s bite loses some of its 
  thoughts, as the thought eater drains them to nourish itself. If 
  the victim is a spellcaster, she loses a single spell prepared, or 
  a single unused spell slot (if she is a spontaneous spellcaster) 
  of 1st level or higher. A spellcaster chooses which spell or spell 
  slot she loses from this ability. If the victim is not a spellcaster 
  or has no prepared spells or unused spell slots of 1st-level or 
  higher, on a failed saving throw this ability instead deals 1 point 
  of Intelligence, Wisdom, or Charisma damage (victim’s choice). 
  When a creature loses a spell slot or takes ability damage from 
  this ability, the thought eater gains 1 PE (maximum of 10 PE).
  Ethereal Body (Su) A thought drinker’s skin and organs are 
  composed primarily of ethereal tissue. The thought drinker 
  takes half damage from non-magical weapons, but is affected 
  normally by magic weapons and spells. 
  VIOLET ETHEROOT 
  CR 7
  Variant etheroot (Pathfinder RPG Planar Adventures 233)
  NE Large plant (extraplanar)
  Init +8; Senses darkvision 60 ft., low-light vision, see invisibility; 
  Perception +15
  DEFENSE
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size)
  hp 75 (10d8+30)
  Fort +10, Ref +9, Will +5
  Defensive Abilities ethereal haze; Immune plant traits
  OFFENSE
  Speed 20 ft.
   Make the following adjustments to accommodate a group 
  of four PCs
   Subtier 5–6: Remove one thought drinker, and remove 
  the violet etheroot’s ethereal haze ability.
   Subtier 8–9: Remove one psychemental, and remove 
  the violet etheroot’s ethereal haze ability.
  Scaling Encounter C
  
  Etheroot
  PATHFINDER SOCIETY SCENARIO
  20
  20
  Melee bite +10 (1d8+4 plus incite emotion), 6 tentacles +10 
  (1d4+2 plus trip)
  Space 10 ft.; Reach 10 ft. (15 ft. with bite)
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—analyze auraOA (emotion only), see invisibility
  TACTICS
  During Combat The etheroot uses incite emotions to debilitate 
  the PCs, afterward using serenity to persuade the PCs not 
  to attack it, crushing despair to weaken those attacks, and 
  unadulterated loathing to encourage characters who excel in 
  melee combat to move away. The etheroot splits its tentacle 
  attacks between multiple foes, hoping to trip as many PCs as 
  it can, and spends actions moving only if the PCs all engage 
  it from range. It uses its telepathy to speak to different PCs 
  on its turn, urging them to leave it alone, stop attacking, run 
  away, or anything else that suits the emotions it has incited 
  in them.
  Morale The etheroot fights to the death if it is unable to 
  manipulate the PCs enough to keep them from attacking it.
  STATISTICS
  Str 18, Dex 19, Con 16, Int 15, Wis 15, Cha 15
  Base Atk +7; CMB +12; CMD 26 (can’t be tripped)
  Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, 
  Multiattack, Skill Focus (Sense Motive)
  Skills Knowledge (planes) +12, Perception +15, Sense Motive +18, 
  Spellcraft +12 
  Languages telepathy 100 ft.
  SPECIAL ABILITIES
  Ethereal Haze (Su) While most etheroots are indigenous to 
  the Ethereal Plane, this etheroot has adapted to the Hao Jin 
  Tapestry by generating a field of ethereal haze that inflicts a 
  20% miss chance on all attacks targeting the etheroot or any 
  creature with the extraplanar subtype within 50 feet of it as if it 
  had concealment. True seeing negates this miss chance. 
  False Vision (Sp) Up to three times per day as a standard action, 
  the violet etheroot can trigger a false vision in the mind of 
  a target within 800 feet that fails a DC 17 Will save. This is a 
  hallucination that causes the target to hear and see an object, 
  creature, or force of the etheroot’s choice, which can draw upon 
  the target’s own understanding. For example, the etheroot 
  would not have to be familiar with the target’s father to create 
  a hallucination of that target’s father that looked and sounded 
  like him. This hallucination lasts as long as the etheroot 
  concentrates on the effect. This is a mind-affecting illusion 
  effect, and the save DC is Charisma-based. The caster level of 
  this effect is 6th.
  Incite Emotion (Sp) When a violent etheroot hits with its bite, it 
  can create the effects of its choice of 
  crushing despair, fear, good hope, reckless 
  infatuationUM, serenityUM, or unadulterated loathingUM, with 
  the following exceptions. The effect targets only the touched 
  creature, its duration is 1 minute, and the DC of the Will save to 
  resist the effect is 10 + half the etheroot’s Hit Dice + its Charisma 
  modifier (DC 17 for this etheroot). The etheroot can use this 
  ability 10 times per day.
  SUBTIER 8–9 (CR 12)
  PSYCHEMENTALS (3) 
   CR 8
  Pathfinder RPG Bestiary 5 197
  N Small outsider (extraplanar, incorporeal)
  Init +8; Senses darkvision 60 ft., thoughtsense 60 ft.;  
  Perception +18
  Aura mental static (30 ft., DC 18)
  DEFENSE
  AC 19, touch 19, flat-footed 14 (+3 deflection, +4 Dex, +1 
  dodge, +1 size)
  hp 82 each (11d10+22)
  Fort +7, Ref +11, Will +11
  Defensive Abilities incorporeal; SR 19
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +16 (mindwipe)
  Special Attacks mass erasure (DC 19), 
  mindwipe (DC 18)
  
  THE HAO JIN HIEROPHANT
  21
  21
  Psychic Magic (CL 8th; concentration +11)
  20 PE —cognitive block (3 PE, DC 16), ego whip I (3 PE, DC 
  16), mind probe (4 PE, DC 17), mind thrust III (3 PE, DC 
  16), possession (5 PE, DC 18), synaptic pulse (3 PE, DC 16), 
  thought shield III (4 PE, DC 17)
  TACTICS
  During Combat The psychementals focus their attacks on 
  creatures attacking the etheroot from range, primarily using 
  their mass erasure and mindwipe special attacks to inflict 
  negative levels. If mindwipe proves ineffective against some 
  PCs, they switch to using their ego whip I and mind thrust III 
  psychic spells on those ones. If the etheroot is not in immediate 
  danger, they use their mind probes to gather information for 
  the etheroot to use in its attempts to manipulate the PCs. 
  Morale The psychementals serve the etheroot. They cannot be 
  reasoned with and fight to the death.
  STATISTICS
  Str —, Dex 19, Con 14, Int 15, Wis 18, Cha 17
  Base Atk +11; CMB +14; CMD 28
  Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, 
  Mobility, Spring Attack
  Skills Bluff +17, Diplomacy +17, Fly +14, Intimidate +17, 
  Knowledge (arcana, planes, religion) +16, Perception +18, 
  Sense Motive +18, Stealth +8
  Languages telepathy 100 ft.
  SPECIAL ABILITIES
  Mass Erasure (Su) As a full-round action, a psychemental can 
  move up to its speed and attack each creature whose space it 
  passes through with its mindwipe ability. A target can make 
  an attack of opportunity against the psychemental or forgo its 
  attack of opportunity to instead attempt a DC 19 Reflex save to 
  evade the psychemental. A psychemental can affect each target 
  only once per round, no matter how many times its movement 
  takes it through a target creature’s space, and it can’t end its 
  move inside a creature. The save DC is Dexterity-based.
  Mindwipe (Su) A psychemental can erase a portion of the mind 
  and experiences of a creature it touches, affecting the creature 
  as mindwipeOA (CL 11th, Will DC 18 negates). Each successful 
  mindwipe heals the psychemental of 10 points of damage. 
  It gains any healing in excess of its maximum hit points as 
  temporary hit points for 1 hour, though such temporary hit 
  points do not stack. The save DC is Charisma-based.
  VIOLET ETHEROOT 
  CR 9
  Variant etheroot (Pathfinder RPG Planar Adventures 233)
  NE Large plant (extraplanar)
  Init +12; Senses darkvision 60 ft., low-light vision, see invisibility; 
  Perception +19
  DEFENSE
  AC 23, touch 17, flat-footed 15 (+8 Dex, +6 natural, –1 size)
  hp 115 (10d8+70)
  Fort +14, Ref +13, Will +9
  Defensive Abilities ethereal haze; Immune plant traits
  OFFENSE
  Speed 20 ft.
  Melee bite +14 (1d8+6 plus incite emotion), 6 tentacles +12 
  (1d4+3 plus trip)
  Space 10 ft.; Reach 10 ft. (15 ft. with bite)
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—analyze auraOA (emotion only), see invisibility
  TACTICS
  During Combat The etheroot uses its incite emotion ability to 
  debilitate the PCs, using serenity to persuade the PCs not 
  to attack it, crushing despair to weaken those attacks, and 
  unadulterated loathing to encourage characters who excel in 
  melee combat to move away. The etheroot splits its tentacle 
  attacks between multiple foes, hoping to trip as many PCs as it 
  can, and spends actions moving only if there are no enemies 
  within reach. It uses its telepathy to speak to different PCs on its 
  turn, urging them to leave it alone, stop attacking, run away, or 
  anything else that suits the emotions it has incited in them.
  Morale The etheroot fights to the death if it is unable to 
  manipulate the PCs out of attacking it.
  STATISTICS
  Str 22, Dex 27, Con 24, Int 19, Wis 22, Cha 19
  Base Atk +7; CMB +14; CMD 32 (can’t be tripped)
  Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, 
  Multiattack, Weapon Finesse
  Skills Acrobatics +18, Knowledge (planes) +14, Perception +19, 
  Sense Motive +16, Spellcraft +14, Stealth +17
  Languages telepathy 100 ft.
  SPECIAL ABILITIES
  Ethereal Haze (Su) While most etheroots are indigenous to 
  the Ethereal Plane, this etheroot has adapted to the Hao Jin 
  Tapestry by generating a field of ethereal haze that inflicts a 
  20% miss chance on all attacks targeting the etheroot or any 
  creature with the extraplanar subtype within 50 feet of it as if 
  they had concealment. True seeing negates this miss chance. 
  False Vision (Su) Up to three times per day as a standard action, 
  the violet etheroot can trigger a false vision in the mind of 
  a target within 800 feet that fails a DC 19 Will save. This is a 
  hallucination that causes the target to hear and see an object, 
  creature, or force of the etheroot’s choice, which can draw upon 
  the target’s own understanding. For example, the etheroot 
  would not have to be familiar with the target’s father to create 
  a hallucination of that target’s father that looked and sounded 
  like him. This hallucination lasts as long as the etheroot 
  concentrates on the effect. This is a mind-affecting illusion 
  effect, and the save DC is Charisma-based. The caster level of 
  this effect is 9th.
  Incite Emotion (Sp) Ten times per day, when a violent etheroot 
  hits with its bite, it can create the effects of its choice of 
  crushing despair, fear, good hope, reckless 
  infatuationUM, serenityUM, or unadulterated loathingUM, with 
  the following exceptions. The effect targets only the touched 
  creature, its duration is 1 minute, and the DC of the Will save 
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  to resist the effect is 10 + half the etheroot’s Hit Dice + its 
  Charisma modifier (DC 19 for this etheroot). 
  Treasure: When the PCs defeat the etheroot, it leaves behind 
  colorful crystals pulsing with psychic energy. In Subtier 5–6, 
  these are a set of lesser lithomancy stones. They function as 
  lithomancy stones (Pathfinder RPG Occult Adventures 260), except 
  that they can only provide information as per the augury spell. 
  In Subtier 8–9, these crystals are standard lithomancy stones. 
  In addition, the bodies of the two people from Onhae are 
  each wearing a set of masterwork leather lamellar armor (+1 
  leather lamellar armor in Subtier 8–9), a sheathed masterwork 
  longsword, and a set of high-quality clothing worth 50 gp.
  Development: Killing the etheroot releases an explosion 
  of psychic and emotional energies. Though Aslynn planted 
  the etheroot as a seedling inside the tapestry, its ethereal 
  roots lead out to the Transitive Planes surrounding the 
  demiplane. Holes begin to open in the tapestry where the 
  etheroot’s tendrils used to be and planar energies surge into 
  the demiplane from outside, fueling the silver squall that has 
  been building in Onhae. 
  Rewards: If the PCs do not defeat the etheroot, reduce each 
  PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 597 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 930 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,264 gp.
  THE SILVER SQUALL
  After completing the encounters with Lin Fen Hai and the 
  violet etheroot, the PCs are swept up in the vortex of the 
  silver squall, a planar tide of aggressive, competing ideas. If 
  the PCs already identified the squall earlier while exploring 
  the village (see page 11), all PCs gain a +2 bonus on their skill 
  checks to interact with the squall. If they did not identify the 
  squall before, the PCs can attempt the check to identify it now, 
  granting all PCs a +1 bonus instead.
  Whether or not they have identified the squall, the PCs 
  can hear the discordant voices of opposing ideas clashing 
  with each other, proponents of Onhae’s old ways clashing 
  against the new. The fear of the apocalypse that was halted 
  is struggling against the shame brought on by killing the old 
  leader. The PCs can hear any arguments they presented to Fen 
  or the villagers within the Silver Squall, parroting their own 
  statements and her justifications against them. 
  The squall is an argument made manifest.
  To defeat the silver squall, the PCs must counter the beliefs 
  and ideas it represents and argue it down. For each of the 
  four emotions listed below, present the sample arguments 
  or create your own arguments based on the PCs’ interactions 
  with Onhae’s people, the guards, and Lin Fen Hai. 
  To quiet a portion of the storm, the PCs must compose 
  a counterargument and succeed at a skill check (DC 24 in 
  Subtier 5–6 or DC 28 in Subtier 8–9). If the PCs present 
  arguments against the squall that fall within the scope 
  of those skills, allow them to use those skills instead. For 
  example, a PC could use Profession (barrister) in place of 
  any of the skills listed below if they rely upon their expertise 
  constructing arguments. PCs can make their own individual 
  checks, in which case they must compose their own 
  arguments, or they can use the aid another action, in which 
  case they can grant an ally a +2 bonus on their check and 
  work together to compose a unified argument. Failing at a 
  check stuns the PC who presented the argument, though not 
  any others who assisted that PC, preventing that character 
  from acting again in the following round. PCs can receive 
  up to a +4 circumstance bonus for presenting relevant facts 
  or roleplaying well.
  After you present the four key emotions in turn, if the PCs 
  did not succeed against all four emotions, each PC has one 
  final chance to address one unconvinced emotion of their 
  choice before the storm departs (see Development below).
  The key emotions of the squall and their associated skills 
  and arguments are as follows.
  FAITH
  This emotion represents Lin Fen Hai’s faith in her new god, 
  Aram Zey, the Ruby Phoenix Guardian and savior of Onhae.
  Skills: Diplomacy, Knowledge (religion).
  Example Arguments: “Aram Zey saved Onhae,” “The old 
  ways failed to protect my people,” “Evil spirits corrupted the 
  old faith, and it was time to purge them.”
  FEAR
  This emotion represents Onhae’s fear of the end of their 
  world and the collapse of the demiplane.
  Skills: Diplomacy, Knowledge (planes).
  Example Arguments: “The river went dry because the old 
  gods abandoned us,” “If we return to the old ways, Aram Zey 
  will smite us,” “We brought ruin on our world and only the 
  new god can save us.”
  PRIDE
  This emotion represents Lin Fen Hai’s pride in being chosen 
  by her god, and in serving, protecting, and leading her people.
  Skills: Diplomacy, Knowledge (nobility).
  Example Arguments: “Our leader is chosen by the divine,” 
  “I am the only one who can save my people,” “I am a prophet 
  and my course was set by Aram Zey.”
  To accommodate a group of four PCs, give each PC a second 
  additional chance to address unconvinced emotions after the 
  four emotions have presented their arguments.
  Scaling the Silver Squall
  
  THE HAO JIN HIEROPHANT
  23
  23
  SHAME
  This emotion represents the shame Fen feels for killing her 
  father to assume leadership of Onhae.
  Skills: Diplomacy, Knowledge (history).
  Example Arguments: “The old leader abandoned us,” “My 
  father wanted Onhae to die,” “The sacred flower showed me 
  the evil spirits surrounding him. I had no choice.”
  Development: If the PCs calm the squall, tiny fragments 
  of thought briefly fall from the sky like sleet. When they 
  pass, the air is peaceful and still. As long as Lin Fen Hai is 
  alive, she is overcome by a sudden sense of peace, and she 
  is open to listening to whatever the PCs have to say and 
  teaching them about the village’s old religion. The PCs can 
  now freely access area A9 and learn about the old religion 
  without upsetting any of the villagers (see page 9). In 
  addition, if the PCs show interest in the true sacred flower, 
  Lin Fen Hai gives them permission to take it, remarking 
  that this season’s bloom has brought nothing but trouble. 
  If Lin Fen Hai is dead, the end of the squall still brings 
  tranquility to the village. In this case, the PCs can gain 
  access to A9 and permission to take the sacred flower by 
  succeeding at a DC 22 Bluff, Diplomacy, Intimidate, or 
  Knowledge (religion) check (DC 26 in Subtier 8–9).
  If the PCs did not calm the squall, the storm migrates 
  elsewhere, but its effects still linger in the hearts and minds of 
  everyone within Onhae. With the etheroot dead, the PCs can 
  get permission to take the newly revealed sacred flower from 
  Lin Fen Hai or the villagers as listed above, but the villagers 
  are unwilling to speak or share any information about their 
  old religion or let the PCs into area A9.
  Let the PCs complete their investigations in Onhae before 
  continuing to the conclusion, as the thoroughness of their 
  work impacts the scenario’s success conditions.
  Treasure: The fragments of thought look like complex and 
  richly colored gemstones, but their origin makes them more 
  valuable to occult scholars. They are worth a total of 2,000 gp 
  to the right buyer (4,000 gp in Subtier 8–9).
  Rewards: If the PCs do not calm the squall, preventing the 
  creation of the fragments of thought, reduce each PC’s gold 
  earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 333 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 500 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 667 gp.
  CONCLUSION
  When the PCs have completed their business in Onhae, 
  so long as they did not get themselves banished from the 
  village, the villagers gather to bid them farewell. Lin Fen Hai 
  (or another villager if she did not survive the scenario) tells 
  the PCs that the people of Onhae have much to consider and 
  reflect upon after these events. The destruction of the etheroot 
  ends Lin Fen Hai’s visions entirely, while also intensifying the 
  local sorrow over her father’s death. Even if the PCs admit to 
  killing Lin Fen Hai, with the etheroot gone and the corpses 
  next to its roots revealed, the villagers recognize that the PCs 
  have helped to save them from a dark and mysterious force, 
  and surmise that the flower’s continued influence on Lin Fen 
  Hai was a malevolent one.
  After leaving the village, the PCs can use their planar 
  eddies to return to the Grand Lodge. Sorrina Westyr asking 
  the PCs to chronicle everything they learned about the Sunsu 
  Godae, as well as to provide her with an account of the state 
  of the tapestry. She is particularly interested in the strange 
  phenomena the PCs witnessed, such as the dream bubble and 
  the silver squall.
  If the PCs collected the sacred flower, they earn the 
  Meditations on the Sacred Flower boon. If they earned at 
  least 6 Culture Points, they also earn the History of the Sunsu 
  Godae boon with two checkboxes. If they earned 4 or 5 Culture 
  Points, they still earn the History of the Sunsu Godae boon, 
  but check one box when the PCs earn the boon.
  Treasure: If the PCs earned at least 4 Culture Points, Sorrina 
  Westyr provides them with additional rewards for their 
  efforts: a coin of the untrodden road (Pathfinder RPG Ultimate 
  Equipment 289) and a wand of aid (27 charges). In Subtier 8–9, 
  she also gives them a pair of boots of speed. 
  Rewards: If the PCs do not earn at least 4 Culture points 
  in Onhae by the end of the scenario and earn the rewards 
  from Sorrina Westyr, reduce each PC’s gold earned by the 
  following amount. 
  Subtier 5–6: Reduce each PC’s gold earned by 702 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,202 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,702 gp.
  REPORTING NOTES
  If Lin Fen Hai survived the scenario, check box A. If the PCs 
  killed Lin Fen Hai, check box B. If the PCs convinced the 
  Onhae to willingly part with the sacred flower, check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs earn at least 4 Culture Points, they achieve their 
  primary success condition and each earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  If the PCs collect the sacred flower with the permission of 
  the people of Onhae, they succeed at the secondary success 
  condition and earn an additional 1 Prestige Point. The PCs 
  also succeed at this condition regardless of their actions with 
  the flower if they earn at least 8 Culture Points.
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  
  THE HAO JIN HIEROPHANT
  25
  25
  OPEN GAME LICENSE Version 1.0a
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Society Scenario #10–11: The Hao Jin Hierophant © 2018, Paizo 
  Inc.; Author: Jessica Redekop.
  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 #10-11: 
  The Hao Jin Hierophant
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  8–9
  —
  1,302
  2,776
  —
  2,039
  2,603
  5,551
  —
  4,077
  Out of
  Subtier
  Pathfinder Society Scenario #10-11: 
  The Hao Jinn Hierophant
  ▫▫ History of the Sunsu Godae: Your successful negotiations with the Sunsu Godae have given the Society 
  access to a trove of cultural lore that would be all but impossible to obtain outside the Hao Jinn Tapestry. You can 
  check a box that precedes this boon before rolling Knowledge (history) and Knowledge (local) checks related to 
  Tian Xia to gain a +5 bonus on the check.
  Meditations of the Sacred Flower: The sacred flower of the Sunsu Godae is rumored to have many powers: the 
  ability to connect a believer to their deity, to compel action, and even to return the dead to life. You can cross this 
  boon off this Chronicle sheet to use one of the following spells as a spell-like ability with a caster level equal to 
  your character level: commune, mark of justice, or raise dead. The casting time for the spell-like-ability is 10 minutes. 
  To use raise dead, you must first infuse the flower with diamond dust worth 5,000 gp. 
  Lesser Lithomancy Stones (6,000 gp; Slot none; Aura moderate divination; CL 7th; Weight 2 lbs.) This set of 15 
  semi-precious stones allows its wielder to gain visions of the future. It functions as a set of lithomancy stones 
  (Pathfinder RPG Occult Adventures 260), except that it can only be used to ask questions regarding the next 30 
  minutes. If you played this scenario in Subtier 8–9 and located the lithomancy stones, you can purchase this lesser 
  version instead.
  Core Campaign
  Subtier 5–6
  Subtier 8–9
  coin of the untrodden road (6,000 gp, Pathfinder RPG 
  Ultimate Equipment 289)
  lesser lithomancy stones (6,000 gp, see above)
  scroll of tongues (CL 10th, 750 gp; limit 1)
  swift obsidian bastard sword (11,335 gp; as swift 
  obsidian greataxe; Ultimate Equipment 161)
  wand of aid (27 charges; 2,430 gp; limit 1)
  boots of speed (12,000 gp)
  coin of the untrodden road (6,000 gp, Pathfinder RPG 
  Ultimate Equipment 289)
  lithomancy stones (12,000 gp; Pathfinder RPG Occult 
  Adventures 260)
  scroll of tongues (CL 10th, 750 gp; limit 1)
  swift obsidian bastard sword (11,335 gp; as swift 
  obsidian greataxe; Ultimate Equipment 161)
  wand of aid (27 charges; 2,430 gp; limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-11 - The Hao Jin Hierophant.pdf