TEXT: Below THE SILVER TARN
  By Crystal Frasier
  A PAthfinder Society ScenArio for tier 7–11
  ™
  
  ®
  ™
  Below the Silver tarn
  Pathfinder Society Scenario 2–12
  Design: Crystal Frasier
  Development: Mark Moreland
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Andrew Hou
  Cartographers: Corey Macourek and Christopher West
  Vice President of Operations: Jeffrey Alvarez
  Marketing Manager: Hyrum Savage
  Editorial Intern: Michael Kenway
  Paizo CEO: Lisa Stevens
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s 
  Guide, and Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the Pathfinder Roleplaying 
  Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–12: Below the Silver Tarn is a Pathfinder Society Scenario designed for 7th- to 11th-level 
  characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized Play, but can 
  easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable 
  for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 24 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 
  2010 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  Below the Silver Tarn takes place in a remote, lakeside mining 
  village deep in the Menador Mountains between Cheliax and 
  Nidal. The harsh terrain and twisting mountain passes known 
  as the Maze isolate Silver Tarn and Stom’s Claim from much 
  of the outside world, and knowledge of the surrounding areas 
  is unnecessary in the running of this scenario. If, however, 
  you want more information on Cheliax and Nidal, see the 
  Pathfinder Chronicles Campaign Setting or Pathfinder Campaign 
  Setting: The Inner Sea World Guide.
  Stom’S Claim •
  Nidal
  Cheliax
  Mena
  dor M
  ount
  ains
  boundless avarice of Hell. Deep inside, the Silver Tarn 
  seeks to release its mother, and sends its horrifically 
  mutated tarnspawn to pull the souls of Stom’s Claim 
  kicking and screaming into its depths.
  SUMMARY
  The enigmatic Pathfinder agent known as Osprey 
  dispatches the PCs to the remote mountains straddling 
  the border of Cheliax and Nidal to retrieve a curiously 
  inscribed silver bar a local contact has obtained. As the 
  PCs arrive in the miner’s tent city, fierce weather washes 
  out the road and a dense fog sets in. When they approach 
  the office of Courone Adle, the local assayer and Pathfinder 
  contact, hideous creatures known as tarnspawn attack, 
  hoping to slay the mortals and deliver their souls to the 
  Silver Tarn.
  H
  igh in the Menador Mountains, straddling the 
  blurred border between Cheliax and Nidal, sits a 
  confounding network of ridges and valleys referred 
  to commonly as “the Maze.” Once home to numerous 
  Kellid tribes, the region now stands all but abandoned. 
  Only the discovery of silver a decade ago drew humanoid 
  souls back to the Maze, and now those same souls perch 
  unknowingly at the edge of a dark legacy set in motion 
  centuries ago by blood and desperation.
  It didn’t take long after the ever-growing empire of 
  Taldor tamed the newly dubbed region of Cheliax in 
  3007 ar for colonists to sweep north from the Inner Sea’s 
  coast across Cheliax’s untainted plains and forests. Many 
  of the native tribes fell back to the Menador Mountains 
  for survival, abandoning ancestral lands for new homes 
  in the rocky tors. In a series of campaigns lasting two 
  generations, colonial militias led by legions of trained 
  Taldan troops pushed these native Kellids steadily north 
  into the foreboding Maze. In desperation, the Kellids 
  turned to the blackest of arts and bartered with Hell 
  itself for salvation. They brought forth the infernal force 
  known as Nicoroux, a pit fiend of incredible power and 
  woefully little tact. Kellid honorifics and shamans were 
  no match for the she-devil’s infernal manipulations, and 
  in short order she tore a bloody swathe through Kellid and 
  Taldan alike. Unable to banish the fiend, Taldan clerics 
  of Aroden instead bound Nicoroux within a circle of silver 
  bricks. As the colonial forces withdrew, the church of 
  Aroden established a small temple nearby to watch over 
  the site.
  Over the centuries, the valley in which the pit fiend was 
  bound flooded, and with Aroden’s death, the binding of 
  the silver circle weakens and Nicoroux’s dreams reach out 
  to greedy souls, pulling them to her. Ten years ago, the 
  silver rush she inspired gave the lake a name and a wild, 
  frontier town grew up on its shores. When prospectors 
  unearthed several of the inscribed, silver ingots that 
  bind the fiend, they inadvertently released her power, but 
  not her body, into the cold, stagnant waters of the Silver 
  Tarn. The accidental abomination created by this leak 
  isn’t quite devil or elemental; instead it is something 
  profane and unnatural that knows only coldness and the 
  Below the Silver tarn
  By cryStal fraSier
  
  GM Tip
  Below the Silver Tarn encourages a sense of lurking horror 
  and dread. The Silver Tarn has hundreds of tarnspawn at 
  its disposal, and the Pathfinders should be reminded of 
  this whenever the game play starts to slow down. Ask for 
  Perception checks to hear the faint, gargled breathing of a 
  tarnspawn ambling nearby or a distant structure collapsing as 
  the creatures seize its unfortunate occupants. The ever-present 
  fog of the town inhibits visibility, and the final encounter takes 
  place on the choppy, frigid waters of Silver Tarn amid a raging 
  storm, so Game Masters should make special note of these 
  penalties and review the rules for weather on pages 437–440 
  of the Pathfinder Roleplaying Game Core Book.
  PAthfinder Society ScenArio
  4
  Adle reveals what little she knows: She believes the silver 
  ingots that several miners uncovered while dredging 
  the lake caused of the attacks, and has identified their 
  symbols as the Celestial language: holy prayers to Aroden 
  and powerful wards. The halfling advises recovering five 
  other ingots uncovered by various other miners. She also 
  hypothesizes that a nearby ruined temple may house the 
  full story.
  Getting to the surviving townsfolk requires quick 
  wits or quicker blades, and a horde of tarnspawn lay 
  siege to their shelter after the heroes arrive. Once inside, 
  the PCs need to beg, borrow, and steal to obtain all six 
  of the magical ingots and, ideally, persuade the unruly 
  miners to follow them to the more secure stone ruins 
  nearby. The tarnspawn siege must be broken or fought 
  off to buy everyone the time to escape to the safety of the 
  ruined church.
  At the ruined temple of Aroden, left largely unmolested 
  by the superstitious settlers, murals explain much of the 
  valley’s history, but the secrets behind the binding ritual 
  remained sealed in the vault and guarded by a fearsome 
  dark naga ensorcelled by the retreating clerics.
  To finally re-bind Nicoroux’s power and cleanse the Silver 
  Tarn, the adventurers must make their way to the center of 
  the lake, reciting the ancient ritual while reinvesting the 
  ingots with holy power, all the while battling tarnspawn 
  and the full fury of the Silver Tarn’s avatar.
  The SilveR TARn
  “Silver Tarn” is something of a misnomer. The lake, so-
  called because of the rich silver veins along its shores, 
  is actually black from mineral deposits and thick algae. 
  Unusually warm for a mountain lake, the tarn supports 
  little life aside from air-gulping minnows, a particularly 
  hardy breed of freshwater eel, and the aforementioned 
  algae. A high concentration of silver sulfide makes the water 
  a sickly black color and gives it a unique, acrid stench.
  The fiendish taint leaking into the Silver Tarn has 
  created something bizarre and unique. Whether an effect 
  of the algae, the silver ,or the haphazard ritual originally 
  used to bind Nicoroux, the pit fiend’s power has somehow 
  gifted the lake with a primitive, instinctual mind and 
  considerable magical talent. Barely aware, the Silver Tarn 
  only desires Nicoroux’s freedom, and instinctively knows 
  that human souls will provide her the strength to burst 
  her bonds. Intellectually, the lake is like a child: vaguely 
  aware of its needs and how to meet them, but unable to 
  express itself or plan long term.
  To meet its needs, the Tarn spawns hideous children 
  from the lake eels swelling in its depths. Clumsy mockeries 
  of the human form, these aquatic horrors stalk from the 
  water’s edge each sunset, but their delicate eyes cannot 
  abide bright lights and the sunrise chases them back to 
  the depths. For three nights before the PCs’ arrival, the 
  tarnspawn murdered only a dozen miners before sunrise. 
  But now the lake has grown strong enough to blot out the 
  sun with foul storms. Barring intervention by the PCs, 
  the sun will never again rise on Stom’s Claim.
  GeTTinG STARTeD
  The PCs begin the scenario on the roads of southern 
  Nidal, there for whatever reason the GM decides. They 
  may be traveling back from a recent mission in Varisia or 
  delivering a mundane message for one of the Pathfinder 
  Society’s more notable members. As they make their way 
  through the barren landscape, a giant bird lands in the 
  middle of the road before them, barring progress. PCs who 
  have previously encountered the enigmatic Pathfinder 
  agent known as Osprey may immediately recognize him 
  in animal form, but PCs unfamiliar with him may easily 
  recall tales of such a druid within the Society with a DC 
  10 Wisdom check. 
  The bird speaks:
  “Greetings, my fellow Pathfinders. Please excuse the eccentricity 
  of my form, but my visit must be swift; I have vital tasks to 
  complete before the moon turns. In the meantime, I have a 
  quick errand for you.
  “I have an a contact—a metallurgist named Adle—working 
  out of a smelly little mining town in the Menador Mountains, 
  just south of here. One of the locals sold her a silver ingot 
  scribed with strange runes, and she’s asked for an expert 
  eye to look it over. Go have a look, take a rubbing, and make 
  a few notes; Adle’s eyes are keen and I owe her the favor. 
  Perhaps make her an offer on the ingot; I will reimburse you 
  within reason.”
  “Adle works in a mining town called Stom’s Claim, on the edge 
  of Silver Tarn. The surrounding area is untamed wilderness, 
  hostile even to one as gifted in the ways of nature as I, so stick 
  
  SToM’S ClaiM
  At the tarn’s shore, Stom’s Claim is little more than a frontier 
  camp. Half the buildings are constructed of canvas and wooden 
  poles, while the rest are rough-hewn from local logs. Silver mining 
  dominates the local industry, to the point that Stom’s Claim boasts 
  few professions beyond miners, a single doctor, a general store, 
  and various “entertainers.” The statistics below represent Stom’s 
  Claim prior to the tarnspawns’ first attack.
  Stom’s Claim
  CN hamlet
  Corruption –2; Crime –1; Economy –2; Law –8; Lore –3; 
  Society +2
  Qualities Strategic Location
  Danger –5; Disadvantages Cursed (–4 law)
  DEmographiCS
  government Council
  population 51 (34 humans, 14 dwarves, 3 halflings)
  Notable NpCs
  assayer Courone adle (N female middle aged halfing 
  expert 4)
  Town Doctor Catas Ceet (N male human adept 4)
  Town Founder Stom Dolock (N male dwarf expert 2/
  warrior 3)
  markETpLaCE
  Base Value 220 gp; purchase Limit 1,000 gp; Spellcasting 2nd
  minor items 1d6; medium items —; major items —
  Below the SilVer tArn
  5
  25+ Fighting in and around the Maze was especially 
  violent as the native tribes grew desperate to resist the 
  technologically and tactically advanced Taldan colonists.
  32+ Some historical accounts claim the desperate 
  Kellid tribes bargained with terrible powers, and their 
  legacy of corruption caused the many cursed sites and 
  pockets of undead in the mountains.
  AcT 1: The SeTTinG SUn 
  (cR 9 oR cR 12)
  Travel to the Silver Tarn is uneventful, despite the isolated 
  location. Once the players agree to travel south into the 
  Menador Mountains, read the following.
  Amid the twisting dales and dark mountain passes of the 
  Maze, a long, black lake dominates a small, muddy valley 
  surrounded by collapsed granite outcroppings. At the lake’s 
  edge, a glorified hamlet of canvas tents and crude log 
  buildings squats in the mud, much of the surrounding area 
  stripped of trees and ground scrub. As the sun sets and the air 
  cools, a fog begins to rise as the light drizzle that has marked 
  the last day picks up into a steady rainfall.  
  close to the marked roads. That region of the Menadors isn’t 
  called ‘the Maze’ for nothing. Shouldn’t be more than two days’ 
  delay in your travels, at most. Each way.”
  Osprey scratches a rough map into the dirt with his 
  talons while explaining. While not detailed enough 
  to allow for teleportation, it points the PCs in the 
  right direction. The players are free to ask for more 
  information, but Osprey knows little else; he’s never 
  personally visited the Maze region of the Menador 
  Mountains and hasn’t communicated with Adle except 
  by letter for years. Still, he’ll freely share what little 
  he knows. Once satisfied, he takes wing and continues 
  flying east, toward the coast.
  Why is this important? “It may pertain to my research. 
  The region was once home to ancient Kellid tribes, and 
  the Taldan military campaigned nearby when Cheliax 
  was first settled. This may be an artifact of either group, 
  or of some bizarre new culture. Whatever the truth, it 
  bears at least a cursory examination.”
  Is the Maze dangerous? “The environment doesn’t 
  support many large predators. Your only true enemy 
  is the mountains themselves: the valleys and ridges 
  twist and switch back without rhyme or reason, and 
  travelers often disappear for weeks at a time. A few tales 
  of desperate cannibalism come from this region for just 
  that reason. But Adle assures me the road to Stom’s Claim 
  is well marked. Assuming you don’t try to take shortcuts, 
  you should be fine.” 
  Who is Adle? “Courone Adle is a contact. She once 
  fancied herself a Pathfinder, but the romance fell out of 
  her life and she’s become much more practical over the 
  years. Used to be a slave to an Egorian whitesmith years 
  ago, which gives her a good eye for valuables and antiques. 
  Don’t mention the scars; she’s a touch sensitive.”
  Knowledge (geography)
  15+ The Menador Mountains divide Cheliax and Nidal. 
  Aside from a few well-traveled passes, the peaks are 
  considered impassable to all but experts.
  20+ The Maze is a particularly twisted region of the 
  Menador Mountains where the valleys and peaks twist 
  and cut one another off irregularly.
  30+ The small boomtown called Stom’s Claim is a 
  recent settlement deep within the twisting maze, notable 
  for the extraordinarily pure silver deposits it boasts. If 
  not for the isolated location, the town would easily be 10 
  times its current size.
  Knowledge (history or local)
  20+ Kellid tribes once dominated most of modern 
  Cheliax, and most took refuge in the Menador Mountains 
  when Taldor colonized the area.
  
  Stom’s Claim
  One square = 30 feet
  aSSayer’S offiCe   •
  aCt 1
  aCt 2
  aCt 3
  aCt 4
  PubliC HouSe   •
  arodenite temPle   •
  doCkS   •
  The Silver Tarn
  M
  in
  es
  M
  in
  es
  M
  in
  es
  PAthfinder Society ScenArio
  6
  The sun sets fast in the mountains, and in the half-
  hour it takes to travel from the valley entrance to the edge of 
  Stom’s Claim the air cools almost 10o F and the light level 
  drops to darkness. Even worse, the rising fog reduces 
  vision considerably (see sidebar).
  Finding Courone Adle’s assayer’s office presents no 
  challenge. A rough signpost on the main road points 
  down the tangled mass of streets, but saving Adle is the 
  real challenge.
  As the PC approach the assayer’s office, read the 
  following.
  Thick fog limits visibility to a mere two dozen feet, but the 
  distant clang of a nearby iron bell provides enough consistency 
  to navigate by. Eerily silent tents and rough log buildings line 
  the streets at irregular intervals. Roughly carved wooden signs 
  regularly point through the tangle of streets to what must be 
  the most vital locations: “Public House,” “Lake,” and—most 
  importantly—“Assayer.”
  Just as the outline of the sturdily-built structure solidifies 
  from the grimy mists, the sound of splintering wood fills the air, 
  followed by a woman’s scream and gurgling, inhuman growls.
  The easiest ingress into the assayer’s office is the shattered 
  door. When PCs enter the room, they find a warmly lit, 
  well-appointed frontier laboratory. A middle-aged halfling 
  woman cowers beneath the room’s main table.
  The splintered remains of a door hang to the left, and a 
  screaming halfling woman takes cover beneath a low table 
  across this warmly lit, well-appointed frontier laboratory.
  Creatures: After days of picking at the edges of town, 
  the tarnspawn have grown bold enough to begin a full-
  scale assault against Stom’s Claim. As the PCs arrive, 
  a trio of the creatures have just burst into Courone 
  Adle’s office to claim her soul for their watery lord. 
  While the tarnspawn have no set target, they attack the 
  adventurers preferentially if only because their world-
  weary souls shine like beacons among the grizzled, low-
  level miners.
  The three hunched, scaly beasts bear a tenuous 
  resemblance to the human form that only the maddest 
  of Egorian sculptors might imitate. Their gangly bodies 
  stagger on two legs, as if they were unaccustomed to 
  standing. Drool leaks through a mouthful of crooked, 
  needlelike fangs, and the stench of rotting fish fills the 
  room. The horrors turn away from the panicked woman. 
  Their mouths drop open and a gurgling howl shakes the 
  timbers of the large workspace.
  
  The FoG
  A thick, sickly fog spreads from the Silver Tarn, a physical 
  manifestation of the influence it asserts over the surrounding 
  valley. While not as thick as an obscuring mist spell, the Tarn’s 
  fog limits all forms of vision to 10 feet. Creatures up to 20 feet 
  away receive partial concealment (20% miss chance). Creatures 
  beyond 20 feet have full concealment (50% miss chance). 
  Light sources cannot extend this visual range, and because the 
  entire valley is blanketed to a depth of 30 feet, natural winds 
  don’t dissipate the fog as they would an obscuring mist.
  Below the SilVer tArn
  7
  returns to the Silver Tarn, both it and the soul are absorbed by 
  the entity, permanently slaying both.
  Spit Bile (Ex) Tarnspawn may spit a stream of acidic bile up to 40 
  feet as a ranged attack.
  Tier 10–11 (CR 12)
  Tarnspawn (3) 
  Cr 9
  Manimal giant moray eel barbarian (savage barbarian) 3 
  (Advanced Bestiary 167, Advanced Player’s Guide 79, Pathfinder 
  RPG Bestiary 119)
  NE Large monstrous humanoid (aquatic, augmented animal)
  init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  aC 18, touch 10, flat-footed 15 (+2 Dex, +1 dodge, +8 natural, –2 rage, 
  –1 size)
  hp 121 each (8d10+3d12+58)
  Fort +10, ref +9, Will +12; +1 vs. fear
  Defensive abilities naked courage, uncanny dodge
  Weaknesses light sensitivity
  oFFENSE
  Speed 20 ft., swim 30 ft.
  melee bite +18 (1d8+8/19–20), 2 claws +19 (1d6+8)
  ranged bile +12 (1d8/×3 acid)
  Space 10 ft.; reach 10 ft.
  Special attacks rage (11 rounds/day), rage powers (guarded stance 
  [+1 dodge vs. melee]), soul feast, spit bile
  TaCTiCS
  Before Combat If the tarnspawn stalk humans or expect combat, 
  roughly half of the pack hides, attempting to prowl behind their 
  prey or leap unexpectedly from ambush.
  During Combat Tarnspawn in a group reserve one member each 
  round to unleash a terrifying howl (using their Dazzling Display 
  feat; remember to include a +4 bonus if the tarnspawn are 
  larger than their opponents). They eschew weapons, instead 
  using their claws and fangs and focusing on shaken opponents.
  morale Tarnspawn fight until destroyed.
  Base Statistics When not raging, a tarnspawn’s statistics are aC 
  20, touch 12, flat-footed 17; hp 99; Fort +8, Will+10; melee bite 
  +16 (1d8+6/19–20), 2 claws +17 (1d6+6); Str 22, Con 16; CmB 18, 
  Tier 7–8 (CR 9)
  Tarnspawn (3) 
  Cr 6
  Manimal eel (Advanced Bestiary 167, Pathfinder RPG Bestiary 119)
  NE Large monstrous humanoid (aquatic, augmented animal)
  init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  aC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 68 each (8d10+24)
  Fort +5, ref +8, Will +9
  Weaknesses light sensitivity
  oFFENSE
  Speed 10 ft., swim 30 ft.
  melee bite +13 (1d8+6), 2 claws +14 (1d6+6)
  ranged bile +9 (1d8/×3 acid)
  Space 10 ft.; reach 10 ft.
  Special attacks soul feast, spit bile
  TaCTiCS
  Before Combat If stalking humans or expecting combat, roughly 
  half of a tarnspawn pack hides, attempting to prowl behind 
  their prey or leap unexpectedly from ambush.
  During Combat Tarnspawn in a group reserve one member each 
  round to unleash a terrifying howl (using their Dazzling Display 
  feat; remember to include a +4 bonus if the tarnspawn are 
  larger than their opponents). They eschew weapons, instead 
  using their claws and fangs and focusing on shaken opponents.
  morale Tarnspawn fight until destroyed.
  STaTiSTiCS
  Str 22, Dex 14, Con 16, int 9, Wis 12, Cha 12
  Base atk +8; CmB +15; CmD 27
  Feats Dazzling Display, Improved Initiative, Iron Will, Weapon 
  Focus (claws)
  Skills Intimidate +12, Perception +9, Stealth +7, Survival +9, 
  Swim +14
  Languages Infernal (cannot speak)
  SQ amphibious, animal blood
  SpECiaL aBiLiTiES
  animal Blood (Ex) A tarnspawn counts as both an animal and a 
  monstrous humanoid for the purposes of spells, abilities, and 
  effects that affect animals. A tarnspawn is allowed a Will save to 
  resist spells and effects that specifically affect animals, even if 
  the effect does not normally allow a Will save.
  Soul Feast (Su) As a standard action, a tarnspawn may attempt 
  to drink the soul from any adjacent humanoid creature killed 
  within the last round, storing the life force inside itself to carry 
  back to the Silver Tarn entity. Draining a soul is a touch attack 
  that provokes an attack of opportunity. A tarnspawn may only 
  store a single soul, and cannot use this ability if it has already 
  feasted on a soul. A creature whose soul has been imbibed 
  may not be returned from the dead with any magic short of a 
  limited miracle. Slaying the tarnspawn releases the stored soul, 
  allowing the character to be raised normally. If the tarnspawn 
  
  Assayer’s Office
  One square = 5 feet
  C = Courone 
  T = Tarnspawn
  GameMastery Map Pack: Fortress
  N
  PCs Begin 
  Here
  T
  T
  T
  C
  PAthfinder Society ScenArio
  8
  CmD 30; Intimidate +21, Swim +14
  STaTiSTiCS
  Str 26, Dex 14, Con 20, int 9, Wis 12, Cha 12
  Base atk +11; CmB +20; CmD 30
  Feats Dazzling Display, Improved Critical (bite), Improved 
  Initiative, Intimidating Prowess, Iron Will, Weapon Focus 
  (claws)
  Skills Intimidate +23, Perception +10, Stealth +8, Survival +13, Swim +16
  Languages Infernal (cannot speak)
  SQ fast movement, amphibious, animal blood
  SpECiaL aBiLiTiES
  animal Blood (Ex) A tarnspawn counts as both an animal and a 
  monstrous humanoid for the purposes of spells, abilities, and 
  effects that affect animals. A tarnspawn is allowed a Will save to 
  resist spells and effects that specifically affect animals, even if 
  the effect does not normally allow a Will save.
  Soul Feast (Su) As a standard action, a tarnspawn may attempt 
  to drink the soul from any adjacent humanoid creature killed 
  within the last round, storing the life force inside itself to 
  carry back to the Silver Tarn entity. Draining a soul is a touch 
  attack that provokes an attack of opportunity. A tarnspawn 
  may only store a single soul, and cannot use this ability if it 
  has already feasted on a soul. A creature whose soul has been 
  imbibed may not be returned from the dead with any magic 
  short of a limited miracle. Slaying the tarnspawn releases the 
  stored soul, allowing the character to be raised normally. If 
  the tarnspawn returns to the Silver Tarn, both it and the soul 
  are absorbed by the entity, permanently slaying both.
  Spit Bile (Ex) Tarnspawn may spit a stream of acidic bile up to 40 
  feet as a ranged attack.
  Development: The woman hiding below the table is 
  Courone Adle (middle-aged N halfling expert 4). Once 
  the PCs have vanquished the attacking tarnspawn, she 
  catches her breath and hesitantly crawls out from beneath 
  the table, asking the PCs if they’re the “folks Osprey sent?” 
  She introduces herself and expresses her underlying 
  suspicion that “there’s more to this valley than silver and 
  a stinking lake.” She then recounts the most recent turn 
  of events, beginning with the advent of the tarnspawn.
  “Those things are… Well, I’m not sure, really. They’ve been 
  coming out of the tarn for the past three nights, but their 
  numbers have grown each night. We’ve already lost a dozen 
  miners, and these… tarn-spawned horrors have never been 
  this bold. Even the weather’s been getting worse. And I think 
  it all comes down to these.” She brushes a few notes from a 
  low work bench and pulls aside a gunny sack. Beneath shines 
  a perfect silver ingot, it’s surface peppered with a flowing, 
  swirling script.
  “I’ve identified the writing,” Adle continues. “It’s Celestial, 
  the language of angels. From what little I’ve translated, it looks 
  
  Below the SilVer tArn
  9
  AcT 2: The PUblic hoUSe
  Adle offers to lead the PCs from her office to Citiat’s 
  Public House (see the map on page 6). If the PCs refuse 
  her offer, she tags along with the party as they find their 
  own way, offering as much guidance as she can from the 
  back of the group.
  The Approach
  As the PCs make their way through the abandoned streets 
  toward the public house, read the following.
  Gargling howls pierce the misty night air, punctuated by muddy 
  footsteps somewhere in the darkness and the occasional sound of 
  snapping wood. The fog offers the only cover from what sounds 
  like dozens of the misshapen tarnspawn prowling the night and 
  tearing apart the shoddy buildings of Stom’s Claim. 
  A gust of wind parts to fog briefly enough to reveal a solidly 
  built log building labeled “Citiat’s Public House.” In the swirling 
  darkness from the eastern edge of town, the gurgling and 
  screeching grows louder.
  Development: Noise at the door prompts a gruff male 
  voice from inside. “What? Who’s out there? What in the 
  gods’ names are you doing outside tonight?! Get in here 
  you fools!” Heavy thuds sound behind the door, then 
  wood dragging against wood.
  But from the muddy streets, screeching, gurgling 
  screams announce the arrival of a dozen loping 
  figures, visible as outlines through the clouds. 
  Grasping, clawed hands part the mist and the figures 
  cautiously stumble forward, spittle dripping from 
  their crooked mouths and purpose burning behind 
  their round, dull eyes.
  The doors part, and a weathered dwarf gestures 
  frantically. “Get inside, you daft fools!”
  Getting into the public house offers a respite from the 
  oncoming tarnspawn, but educated adventurers realize it 
  is only a temporary shelter at best. A DC 15 Knowledge 
  (engineering) check or DC 25 Knowledge (dungeoneering) 
  check deduces that the public house will be torn down by 
  the current assault well before sunrise.
  Treasure: PCs who make a DC 15 Perception check 
  as they approach the public house notice a fallen 
  body in the muddy street. This was Madder Maloux, 
  the self-appointed defender of Stom’s Claim. 
  Tarnspawn pulled him apart and devoured his 
  soul when he attempted to stem their tide. Near his 
  body lies Motherload, his +1 vicious heavy pick. For 
  Tier 10–11, Motherload is forged from adamantine 
  as well and the PCs also recover Madder’s boots of 
  friendly mountain terrain (see page 301 of the Advanced 
  Player’s Guide).
  like a ward. Two names come up again and again: Aroden, and 
  something called Nicoroux.”
  A DC 10 Knowledge (religion) check immediately 
  identified Aroden as the dead patron god of humanity. A DC 
  30 Knowledge (arcana or planes) check identifies Nicoroux as 
  a powerful pit fiend who vanished nearly 1,000 years ago.
  “I think the church of Aroden bound something here, below 
  the lake. Something big. These bricks were part of that binding, 
  and when the miners dredged them out of the lake it was like 
  pulling bars from a prison window: this Nicoroux can’t escape 
  yet, but I think it’s reaching out with those tarnspawn, and 
  I think if it claims enough miners, it’ll be able to break free. 
  There’s an old Arodenite temple nearby. If anything explains 
  how to restore the binding, it’ll be in that temple. There’s, uh… 
  There is a slight problem, though.
  If this is indeed a binding for some powerful creature, we’ll 
  need all the original elements to reseal it. My bar is only the first 
  the miners recovered. They’ve uncovered five more over the past 
  few weeks. We need those bars before we can do anything. Most 
  everyone has been holing up in the public house since the attacks 
  started—it’s the sturdiest building in town. We need to get the 
  rest of these ingots from the miners before we do anything.”
  Adle answers any questions the PCs may have to the best of 
  her ability, but she encourages swift action over all.
  Why is anyone still here? “Miners are stubborn. The silver 
  here is too good for them to just abandon, and I don’t think 
  anyone expected these raids to turn into an all-out assault.”
  Hasn’t anyone checked/looted the old temple yet? “These 
  people are superstitious. They built the town near the temple 
  for luck, but nobody’s been eager to violate a dead god’s holy 
  site. The miners claim it’s cursed.”
  Why don’t we just leave? “Tackle those mountain roads at 
  night? In the rain? Not to mention I’m curious to see where 
  this all leads. There’s got to be some spectacular records in that 
  temple if it’s not the tiny wilderness post it appears to be.” 
  If the adventurers drag their feet, Adle evades the 
  tarnspawn for 10 rounds, but without assistance she will 
  eventually be slain by the monsters, her soul carried to the 
  lake. In this case, the PCs can still find her ingot and learn 
  most of the information she shares from her journal and 
  personal notes.
  Treasure: Most notable among Adle’s ruined office is a rod 
  of metal and mineral detection belonging to her former partner, 
  who fled when the trouble began. She happily offers it as a 
  reward to her rescuers, anticipating they may find it handy.
  Rewards: If the PCs obtain the rod of metal and mineral 
  detection, award each tier thusly:
  All Tiers:
  Give each player 875 gp.
  
  PAthfinder Society ScenArio
  10
  Rewards: If the party finds Motherlode, award each tier 
  thusly:
  Tier 7–8: 
  Give each player 692 gp.
  Tier 10–11:
  Give each player 1,142 gp.
  An Ugly Mob (CR 8 or CR 11)
  As the PCs enter the public house, read the following.
  The interior of the small bar stinks of old beer and unwashed 
  miners, but a tension hangs even thicker in the air than the odor. 
  The dirty light of oil lamps illuminates nearly thirty disheveled 
  men and woman scattered about in roughly five groups.
  “Looks like you lot can handle a fight,” says the dwarf who 
  opened the door. “Name’s Stom. I discovered the lode here, 
  and I’ll be damned if a few reeking fish-men are gonna keep 
  me from my fortune! A few of us are about ready to take this 
  fight out to them monsters, and if you lot join us, we can put 
  an end to this!”
  “He’s insane,” Adle says beside you. “There are dozens of 
  those tarnspawn. Maybe more. We can’t solve this problem 
  with violence.”
  Stom scoffs. “Ya sound like a woman, Courone. First time for 
  everything I suppose.”
  “Enough!” shouts a stout woman from the bar. “We’re staying 
  here until sunrise. Then we can argue about what to do.”
  “Shut up! Shut up! Just shut up!” The group in the corner 
  seems to collect themselves after their outburst before going 
  back to quietly rocking and mumbling.
  “We’ve got five more of these ingots to find,” Adle says. “And I 
  don’t think anyone in here is going to last until morning. The 
  temple is solid stone and half-buried, so if we can convince 
  them to come with us, it might save a lot of lives.” 
  The 28 surviving citizens of Stom’s Claim have taken 
  refuge in the public house run by Laura Citiat. But the 
  stress has shaken every survivor deeply, and they began 
  breaking into cliques within minutes of sunset. Each 
  of the five cliques has a different strategy and controls a 
  different silver ingot the players need, requiring the PCs 
  to beg, borrow, or steal to get everything they need to re-
  bind the dark powers in the lake.
  Each of the factions is detailed below, along with 
  the DCs for Bluff, Diplomacy, and Intimidate checks 
  required to convince them to hand over their ingot and 
  (if desired) follow the PCs to the safety of the ruined 
  Arodenite temple. Multiple attempts are allowed, but 
  with a cumulative –5 penalty for each failed interaction 
  check. Perception-based Sleight of Hand DCs are also 
  listed if PCs wish to simply steal the ingots before 
  heading for the temple unladen with followers. Each 
  clique has a listed Will save bonus for the event PCs 
  decide to coerce the townsfolk with magic, though a 
  successful Will save increases the DCs of any interaction 
  skill checks by +10 as the clique becomes more guarded. 
  Finally, each clique has a secret that PCs can uncover 
  with additional skills or observations; doing so grants 
  the PCs a +5 bonus to any future interaction checks.
  A DC 15 Sense Motive check reveals to a player the 
  skill most or least likely to work (the highest and lowest 
  interaction DCs). Succeeding on this check by 5 or more 
  provides some hint to the clique’s secret, such as the right 
  skill to use or what the clique leader values.
  The Cowards
  Mentally broken isolationists
  iNTEraCTioN
  Skill Checks Bluff DC 20; Diplomacy DC 24; Intimidate DC 30; 
  Sleight of Hand DC 10
  Defense Will +8
  group
  Leader Ulet Ridle (LN male human commoner 3/expert 1) 
  personality Ulet barely talks and is too terrified to do or say 
  much of anything, let alone leave the safety of the public 
  house. He holds onto his ingot out of stubbornness: he 
  doesn’t want anything else to change and clings to the few 
  familiar things remaining.
  Quote “J-just… just go away! I-I-I don’t want to think about this.”
  Secret Ulet and his terrified followers refuse to be left alone. If 
  the other four cliques follow the PCs to the temple, they follow 
  along automatically, turning over the ingot without resistance.
  The Defeated
  Crazed heralds of their own demise
  iNTEraCTioN
  Skill Checks Bluff DC 18; Diplomacy DC 29; Intimidate DC 22; 
  Sleight of Hand DC 25
  Defense Will +5
  group
  Leader Arries Rires (CN male human aristocrat 1/expert 2)
  personality A city dweller who came to Stom’s Claim 
  unprepared for the harsh realities of mining, Arries verges 
  on madness. He and his circle see the tarnspawn as heralds 
  of the end times, and want to beg the monsters for mercy, 
  possibly even trading the other townsfolk for safe passage 
  out of the valley—better to save some than none at all. They 
  believe their ingot to be a holy relic of the creatures, and 
  guard it fiercely.
  Quote “The end has come crawling from the black depths. He of the 
  tarn must feed. Great is the cold. Great is the darkness! We shall 
  all vanish down the pin-jawed gullets of his acolytes and become 
  one with the infinite unknowable.”
  Secret Unknown to Arries or anyone else in town, altitude sickness 
  from the thin air has been affecting his mind ever since he 
  arrived in Stom’s Claim 8 weeks ago, making him unbalanced 
  
  Citiat’s Public House
  One square = 5 feet
  GameMastery Map Pack: Village
  N
  The Cowards
  The Defeated
  The Stoics
  The Warriors
  The Magicians
  Below the SilVer tArn
  11
  spread out on the table, may make a DC 20 Spellcraft check to 
  recognize this, forcing the magicians to abandon their plan and 
  granting a +5 circumstance bonus on any future interaction 
  checks as they become desperate for a solution.
  The Stoics
  Dogged optimists
  iNTEraCTioN
  Skill Checks Bluff DC 22; Diplomacy DC 18; Intimidate DC 29; 
  Sleight of Hand DC 25
  Defense Will +4
  group
  Leader Laura Citiat (N female human commoner 6)
  personality The frontier-hardened proprietor of the public 
  house, Laura wants to dig in and hold out at her bar. The 
  tarnspawn always flee at sunrise, and she doesn’t expect the 
  raids to last long once the interrupted flow of silver attracts 
  the attention of Nidal’s military.
  Quote “I am not leaving my bar. She’s strong, and she’ll hold 
  together. We just need to dig in and wait.”
  Secret If the PCs recognize the public house’s lack 
  of stable defenses against the continuing assault with 
  either a DC 15 Knowledge (engineering) check or DC 25 
  to begin with. Recognizing and treating his ailment requires 
  a DC 18 Heal check or a lesser restoration spell. Either restores 
  a measure of his rational mind and provides the PCs with a +5 
  circumstance bonus on any future interaction skill checks. 
  The magicians
  Hopeful but misguided mystics
  iNTEraCTioN
  Skill Checks Bluff DC 25; Diplomacy DC 18; Intimidate DC 22; 
  Sleight of Hand DC 29
  Defense Will +8
  group
  Leader Catas Ceet (N male human adept 4)
  personality A mystic and what passes for the town doctor, 
  Catas theorizes that he can melt down the enchanted silver 
  ingots and use them to craft a protective circle to repel the 
  tarnspawn. He’ll eagerly share his group’s purpose with any 
  willing to listen, hoping to secure more ingots for the ritual.
  Quote “It’s a simple matter of logic. Another problem to be 
  solved. We can save these people if they’ll entrust us with these 
  curious bars of silver.”
  Secret The math for Catas’ ritual contains several careless 
  mistakes that guarantee failure. Any PC examining his notes, 
  
  PAthfinder Society ScenArio
  12
  Knowledge (dungeoneering) check, they may point out 
  the structural flaws in the building, planting a seed of 
  doubt in Laura’s confident front. Doing so grants the PCs 
  a +5 circumstance bonus on any future interaction checks 
  as the clique’s fears take hold.
  The warriors
  Foolishly outmatched defenders
  iNTEraCTioN
  Skill Checks Bluff DC 22; Diplomacy DC 25; Intimidate DC 29; 
  Sleight of Hand DC 18
  Defense Will +5
  group
  Leader Stom Dolock (N male dwarf expert 2/warrior 3)
  personality The first miner in the area, and the one to name 
  the town, Stom is eager to fight the threat. The greedy and 
  foolhardy band won’t give up their claims, and especially not 
  the valuable ingot, without good reason.
  Quote “We’ll take the fight to these gilled bastards! Ain’t no 
  problem on Golarion so big it can’t be smashed.”
  Secret If the PCs mention finding the body of Madder Maloux, 
  or show Stom his pick, the cantankerous dwarf begins to 
  appreciate the genuine danger the tarnspawn and their dark 
  master represent, granting them a +5 circumstance bonus on 
  all interaction checks with him.
  Development: Once the PCs have secured the six ingots 
  through whatever means they prefer, an incredible crash of water 
  and a haunting croon emanates from the lake, reverberating 
  through the public house. The tarnspawn outside pause their 
  efforts to gain entry into the structure, eventually spattering 
  away through the muddy streets toward the shore.
  The Silver Tarn knows the ingots have been brought 
  together and howls in rage and frustration, calling its 
  spawn back and ordering them to seek out the bars. In 
  mere minutes, the horrors will return and begin tearing 
  down every building in search of the ingots. Like the 
  Silver Tarn entity, the tarnspawn cannot touch the bars, 
  but they can slay the carriers and bury the corpses in the 
  mud, hiding the artifacts forever.
  In the meantime, the absence provides the survivors 
  their one and only chance to run for the ruined temple 
  just outside of town. If players drag their feet, describe the 
  sound of dozens, or even hundreds of creatures gathering 
  by the lake’s edge, and eventually gurgling and screeching 
  back toward the town with renewed purpose.
  Rewards: If the PCs secure the remaining five ingots, 
  reward each tier thusly:
  Tier 7–8:
  Give each player 404 gp.
  Tier 10–11:
  Give each player 643 gp.
  Escape from the Siege
  Once the PCs have secured the six ingots through 
  whatever means they prefer, read the following:
  Though heavy, the silver ingots impart a strange lightness 
  when brought together, providing an odd sense of optimism 
  in the damp chill of the tap room. But beyond the rough-hewn 
  log walls, the cracking and groaning of wood testifies to the 
  creatures’ dedication to prying the entire public house apart. 
  From the sound of it, there could easily be a dozen abominations 
  waiting outside; maybe more.
  Getting out, let alone getting to the temple of Aroden, will 
  take an ingenious strategy.
  A dozen tarnspawn surround the public house, with 
  more sure to arrive as the night wears on. The PCs will 
  need a solid plan to get themselves (and up to 29 additional 
  NPCs) across the valley to the ruined temple. Distracting 
  or bypassing the siege is the only way to ensure everyone’s 
  survival, though players are left to come up with the 
  specifics of their escape plan.
  The Silver Tarn’s oppressive fog offers many problems 
  for the PCs, but in this case it is a blessing. Though close 
  to a hundred tarnspawn prowl Stom’s Claim, only a small 
  fraction of their number block the escape directly—and 
  fewer still will pursue so long as the characters remain 
  silent and quick.
  Regardless of the PCs’ plan or their success, the most 
  tarnspawn they should face during this encounter is a pair 
  of the creatures. Below are a few possible approaches.
  Combat: Battling the tarnspawn directly is a fool’s 
  errand. The surviving miners range from 1st to 3rd level, 
  and none specialize in combat. If PCs insist on fighting 
  their way out, put them up against a pair of tarnspawn 
  (use the stats on page 7, as tier appropriate) while the 
  miners fend off more of the horrors. Two of the survivors 
  die each round until the PCs defeat their opponents, at 
  which point the assault breaks a large enough opening in 
  the siege for everyone to run. 
  Distraction: Though dim-witted, tarnspawn don’t 
  abandon their efforts easily, even for a single escapee. A 
  DC 25 Bluff check is required to trick the creatures into 
  chasing a smaller group than the one they know waits 
  inside, but success means enough tarnspawn break away 
  that any survivors inside the public house can sneak away 
  unmolested. Distracting the tarnspawn requires a group 
  of at least three, and after diverting the horrors’ attention, 
  each character must make a DC 20 Stealth check to dodge 
  the pursuing tarnspawn. Tarnspawn are slow, so even 
  if PCs fail to elude their pursuers, they should be able 
  to outrun them. Illusions can be used to distract the 
  tarnspawn instead, but still require a Bluff check (with 
  a bonus on the check equal to the highest illusion spell 
  
  headinG For The hillS
  PCs may sensibly decide to flee the deathtrap of Stom’s 
  Claim, with or without the surviving miners. The rain has 
  washed out the roads, making the traditional exit hazardous 
  and slow, especially in the dark and pursued by an army of 
  tarnspawn. Difficult terrain, combined with the poor visibility 
  from the darkness, rain, and fog, reduces overland movement 
  to one-quarter normal, and navigating the Maze region of the 
  Menador Mountains requires a DC 25 Survival check every 4 
  hours to make progress. Exiting via magic is unaffected by 
  the Silver Tarn’s influence, though few spells can evacuate the 
  adventurers plus the 28 survivors in the public house.
  More importantly, players won’t earn experience for the 
  scenario unless they complete at least three encounters. 
  Additionally, most of the faction missions for Below the Silver 
  Tarn revolve around getting survivors to safety or exploring the 
  lost Arodenite temple.
  Finally, even without additional souls, Nicoroux’s escape 
  is inevitable. She has gorged on the souls her degenerate 
  offspring have already brought, strengthening her enough to 
  wake and burst her prison sometime in the next 3 weeks. A 
  successful DC 20 Knowledge (arcana) check reveals that the 
  pit fiend could likely escape somewhere between a week and 
  a month from now. Unleashed upon Golarion, the powerful 
  devil would carve an enraged path of destruction through 
  local communities before settling in to build a new devil cult 
  and army in Nidal. 
  Below the SilVer tArn
  13
  need to protect Cazas Ceet. Taldor faction PCs need to 
  protect Arries Rires. 
  In the event you need to randomly determine which 
  of the 29 survivors is killed by the tarnspawn during 
  the escape, roll 1d20. On a natural 20, it is one of the 
  six named NPCs (the five clique leaders and Courone 
  Adle). Otherwise, it is an unnamed NPC the PCs simply 
  couldn’t protect.
  AcT 3: hoUSe of The  
  fAllen GoD
  Though most of the ancient Aroden temple has collapsed 
  or sunk into the muddy ground after a century of 
  abandonment and mudslides, enough of the stone structure 
  remains to provide protection from the elements. Any 
  surviving refugees settle in among the dusty temple pews, 
  maintaining much of the same attitude as they held in the 
  previous act. Below the main sanctuary lies a temple vault 
  constructed from older Kellid ruins. Here the clerics stored 
  their valuables and records, including details of the ritual 
  they used to bind Nicoroux centuries ago.
  When the PCs and any survivors arrive at the temple, 
  read the following.
  level cast), and the eel-men receive a standard save to 
  resist (make a single save for the beasts as a group).
  Flight: Lacking any vertical capability, flying over the 
  tarnspawn is perhaps the easiest way to avoid a confrontation. 
  Volume offers the only real problem: spells such as air walk and 
  fly only affect one subject per casting, making the technique 
  impractical. Magic items or large numbers of summoned 
  creature may be able to ferry the PCs and whatever survivors 
  they have in tow, though the tarnspawn follow from the 
  ground and lay siege to the temple, complicating subsequent 
  trips. Their relatively slow speed in comparison to most 
  means of flight should provide the PCs a buffer of at least a 
  few trips to and from the temple.
  Stealth: Though few of the miners practice the arts of 
  stealth, spells such as invisibility sphere (especially coupled 
  with silence) offer concealment to large groups. The 
  tarnspawn still receive a Perception check to notice the 
  fleeing survivors, thanks to their scent ability, but allow 
  PCs a DC 15 Perception or Knowledge (nature) check to 
  recall the creatures flaring their nostrils as they amble 
  about. Citiat’s bar provides more than enough strong-
  smelling liquors to temporarily dazzle the creatures’ 
  sense of smell, should the PCs think to employ it.
  Teleportation: Like flight magic, teleporting between 
  the public house and the Arodenite temple offers a safe 
  route complicated only by the large number of people 
  that may require rescue. Multiple castings of teleport or 
  shadow walk easily ferry people to the Arodenite temple, 
  or even outside the valley entirely. Even several castings 
  of dimension door can place the survivors far enough away 
  from the public house to give them a running chance.
  Waiting: Digging in an waiting solves nothing. Even if 
  the PCs somehow repel the tarnspawn, reinforce the public 
  house magically, or even duck out of reality altogether with 
  mage’s magnificent mansion, waiting for sunrise is a fool’s 
  errand; sunrise doesn’t come. The Silver Tarn’s dominance 
  over the local weather has grown to the point that it can blot 
  out the rising sun with impenetrable clouds and gloom. 
  The tarnspawn continue their assault until every humanoid 
  in the valley has been slain to feed their master.
  Missions Notes: Each of the five factions is tasked with 
  rescuing one particular NPC from the public house, either 
  by convincing them to take shelter in the more secure 
  Arodenite temple ruins or otherwise ferrying them out 
  of the valley. Most of the residents of Stom’s Claim share 
  a superstition about the ruined temple being cursed, 
  and require influence before they’ll take shelter within 
  it. Convincing an NPC (and their associated followers) 
  requires a second skill check, using the same DCs as 
  convincing the group to hand over their ingot. 
  Andoran faction PCs need to protect Laura Citiat. 
  Cheliax faction PCs need to protect Stom Dolock. Osirion 
  faction PCs need to protect Ulet Ridle. Qadira faction PCs 
  
  PAthfinder Society ScenArio
  14
  Even with most of the structure collapsed and half the sanctuary 
  flood buried in a foot of mud, the temple stands with a proud 
  and serene air. Collapsed masonry blocks all but a single door 
  into the structure, grating ingress to the main sanctuary. An 
  uneven staircase in the far southeast corner of the sprawling 
  chamber leads to something below.
  Faded frescoes on the walls depict iconic scenes from Aroden’s 
  mythology—the raising of the Starstone, battling Tar- Baphon, 
  the knighting of Iomadae—but behind the altar an entirely new 
  myth decorates the plaster. An army swathed in Taldan dress 
  battles a horde of Kellid warriors. A bat-winged mass of shadows 
  and swirls erupts from the battlefield, decked in Kellid symbols 
  and slaying men from both forces. Finally, clerics circle the dark 
  killer, reading from an enormous brass book and laying down 
  silver bars, the winged Eye of Aroden shining yellow rays from 
  the sky. Finally, the valley is shown empty and quiet save for the 
  temple, represented as a great, brass tome.
  The mural explains much of the valley’s history and 
  the current situation. A DC 20 Knowledge (religion) check 
  identifies the brass book as a Tome of Memory, a sacred book 
  of the Arodenite faith. Each temple to Aroden housed one such 
  tome—forged from brass to represent the light of Azlanti 
  knowledge—not only to record the Last Azlanti’s teachings, 
  but also to chronicle the history of the temple. Given the 
  circumstances of this temple’s founding, their Tome of 
  Memory likely contains all the details needed to repeat the 
  binding ritual and seal away Nicoroux’s influence.
  Normally, the valuable tome would sit on the altar. When 
  they clerics finally abandoned the temple, the book was 
  secured in the vault below, along with a powerful guardian.
  The sturdy ruins provide enough protection to allow 
  for a full 8 hours’ rest, but only once over the course of 
  the adventure.
  The Temple Vault (CR 9 or CR 12)
  As the PCs descend into the temple’s vault, read the 
  following.
  The architecture shifts noticeably beneath the temple, changing 
  dramatically from the finely crafted Azlanti style above to a 
  more crude, utilitarian fashion. Beyond a wall of corroded iron 
  bars lies a tangled mess of collapsed shelves, moldering books, 
  and muddy sinkholes. Far across the room, a stone altar cradles 
  three heavy tomes forged from glittering, yellow metal.
  Originally a Kellid construction, the Arodenite clerics 
  constructed their temple on the spot to honor their fallen 
  adversaries and protect what Kellid records they recovered. 
  When the valley flooded and created the lake, the strata 
  shifted, making the area prone to sink holes. Thanks to 
  constant upkeep from the clerics, the records persisted, 
  but when they left, nature took its course and portions of 
  the vault collapsed. Moisture and insects have destroyed 
  many of the records, and the vault’s guardian has done an 
  excellent job of obliterating whatever nature could not.
  1. The Inner Door: Iron bars separate the landing 
  from the rest of the vault. A good lock (DC 30) seals the 
  only gate, though time has weakened the lock and bars 
  (Hardness 8, hp 20, Break DC 22)
  2. Primary Vault: Once rows of bookshelves and 
  drawers lined this chamber, storing the journals, 
  writings, and notes of the Arodenite clerics as well 
  as the Kellid documents they salvaged from the war. 
  These days, much of the chamber has collapsed into 
  dangerous pits and rough terrain. The dark naga Carnag 
  has unleashed his fury on the furniture of the room, 
  destroying most everything in it. Much of the floor 
  has buckled and collapsed due to the valley’s flooding, 
  leaving several 10-foot-deep pits.
  3. Antechambers: These smaller side chambers formerly 
  served as quiet spots for meditation, study, and writing. 
  As with the primary vault, Carnag has destroyed most of 
  the furniture, though he has left the southeastern-most 
  antechamber largely intact and lined in with torn pages 
  and whatever valuables his rampages uncovered.
  4. The Cradle of Memories: Three shining, metal tomes 
  rest on this stone altar—the true Tome of Memory and two 
  fakes intended to confound thieves. A permanent protection 
  from evil spell wards the area, along with a simple trap that 
  any true cleric of Aroden should be able to circumvent.
  Creatures: 
  Nearly 
  500 
  years 
  after 
  Nicoroux’s 
  imprisonment, a dark naga known as Carnag wandered into 
  the valley, attracted by the devil’s dark power. Rather than 
  slay the beast, the Arodenites chose to reform the creature 
  through service using a powerful geas. Compelled to guard 
  the vault and forbidden from leaving or harming any clergy 
  of the Last Azlant, Carnag became the unwilling guardian 
  of the temple’s secrets until his heart learned goodness. 
  Rather than improve the creature, the imprisonment only 
  makes him more bitter, and (unaware of Aroden’s death) 
  he dreams of the day he will be released so he may visit his 
  vengeance on any members of the god’s faithful.
  Carnag begins the encounter in hiding, but curious 
  about the first conversation he’s had in decades. “Who’s that 
  there?” he hisses in the darkness. “Do the high and mighty 
  faithful of Aroden deign to visit their humble slave once 
  again?” Carnag begins the encounter unfriendly, but careful 
  diplomacy can get him to bargain safe passage through the 
  vault in exchange for his freedom. A remove curse of any level 
  will break the effect, as centuries have decayed the power 
  of the original geas. Likewise, removing the true Tome of 
  Memory from its altar will discharge the spell, a fact Carnag 
  happily shares, though he remains ignorant which book 
  is the true tome and his own magical compulsions forbid 
  allowing anyone but a cleric of Aroden near the altar.
  
  The Temple Vault
  One square = 5 feet
  1.
  2.
  4.
  3.
  3.
  3.
  3.
  3.
  C = Carnag
  C
  Below the SilVer tArn
  15
  Tier 7–8 (CR 9)
  Carnag  
  Cr 8
  Dark naga (Pathfinder RPG Bestiary 211)
  hp 85
  TaCTiCS
  Before Combat Carnag slithers into hiding when he hears 
  anyone descend the stairs, using cat’s grace to improve his 
  stealth, but calls out to learn who is there. If the conversation 
  goes poorly, he casts invisibility on himself before moving 
  from his hiding place and uses detect thoughts to identify the 
  cleverest of the group to target with his poisoned sting in the 
  surprise round.
  During Combat Carnag alternates using his poisoned sting 
  on unarmored targets and casting ray of enfeeblement 
  on heavy fighters, always moving to keep from being 
  flanked and rarely making full-attack actions. If he isn’t 
  overwhelmed, he casts displacement on himself, gaining a 
  total concealment. He only uses a lightning bolt if two or 
  more opponents foolishly line themselves up. He keeps 
  moving, using the deep pits to prevent himself from being 
  flanked or overwhelmed.
  morale While Carnag would normally flee combat after losing half 
  his hit points, his geas forces him to fight to the death. Once 
  reduced below half his normal hit points, he begs for mercy 
  while maintaining the attack.
  False Tomes Trap 
  Cr 6
  Type mechanical; perception DC 20; Disable Device DC 28
  EFFECTS
  Trigger touch (incorrect tome); reset automatic
  Effect The altar sports three books, each forged from a different 
  shining, yellow metal. Only the brass book is the true Tome of 
  Memory, while the gold book and bronze book are connected 
  to a powerful alchemical battery inside the altar, inflicting 
  3d6 points of electrical damage when touched. Arodenite 
  clerics can automatically recognize the correct tome, but other 
  characters must make a DC 28 Knowledge (religion) check 
  to identify the correct book. Alternatively, the mural upstairs 
  referred to a book of brass, and the metals can be identified 
  with a DC 20 Craft (alchemy) or Knowledge (dungeoneering) 
  check. Finally, characters who collected the rod of metal and 
  mineral detection and decide to use it may automatically identify 
  which book is brass.
  
  Carnag
  PAthfinder Society ScenArio
  16
  Tier 10–11 (CR 12)
  Carnag 
  Cr 11
  Male advanced dark naga (Pathfinder RPG Bestiary 211)
  LE Large aberration 
  init +6; Senses darkvision 60 ft., detect thoughts; Perception +21
  DEFENSE
  aC 24, touch 16, flat-footed 17 (+6 Dex, +1 dodge, +8 natural, –1 size)
  hp 152 (16d8+80)
  Fort +10, ref +13, Will +14 (+16 vs. charm effects)
  Defensive abilities guarded thoughts; immune poison
  oFFENSE
  Speed 40 ft.
  melee bite +13 (1d6+3), sting +13 (2d6+3 plus poison) 
  Space 10 ft.; reach 5 ft. 
  Spells known (CL 10th; concentration +13)
  5th (3/day)—interposing hand
  4th (5/day)—greater invisibility, wall of ice
  3rd (7/day)—displacement, lightning bolt (DC 16), stinking cloud
  2nd (7/day)—cat’s grace, invisibility, scorching ray, web
  1st (7/day)—expeditious retreat, magic missile, ray of 
  enfeeblement (DC 14), reduce person, shield, silent image
  0 (at will)—daze, detect magic, light, made hand, mending, open/
  close, ray of frost, read magic, touch of fatigue
  TaCTiCS
  Before Combat Carnag slithers into hiding when he hears anyone 
  descend the stairs, using cat’s grace to improve his Stealth, but 
  calls out to learn who is there. If the conversation goes poorly, he 
  casts greater invisibility on himself before moving from his hiding 
  place and uses detect thoughts to identify the cleverest of the 
  group to target with his poisoned sting in the surprise round.
  During Combat Carnag uses his interposing hand, wall of ice, 
  and web spells to separate a group, isolating single targets 
  to confront. He alternates using his poisoned sting and 
  damaging spells, but prefers to keep mobile and rarely 
  makes full-attack actions, trying to use the deep pits to 
  prevent himself from being flanked or overwhelmed
  morale While Carnag would normally flee combat after losing half 
  his normal hit points, his geas forces him to fight to the death. 
  Once reduced below half his normal hit points, he begs for 
  mercy while maintaining the attack.
  STaTiSTiCS
  Str 14, Dex 23, Con 20, int 16, Wis 15, Cha 17
  Base atk +12; CmB +15; CmD 32 (can’t be tripped)
  Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Iron 
  Will, Lightning Reflexes, Mobility, Spring Attack, Stealthy
  Skills Bluff +16, Diplomacy +11, Disguise +9, Escape Artist +18, 
  Intimidate +16, Knowledge (arcana) +19, Knowledge (history) 
  +4, Knowledge (religion) +4, Perception +21, Sense Motive +21, 
  Spellcraft +18, Stealth +23
  Languages Common, Hallit, Infernal, Undercommon 
  SpECiaL aBiLiTiES
  Detect Thoughts (Su) Carnag can continuously use detect 
  thoughts as per the spell (caster level 9th; Will DC 18 negates). 
  The save DC is Charisma-based.
  guarded Thoughts (Ex) Carnag is immune to any form of mind 
  reading, such as that granted by detect thoughts. This ability 
  also grants a +2 racial bonus on all saves against charm effects.
  poison (Ex) Sting—injury; save Fort DC 23; frequency 1 round; 
  effect sleep for 2d4 minutes; cure 1 save.
  Spells Carnag casts spells as a 10th-level sorcerer.
  False Tomes Trap 
  Cr 9
  Type mechanical; perception DC 20; Disable Device DC 32
  EFFECTS
  Trigger touch (incorrect tome); reset automatic
  Effect The altar sports three books, each forged 
  from a different shining, yellow metal. Only 
  the brass book is the true Tome of Memory, 
  while the gold book and bronze book are 
  connected to a powerful alchemical battery inside the 
  altar, inflicting 3d6 points of electrical damage when 
  touched. Arodenite clerics can automatically recognize 
  the correct tome, but other characters must make a DC 
  28 Knowledge (religion) check to identify the correct book. 
  Alternatively, the mural upstairs referred to a book of brass, 
  and the metals can be identified with a DC 20 Craft (alchemy) 
  
  Below the SilVer tArn
  17
  or Knowledge (dungeoneering) check. Finally, characters who 
  collected the rod of metal and mineral detection may automatically 
  identify which book is brass, if they decide to use it.
  Development: The Tome of Memory speaks in great 
  detail about an army of Taldan soldiers and its travels 
  throughout Cheliax, clearing the local populations for 
  Taldan settlers. Give the PCs the Player Handout (on 
  page 26) at this time, which represents the temple father’s 
  writings toward the end of the tome. 
  The tome describes in great detail everything the PCs 
  need to do to restore Nicoroux’s prison. Essentially, the 
  bars must be taken to the center of Silver Tarn, then 
  individually recharged with divine energy and cast into 
  the water. With the Tome of Memory and the six ingots, the 
  PCs have everything they need to finish the adventure.
  Treasure: Carnag lined his nest with several magic items he 
  salvaged during his destructive tantrums. Included in the piles 
  are two scrolls of cure moderate wounds, one scroll of holy smite, two 
  potions of cure serious wounds, a wand of prayer (15 charges), and a 
  lesser strand of prayer beads. In Tier 10–11, the nest also includes 
  a headband of mental prowess +2 (Wisdom and Charisma). In 
  addition, the Tome of Memory, while nonmagical, is worth a 
  small fortune to collectors (1,500 gp in Tier 7–8; 2,500 gp in Tier 
  10–11). The false Tomes of Memory, if removed from the altar 
  with a successful Disable Device check as listed in the trap stat 
  block for each tier, are made of precious metal and valuable in 
  their own right. In Tier 7–8, they are worth 1,800 gp combined; 
  in Tier 10–11, the pair constitutes a 2,400 gp value.
  Missions Notes: Cheliax faction PCs can find Nicoroux’s 
  identity in both the Tome of Memory and several of the 
  personal journals Carnag has saved in the bookshelf next 
  to his nest. Qadira faction PCs can also find the missing 
  Sarenite documents they need to preserve among the 
  books on Carnag’s bookshelf. Finally, the Tome of 
  Memory is important to Taldan traditions, and Taldor 
  faction PCs may wish to copy the book or convince their 
  fellow adventurers to sell it to a Taldan collector.
  Rewards: If the PCs resolve their interaction with 
  Carnag and retrieve the true Tome of Memory, award 
  each tier thusly:
  Tier 7–8:
  Give each player 1,839 gp.
  Tier 10–11:
  Give each player 2,939 gp.
  AcT 4: The AvARice of SToM 
  Dolock (cR 8 oR cR 11)
  Unbeknownst to anyone, Nicoroux’s influence extends 
  beyond the waters of Silver Tarn and its malformed 
  spawned. As the first sentient being in centuries to visit 
  her forbidden valley, Stom Dolock fell under far greater 
  influence than any of the miners to come later. Even the 
  greedy dwarf is unaware that the pit fiend’s influence 
  reaches deep into his covetous heart. Now that she is almost 
  free, Nicoroux flexes that influence, warping Stom’s mind 
  and transforming him into an instrument of her will.
  While the PCs confront Carnag in the temple’s 
  basement, Stom’s true power bursts free in a wash of 
  cupidity and violence. His newfound powers let the 
  stumpy humanoid easily toss aside his fellow survivors 
  and steal whatever wealth they may possess (he 
  wants their ingots). Injured but alive, the remaining 
  townsfolk have retreated underneath what remains of 
  the temple furniture.
  As the PCs return from the vault below, read the following.
  The ruined temple stands in even greater disarray than before. In 
  the center—thrusting a glittering, silver nugget into his coat—
  stands the dwarf Stom Dolock. His hollow eyes glare in undisguised 
  lust at the sparkling Tome of Memory. “A damn shame, lads… 
  They, these fools. They kinna hear her sweet voice. It jangles like 
  honeyed coins in my ears, and her coming is a gift unto the world. 
  But she talks to me, now. She tells me of the beautiful fortunes 
  come due when she awakes.  The Lady of Blood and Fortune stirs 
  in her sleep, roused by that handsome journal you’ve found.”
  His neck cracks unnaturally to one side, then the other. 
  “How’s about you turn over that fortune and any of those silver 
  bricks you have?”
  Creatures: Nicoroux’s inf luence extends beyond 
  merely inflaming Stom’s greed into a murderous avarice. 
  She has invested the dwarf with shattered pieces of her 
  own mortal memories and experiences as a bloodthirsty 
  warlord in times immemorial, possessing the humble 
  miner and granting him the powers of an oracle of 
  battle. Though invested with enormous magical power 
  by the fiend, Stom retains his mortal possessions (the 
  clothes on his back and his mining pick), leaving him 
  woefully underequipped for an NPC of his level and 
  reducing the CR of this encounter by 1.
  If Stom Dolock didn’t survive the tarnspawn assault but 
  other villagers did, Nicoroux inhabits a different dwarf 
  with the same general result. If no villagers made it to the 
  temple, skip this encounter and move directly into Act 5.
  Tier 7–8 (CR 8)
  Stom Dolock 
  Cr 8
  Male dwarf oracle 10 (Advanced Player’s Guide 42)
  LE Large humanoid (dwarf)
  init –2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +2
  DEFENSE
  aC 19, touch 7, flat-footed 19 (+10 armor, –2 Dex, +2 natural, –1 size) 
  
  opTional enCounTer
  Act 4 is an optional encounter, providing no treasure but 
  offering the PCs a very mortal threat to face in lieu of 
  supernatural horror. If less than 1 hour of play time remains, 
  skip Act 4 and jump directly to the climax at Act 5.
  PAthfinder Society ScenArio
  18
  (+4 dodge vs. giants)
  hp 118 (10d8+70); currently 101
  Fort +10, ref +1, Will +9; +2 vs. poison, spells, and spell-like 
  abilities
  Dr 5/good
  oFFENSE
  Speed 20 ft.
  melee heavy pick +12/+7 (1d8+5/19–20/×4)
  Space 10 ft.; reach 10 ft.
  Special attacks +1 on attack rolls against goblinoid and orc 
  humanoids
  oracle Spells known (CL 10th; concentration +12)
  5th (3/day)—flame strike (DC 17), righteous might
  4th (5/day)—divine power, inflict critical wounds (DC 16), unholy 
  blight (DC 16), wall of fire
  3rd (6/day)—bestow curse (DC 15), cure serious wounds, inflict 
  serious wounds (DC 15), invisibility purge, magic vestment
  2nd (7/day; 4 used)—bear’s endurance, bull’s strength, fog 
  cloud, hold person (DC 14), inflict moderate wounds (DC 14), 
  instant armor*
  1st (7/day)— cure light wounds, divine favor, enlarge person, inflict 
  light wounds (DC 13), magic weapon, protection from good, 
  sanctuary (DC 13)
  0 (at will)— bleed, detect magic, detect poison, guidance, 
  mending, resistance, stabilize, virtue
  mystery Battle
  TaCTiCS
  Before Combat Stom has already cast bear’s endurance, bull’s 
  strength, instant armor, and magic vestment for his earlier fight 
  with the other survivors, and has also taken a small amount 
  of damage, reducing him to 101 hit points. If the PCs are 
  especially loud or noisy returning from the basement, he 
  prepares by casting righteous might on himself. (All of these 
  spells are included in his stats).
  During Combat Stom uses his war sight revelation to roll 
  initiative twice and take the better result, then casts wall of 
  fire to surround the PCs in a circle of flames. Afterward, he 
  casts sanctuary on himself to finish his combat preparations, 
  casting divine power, and if time permits, magic weapon. He 
  then unleashes unholy blight and flame strike on clustered 
  groups of PCs, swinging with his pick whenever an opponent 
  gets within melee range. If reduced below half his normal hit 
  points, he uses a swift action each round to cast a cure spell 
  using his combat healer revelation.
  morale If reduced below 20 hit points, Stom collapses as 
  Nicoroux’s hold over him slips. He returns to his former 
  neutral alignment and begs for leniency. Only the vaguest 
  memories of the past half-hour remain.
  STaTiSTiCS
  Str 21, Dex 6, Con 24, int 10, Wis 14, Cha 15
  Base atk +7; CmB +13; CmD 21 (25 vs. bull rush, 25 vs. trip)
  Feats Cleave, Combat Casting, Extra Revelation*, Improved 
  Critical (heavy pick), Power Attack, Weapon Focus (heavy pick)
  Skills Intimidate +14, Knowledge (engineering) +12, Knowledge 
  (history) +6, Knowledge (planes) +8, Knowledge (religion) 
  +8, Sense Motive +15, Spellcraft +12; racial modifiers +2 
  Appraise (nonmagical metals or gemstones), +2 Perception 
  (unusual stonework)
  Languages Common, Dwarven, Infernal
  SQ oracle’s curse (clouded vision), possession, revelations (combat 
  healer, skill at arms, war sight), weapon familiarity
  gear miner’s pick
  SpECiaL aBiLiTiES
  possession (Su) Nicoroux’s fell influence grants Stom incredible 
  powers, but leaves him susceptible to several magical effects. 
  Protection from evil and protection from law affect Stom as if 
  he were an evil creature, and he may not touch any creature 
  benefiting from either spell. Additionally, Nicoroux’s control is 
  instantly ended with a successful dispel evil or dispel law spell 
  delivered as a touch attack.
  Weapon Familiarity (Ex) By virtue of his years using the tool, Stom 
  may wield his mining pick in combat as a heavy pick without 
  taking an improvised weapon penalty.
  * See Advanced Player’s Guide.
  Tier 10–11 (CR 11)
  Stom Dolock 
  Cr 11
  Male dwarf oracle 13 
  NE Large humanoid (dwarf)
  init –2; Senses blindsense 30 feet, darkvision 60 ft.; Perception +2
  DEFENSE
  aC 21, touch 7, flat-footed 21 (+12 armor, –2 Dex, +2 natural, -1 
  size) (+4 dodge vs. giants)
  hp 166 (13d8+104); currently 153
  Fort +13, ref +2, Will +10; +2 vs. poison, spells, and spell-like abilities
  Dr 5/good; 10/adamantine
  oFFENSE
  Speed 20 ft.
  melee heavy pick +14/+9 (1d8+5/19–20/×4)
  Space 10 ft.; reach 10 ft.
  Special attacks +1 on attack rolls against goblinoid and orc humanoids 
  oracle Spells known (CL 13th; concentration +16)
  6th (4/day)—animate objects, blade barrier, mass bull’s strength
  5th (6/day)—flame strike (DC 18), righteous might, slay living (DC 
  18), true seeing
  4th (6/day)—cure critical wounds, divine power, greater magic 
  weapon, inflict critical wounds (DC 17), unholy blight (DC 17), 
  wall of fire
  
  Arodenite Temple
  One square = 5 feet
  S = Stom Dolock
  PCs Begin 
  Here
  S
  f
  N
  Below the SilVer tArn
  19
  3rd (7/day)—bestow curse (DC 16), cure serious wounds, inflict serious 
  wounds (DC 16), invisibility purge, magic vestment, prayer
  2nd (7)—bear’s endurance, bull’s strength, fog cloud, inflict 
  moderate wounds (DC 15), hold person (DC 15), instant armor*, 
  make whole
  1st (7)—cure light wounds, divine favor, enlarge person, inflict light 
  wounds (DC 14), magic weapon, protection from good, sanctuary
  0 (at will)—bleed, detect magic, detect poison, guidance, light, 
  mending, resistance, stabilize, virtue
  mystery Battle
  TaCTiCS
  Before Combat Stom has already cast bear’s endurance, 
  bull’s strength, instant armor, and magic vestment for his 
  earlier fight with the other survivors, and has also taken a 
  small amount of damage, reducing him to 153 hit points. 
  If the PCs are especially loud or noisy returning from 
  the basement, he prepares by casting righteous might on 
  himself and activates his iron skin revelation. (All of these 
  spells and the revelation are included in his stats).
  During Combat Stom uses his war sight revelation to roll initiative 
  three times and take the best result, then casts blade barrier 
  to surround the PCs in a circle of steel. Afterward, he casts 
  animate object to animate three Medium-sized statues of 
  Aroden to harry any remaining PCs, using the free time it buys 
  him to cast divine power. He then unleashes unholy blight and 
  flame strike on clustered groups of PCs. If opponents close 
  to melee, he switches to slay living. If reduced below half his 
  normal hit points, he uses a swift action each round to cast a 
  cure spell using his combat healer revelation.
  morale If reduced below 20 hit points, Stom collapses as 
  Nicoroux’s hold over him slips. He returns to his former 
  neutral alignment and begs for leniency.
  STaTiSTiCS
  Str 21, Dex 6, Con 24, int 10, Wis 14, Cha 16
  Base atk +9; CmB +15; CmD 23 (27 vs. bull rush, 27 vs. trip)
  Feats Cleave, Combat Casting, Extra Revelation, Great Fortitude, 
  
  PAthfinder Society ScenArio
  20
  Improved Critical (heavy pick), Power Attack, Toughness, 
  Weapon Focus (heavy pick)
  Skills Intimidate +18, Knowledge (engineering) +15, Knowledge 
  (history) +8, Knowledge (planes) +8, Knowledge (religion) 
  +8, Sense Motive +18, Spellcraft +16; racial modifiers +2 
  Appraise (nonmagical metals or gemstones), +2 Perception 
  (unusual stonework) 
  Languages Common, Dwarven, Infernal
  SQ oracle’s curse (clouded vision), possession, revelations (combat 
  healer, iron skin, skill at arms, war sight, weapon mastery), 
  weapon familiarity
  gear miner’s pick
  SpECiaL aBiLiTiES
  possession (Su) Nicoroux’s fell influence grants Stom incredible 
  powers, but leaves him susceptible to several magical effects. 
  Protection from evil and protection from law affect Stom as if 
  he were an evil creature, and he may not touch any creature 
  benefiting from either spell. Additionally, Nicoroux’s control is 
  instantly ended with a successful dispel evil or dispel law spell 
  delivered as a touch attack.
  Weapon Familiarity (Ex) By virtue of his years using the tool, Stom 
  may wield his mining pick in combat as a heavy pick without 
  taking an improvised weapon penalty.
  * See Advanced Player’s Guide.
  Development: After a thorough beating, the pit 
  fiend’s tenuous hold on Stom shatters and her dark 
  power retreats. All magical effects on Stom end, as 
  he collapses to the ground. He coughs and chokes 
  as a trickle of black water pours from his mouth 
  and slithers toward the temple’s barricaded door. 
  Only the most vague memories of the past half-hour 
  remain in Stom’s mind, and all he can describe is an 
  overwhelming covetousness.
  AcT 5: inTo The SilveR TARn 
  (cR 10 oR cR 13)
  With the Tome of Memory and the six ritual ingots in 
  hand, all that remains is performing the ritual that binds 
  Nicoroux once again, removing her taint from the land. 
  To reseal the circle, each ingot must be re-enchanted 
  individually and tossed into the lake, near its center. The 
  ingots won’t hold a divine charge for more than a few 
  seconds unless dropped into the ritual space, meaning 
  they can’t be prepared ahead of time. Instead, the PCs 
  must travel into the lion’s den: the center of Silver Tarn, 
  where they need to fend off the lake’s disgusting avatar 
  while performing the necessary rites.
  Once the PCs arrive at the lake’s edge, read the following.
  Though relative peace marked the journey to the lake, finally 
  arriving at its black, stagnant shore seems to have invited a 
  horde of tarnspawn, gathered at the barest edge of vision 
  through the dense fog. For the first time all night, they stand 
  silent, staring out over the water, waiting.
  Nearby, a creaking wooden dock reaches out over the tarn. 
  Two fishing boats of questionable quality bob in the quiet. The 
  only sound to penetrate the blanket of mist is the quiet lap of 
  water against their faded sides.
  The tarnspawn can’t approach the PCs; an instinctual 
  fear of the Tome of Memory holds them at bay. Instead, 
  they follow the PCs and look to the water for guidance. 
  They know their master, the Silver Tarn, holds the key to 
  the mortals’ destruction.
  How the PCs reach the center of Silver Tarn is up to 
  them. The two fishing boats of Stom’s Claim are both 
  filled with makeshift eel traps, but provide a sturdy 
  enough platform to conduct the ritual. Spells such as 
  water walk or fly also eliminate the threat of drowning. 
  Traveling in or under the water is the most dangerous 
  solution: the Silver Tarn’s avatar (see below) is nearly 
  invisible underwater.
  As the PCs approach the center of the lake, the 
  fog condenses into a powerful storm, tossing about 
  anything on the tarn’s surface. Casting spells requires a 
  Concentration check (DC 15 + the spell’s level). Standing 
  (in a boat or on the surface of the water via magic) requires 
  a DC 15 Acrobatics check each round or a character is 
  knocked prone. 
  The corruption in the Silver Tarn inflicts 1d8 damage per 
  round to any creature submerged in the water, aside from the 
  tarnspawn and the Silver Tarn’s avatar. Half of this damage 
  is cold damage and half is negative energy damage.
  Once the players reach the center of the lake, read the 
  following.
  The placid lake surface suddenly churns and roils, barely 
  containing something massive. A reek of decay boils up from 
  below, followed by a chest-shuddering scream. A figure of 
  dripping, black water rises from the surface, flexing wings of 
  algae and scum and glaring through empty, tarnished eyes. 
  With unholy speed, the enormous forms leaps into the air and 
  descends upon you.
  Creatures: The Silver Tarn has no intention of letting 
  the PCs complete their ritual. Once the players reach 
  the center of the lake, the Silver Tarn reaches out with a 
  powerful avatar to crush the PCs and reclaim the silver 
  ingots. The avatar, a half-fiend water elemental, isn’t 
  the Silver Tarn entity itself, and slaying it won’t stop the 
  Tarn entity or its efforts to release Nicoroux. The avatar is 
  similar to an arm: the Tarn entity reaches out through it 
  to interact with the world, and destroying it causes pain. 
  Even if the PCs defeat the avatar, the stormy waters remain, 
  
  BindinG niCoroux
  The actual ritual to rebind Nicoroux requires several very 
  specific steps:
  1. Draw the ingot: Readying an ingot works just like drawing 
  a weapon. It requires a move action and does not provoke an 
  attack of opportunity. Characters with the Quick Draw feat 
  may retrieve an ingot as a free action.
  2. Charging the ingot: An ingot must be charged with 
  divine energy to do any good. Charging requires channeling 
  positive energy, casting any cure spell, or pouring a cure potion 
  over the ingot. A character can instead charge an ingot by 
  holding both it and the Tome of Memory (occupying both 
  their hands), reciting the prayers within, and succeeding a DC 
  25 Knowledge (arcana or religion) check as a standard action. 
  The spell or channeled energy is entirely diverted into the 
  ingot and provides none of its usual benefits. An ingot only 
  retains its charge for 2 rounds unless cast into the lake.
  3. Casting the ingot: The exact placement of the ingots 
  is unimportant; they simply all need to rest at the bottom of 
  the lake, relatively close to their original location. Throwing 
  a charged ingot overboard requires a move action. Should 
  an ingot somehow be dropped into the tarn without being 
  recharged, it can be recovered with a DC 25 Swim check.
  Once these steps have been completed for all six ingots, 
  Nicoroux’s prison is sealed once again and the Silver Tarn 
  reverts to being a harmless mountain lake, immediately 
  ending the encounter.
  Below the SilVer tArn
  21
  and the avatar reforms in 2d4 rounds. Only completing 
  the ritual truly destroys the avatar.
  Tier 7–8 (CR 11)
  Silver Tarn avatar 
  Cr 11
  Half-fiend greater water elemental (Pathfinder RPG Bestiary 
  127, 171)
  LE Huge outsider (elemental, native, water)
  init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  aC 25, touch 15, flat-footed 18 (+6 Dex, +1 dodge, +10 natural, –2 size)
  hp 149 (13d10+78)
  Fort +14, ref +14, Will +5
  Dr 10/—; immune poison, elemental traits, resist acid 10, cold 
  10, electricity 10, fire 10; Sr 22
  oFFENSE
  Speed 20 ft., fly 40 ft. (good), swim 90 ft.
  melee 2 slams +22 (1d8+11/19–20)
  Space 15 ft.; reach 15 ft.
  Special attacks drench, smite good (1/day), vortex (DC 27), water mastery
  Spell-Like abilities (CL 12th; concentration +13)
  3/day—darkness, poison (DC 14), unholy aura (DC 19)
  1/day—blasphemy (DC 18), contagion (DC 14), desecrate, 
  unhallow, unholy blight (DC 15)
  TaCTiCS
  Before Combat The avatar has no interest in subtlety, and attacks 
  swiftly and inelegantly.
  During Combat The avatar begins combat by casting unholy 
  blight, followed by blasphemy, then focuses on melee combat. 
  Thanks to her Bull Rush Strike feat, she knocks opponents 
  back (and ideally into the water) whenever she confirms a 
  critical hit. When reduced below half her normal hit points, 
  she dives underwater and uses her vortex ability to toss about 
  any opponents in the water or on the lake’s surface. If all her 
  opponents are flying, she simply continues her physical assault.
  morale The Silver Tarn avatar fights until destroyed.
  STaTiSTiCS
  Str 32, Dex 22, Con 23, int 12, Wis 13, Cha 13
  Base atk +13; CmB +26; CmD 43
  Feats Bull Rush Strike*, Cleave, Dodge, Great Cleave, Improved 
  Bull Rush, Improved Critical (slams), Power Attack
  Skills Acrobatics +22 (+18 jump), Escape Artist +22, Fly +10, Intimidate 
  +14, Knowledge (planes) +17, Perception +17, Stealth +14, Swim +35
  Languages Aquan, Infernal (cannot speak)
  * See Advanced Player’s Guide.
  Tier 10–11 (CR 14)
  Silver Tarn avatar 
  Cr 14
  Half-fiend elder water elemental (Pathfinder RPG Bestiary 127, 171)
  LE Huge outsider (elemental, native, water)
  init +8; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  aC 27, touch 17, flat-footed 18 (+8 Dex, +1 dodge, +10 natural, –2 size)
  hp 200 (16d10+112)
  Fort +16, ref +18, Will +6
  Dr 10/—; immune poison, elemental traits, resist acid 10, cold 10, 
  electricity 10, fire 10; Sr 25
  oFFENSE
  Speed 20 ft., fly 40 ft. (good), swim 90 ft.
  melee 2 slams +26 (1d8+12/19–20)
  Space 15 ft.; reach 15 ft.
  Special attacks drench, smite good (1/day), vortex (DC 30), 
  water mastery
  Spell-Like abilities (CL 14th; concentration +15)
  3/day—darkness, poison (DC 14), unholy aura (DC 19)
  1/day—blasphemy (DC 18), contagion (DC 14), desecrate, horrid 
  wilting (DC 19), unhallow, unholy blight (DC 15)
  TaCTiCS
  Before Combat Before breaking the water’s surface, the avatar 
  casts unholy aura on itself.
  During Combat The avatar begins combat by casting 
  horrid wilting, followed by blasphemy, then focuses on 
  melee combat. If any PC throws or drops a blessed 
  ingot into the lake, she uses her daily smite good ability, 
  and focuses all attacks on that target. Thanks to her 
  
  The Silver Tarn
  One square = 5 feet
  A = Silver Tarn Avatar
      = Ritual Site
  GameMastery Flip Mat: Ship
  GameMastery Map Pack: Boats and Ships
  N
  A
  PCs Begin 
  Here
  PAthfinder Society ScenArio
  22
  Bull Rush Strike feat, she knocks opponents back (and 
  ideally into the water) whenever she confirms a critical 
  hit. When reduced below half her normal hit points, 
  she dives underwater and uses her vortex ability to 
  toss about any opponents in the water or on the lake’s 
  surface. If all her opponents are flying, she simply 
  continues her physical assault.
  morale The Silver Tarn avatar fights until destroyed.
  STaTiSTiCS
  Str 34, Dex 26, Con 23, int 12, Wis 13, Cha 13
  Base atk +16; CmB +30; CmD 49
  Feats Bull Rush Strike*, Cleave, Dodge, Great Cleave, 
  Improved Bull Rush, Improved Critical (slams), Power 
  Attack, Toughness
  Skills Acrobatics +27 (+23 jump), Escape Artist +27, Fly +12, 
  Intimidate +17, Knowledge (planes) +20, Perception +20, 
  Stealth +19, Swim +39
  Languages Aquan, Infernal (cannot speak)
  * See Advanced Player’s Guide.
  Treasure: To thank the PCs for their efforts, the miners 
  offer them the only reward they have to give: overflowing 
  carts of silver ore. In Tier 7–8, the value of their prize is 
  3,400 gp; in Tier 10–11, it is worth 12,500 gp.
  Mission Notes: After the dust settles, Andoran faction 
  PCs can speak with Laura Citiat or Stom Dolock about using 
  Stom’s Claim as a stopover in Andoran’s underground 
  railroad, freeing slaves from Cheliax and Nidal. Both 
  Laura and Stom prize personal freedom and agree with 
  little persuasion. Osirion faction PCs may wish to make 
  notes on the process and results of the old binding ritual.
  Rewards: If the PCs survive their encounter and 
  cleanse Nicoroux’s taint from the Silver Tarn, reward 
  each tier thusly:
  Tier 7–8:
  Give each player 566 gp.
  Tier 10–11:
  Give each player 2,083 gp.
  
  Below the SilVer tArn
  23
  conclUSion
  With Nicoroux’s prison reinforced, the Silver Tarn entity 
  dissolves back into a simple mountain lake, unaware 
  and without motivation. The avatar dissolves back into 
  stagnant water, while the remaining tarnspawn stumble 
  clumsily back to the lake’s edge before shriveling back 
  into harmless lake eels.
  The surviving residents, both relieved and scarred by 
  their ordeal, thank the PCs and offer them what material 
  appreciation they can. Many leave for the lowlands, but 
  a few tough locals remain behind. Stom takes it upon 
  himself to establish a new vigil over the valley. Over the 
  coming months, he and several other miners remaining in 
  the valley form a secret society dedicated to maintaining 
  Nicoroux’s prison and operating out of the abandoned 
  Arodenite temple.
  Should the PCs fail, the Silver Tarn’s minions 
  finish harvesting the souls of Stom’s Claim over the 
  next 3 days, finally releasing the pit fiend from her 
  centuries-long imprisonment. Nicoroux takes to 
  slaughtering her way through several local villages 
  in the foothills of the Menador Mountains before 
  traveling south and carving a comfortable underworld 
  empire in Cheliax until she feels strong enough to 
  return to Hell.
  fAcTion MiSSionS
  Andoran Faction: Andoran faction PCs who safely escort 
  Laura Citiat to the Arodenite temple earn 1 Prestige Award. 
  Andoran faction PCs who also negotiate with Laura or Stom 
  to help use Stom’s Claim as a rest stop on the underground 
  railroad after Act 5 earn 1 bonus Prestige Award.
  Cheliax Faction: If Stom Dolock remains alive at 
  the end of the scenario, each Cheliax faction PC earns 
  1 Prestige Award. Cheliax faction PCs who also find 
  documentation proving the identity of the imprisoned 
  pit fiend in Act 3 earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who safely 
  escort Ulet Ridle to the Arodenite temple earn 1 Prestige 
  Award. Osirion faction PCs who also write down the 
  steps and results of the binding ritual in Act 5 earn 1 
  bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who safely escort 
  Cazas Ceet to the Arodenite temple earn 1 Prestige Award. 
  Qadira faction PCs who also locate the temple’s small stock 
  of Sarenite literature in Act 3 earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who keep Arries 
  Rires alive through the entire scenario earn 1 Prestige 
  Award. Taldor faction PCs who also copy the Tome of 
  Memory recovered in Act 3, or ensure it is sold to a Taldan 
  collector, earn 1 bonus Prestige Award.
  Player Handout
  To my eternal shame and horror, I realized the impact of our western presence 
  upon these peoples and their abhorrence of us all too late. I thought we were 
  to bring enlightenment and the empowering words of Aroden to confused and 
  grateful savages, but again and again I see entire villages choosing death 
  over submission to our civilized ways. And here, in these unnamed mountains, I 
  have witnessed the most abominable of horrors: the shattered remnants of an 
  entire culture falling to worship of a most hideous sort, and bargains with the 
  unspeakable terrors of Hell. 
   
  So desperate were these Kellid gentlefolk to rid themselves of us, so great 
  was their hate, that they sold their eternal souls to summon forth Nicoroux, 
  the Greedy Twilight, a pit fiend of incredible might! Uncontrolled, the fiend tore 
  an unholy swathe through both our men and the Kellids’, slaughtering soldier 
  and child alike. My faith, and that of my acolytes, proved insignificant against 
  her, and we could not muster the will to return the beast to her fiery home. I 
  shall regret what we chose instead: to forever bind the devil in this valley and 
  condemn ourselves and our descendants to watch over her resting place_to bolster 
  the weakness of our present spirits with lifetimes of service from the unborn.
   
  May Aroden forgive me. 
   
  Praised be the Last Azlant. Amen.
  
  PAthfinder Society ScenArio
  24
  opEN gamE LiCENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade 
  dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System reference Document. Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Advanced Bestiary. Copyright 2004. Green Ronin Publishing, LLC. Author: 
  Matthew Sernett.
  pathfinder Society Scenario 2–12: Below the Silver Tarn. © 2010, Paizo 
  Publishing, LLC; Author: Crystal Frasier.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–12:  
  Below the Silver tarn
  
  Below the SilVer tArn
  25
  Noble liberator,
  If you are headed into the peripheries of Cheliax, keep watch for a woman named Laura 
  Citiat. She runs a public house in the town of Stom’s Claim, and watches traffic across the 
  Cheliax-Nidal border for us. I’ve heard no reports from her in some time, and her safety 
  must be ensured. If at all possible, I’d even like you to help her expand her role with us, 
  so we might begin using Stom’s Claim as a stopover for slaves escaping the hells of both 
  Nidal and Cheliax.
    Let liberty guide your hand,
    Captain Colson Maldris
  Andoran Faction Handout
  Precious morsel,
  A truly delightful tidbit has found its way across my desk: old documents smuggled 
  from Taldor’s military offices hint that a powerful devil was once imprisoned 
  somewhere in the Maze region of the Menador Mountains. If you can confirm 
  this rumor, and find the noble creature’s true name for me, such information 
  makes for valuable currency in the Chelish courts.
   Of course, all information has a price. As you travel in the miserable 
  backwater of Stom’s Claim, be mindful of its namesake. Our informant demands 
  you confirm the presence of the dwarf named Stom Dolock, and ensure his safety 
  and survival, so that she might visit a terrible vengeance upon him in person in 
  days yet to come.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Explicitly optimistic,
  
  PAthfinder Society ScenArio
  26
  My Colleague,
  Our man monitoring the Chelish silver flow, a self-styled magician 
  named Cazas Ceet, hasn’t reported back in some time. He is 
  operating out of a boom town called Stom’s Claim, and his keen 
  eyes will be difficult to replace, so do all you can to ensure that 
  isn’t necessary.
  Ceet was also investigating the area for lost relics: sacred writings 
  of Sarenrae stolen by cowardly Taldans some 1,200 years ago. We 
  know their massive army carried them into the mountains while 
  colonizing Cheliax, and likely left them behind in some secure 
  location.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Qadira Faction Handout
  x
  My Enlightened Colleague,
  Our net work of secret agents t hroughout t he Inner Sea is est imable, containing a valuable web of 
  informants, and an equally weighty net work of owed favors. A university professor named Ridle of Totra 
  wishes me to invest igate t he disappearance of his wandering brot her U let. T he lad was last seen in 
  nort hern Cheliax, and rumors place him heading nort h to follow a silver rush. A vital translat ion hinges 
  on t he professor’s mind being eased by knowledge of his brot her’s safety , so give t his mat ter your 
  full at tent ion.
   T he region you’ll be exploring has previously served as a well-known crossroads of Taldor and t he 
  Kellid peoples. I’ve read stories of t he t wo cultures blending t heir magical tradit ions. If you have t he 
  chance to study any examples of such, kindly report your notes back to me.
  Osirion Faction Handout
  Praised be t he F ort hbringer,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  Below the SilVer tArn
  27
  Glorious Hand of the Emperor,
  If the Society has you traipsing through the filthy edge of 
  Cheliax, follow up on an old rumor for me. Supposedly, military 
  officers assisting Taldan colonists established a temple to 
  Aroden in the Menador Mountains to commemorate a victory over the 
  local barbarian tribes a millennium ago. The temple is abandoned now, 
  but if you can ensure its Tome of Memory, or at least a copy, end up in the 
  hands of a collector friend of mine, I would be very appreciative.
   I have a man in the area who’d normally be able to handle this, but 
  there’s a complication with him. I’d sent a scout for the whitesmith’s 
  guild—a man named Arries Rires—into Cheliax, to determine if the 
  town of Stom’s Claim may be worth... persuading to trade exclusively with 
  our extraordinary craftsmen. He’s not blended well, and his responses to 
  my inquiries have grown increasingly unstable and rambling. I suspect 
  unnatural mental influence (no doubt by Chelish swine), and will be 
  sending a mage to examine him shortly. But first I’d like you to confirm 
  that he still lives and, if so, keep him alive.
  Taldor Faction Handout
  Set a proper example,
   Baron Jacquo Dalsine
  
     
  +1 vicious heavy pick (8,308 gp)
  Potion of cure serious wounds (750 gp)
  Rod of metal and mineral detection (10,500 gp)
  Scroll of cure moderate wounds (150 gp)
  Scroll of holy smite (700 gp)
  Strand of prayer beads, lesser (9,600 gp)
  Tome of Memory (grants a +5 circumstance bonus on Knowledge (history or religion) 
  checks regarding Aroden and his faith; Tier 7–8 only; 1,500 gp)
  Wand of prayer (CL 5, 15 charges; 3,375 gp)
  +1 vicious adamantine heavy pick (11,308 gp)
  Boots of friendly terrain (mountains) (Advanced Player’s Guide 301, 2,400 gp)
  Headband of mental prowess +2 (Wisdom and Charisma) (10,000 gp)
  Tome of Memory (grants a +10 circumstance bonus on Knowledge (history or 
  religion) checks regarding Aroden and his faith; 2,500 gp)
  7–8
  Scenario 2-12:  
  Below the Silver Tarn
   
  player Name  
  a.k.a.
   
  Character Name 
  pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  goLD
  gold Spent
  Subtotal
  items Bought
  items Sold
  Final pa Total
  Final Xp Total
  prESTigE aWarD
  EXpEriENCE
  gp gained (gm oNLY)
  pa gained (gm oNLY)
  Start gp
  Starting pa
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items Found During This Scenario
  For gm only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  has Completed This Scenario.
  —
  TiEr
  TiEr
  items Sold / Conditions gained
  items Bought / Conditions Cleared
  10–11
  Scenario Chronicle #
  TIER
  MAX GOLD
  TiEr
  TiEr
  TiEr
  7–8
  10–11
  4,376
  7,682
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-12 Below the Silver Tarn.pdf