TEXT: By Larry Wilhelm
  Fate oF the Fiend
  PATHFINDER SOCIETY SCENARIO #5–17 
  TIER 7–11
  
  Fate of the Fiend
  Pathfinder Society Scenario #5–17
  Author • Larry Wilhelm
  Contributing Artists • Ryan Portillo and Jakub Witoski
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • John Compton
  Senior Developer • Rob McCreary
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Mark Moreland, and Patrick Renie
  Associate Editors • Judy Bauer and Christopher Carey
  Editors • Justin Juan, Ryan Macklin, and  
  Matthew Simmons
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell and Ben Mouch
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Sharaya Kemp, 
  Katina Mathieson, and Sara Marie Teter
  Warehouse Team • Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts, 
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Pathfinder Society Scenario #5–17: Fate of the Fiend is a Pathfinder Society Scenario designed for 7th- to 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  This adventure makes use of the following Pathfinder Roleplaying Game products: the Pathfinder RPG Core Rulebook, the 
  Pathfinder Bestiary, the Pathfinder Bestiary 2, and the Pathfinder Bestiary 3. These rules can be found online for free as part 
  of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  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 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.
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  Pathfinder Society Scenario #5–17: Fate of the Fiend © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, Pathfinder Society, and 
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  Cheliax
   Rachikan
  Maiestas
  River
  • Egorian
  Arcadian
  Ocean
  3
  Fate oF the Fiend
  By Larry WiLheLm
  WHERE ON GOLARION?
  Fate of the Fiend takes place in the subterranean ruins 
  of Rachikan, located in the hollow central plateau of the 
  Pillars of Anferita in western Cheliax. For more information 
  regarding Cheliax, Rachikan, and the Jistka Imperium 
  see Pathfinder Player Companion: Cheliax, Empire of 
  Devils, Pathfinder Campaign Setting: The Inner Sea World 
  Guide, and Pathfinder Campaign Setting: Lost Kingdoms, 
  available at bookstores and game stores everywhere, and 
  online at paizo.com.
  T
  he Jistka Imperium dominated northwestern 
  Garund and the southwestern tip of Avistan 
  for a thousand years, crumbling nearly eight 
  millennia ago from infighting, disease, and military 
  conflicts with its rising neighbor Osirion. At the 
  empire’s height, Rachikan was a principle forge city 
  famed for its manufacture of constructs and golems of 
  all shapes and styles. As plague ravaged the Jistkan cities 
  to the south, Rachikan suffered from a different, but 
  no less devastating, malady: the selfish and destructive 
  aspirations of its ruler, Severina Helsprex. Obsessed 
  with eternal life, she commanded her subordinates to 
  offer her the oblations intended for the Jistkans’ sinister 
  gods. In the final days of her reign, she decreed herself 
  a member of the Imperium’s pantheon. Because of her 
  sacrilege, the gods buried Rachikan with a series of 
  ruinous earthquakes. Those who survived denounced 
  Helsprex for her hubris and condemned her to death, yet 
  as a member of a high-ranking imperial house, she was 
  afforded a burial fit for her station. She was entombed 
  alive with a host of constructs and other treasures to 
  accompany her into the afterlife, the entrance sealed with 
  one of the legendary behemoth golems.
  Ironically, her sentence fit Helsprex’s plans almost 
  perfectly. With the power siphoned from the stolen 
  offerings still coursing through her, she performed 
  the foul rites that would grant her lichdom. Having 
  predicted the imminent collapse of the Jistka Imperium, 
  she imagined it would only be a matter of a few years 
  before Osirian explorers would release her. She failed to 
  understand the extent of the earthquakes’ destruction, 
  however; Rachikan was only recently rediscovered by 
  archaeologists from Cheliax’s Athenaeum, and despite 
  having the support of the Hellknights, their excavations 
  are slowed by morlock attacks and the sheer enormity of 
  the site. Among the excavators is Marianix Karn, a spy 
  recruited by the Pathfinder Society during its most recent 
  covert mission to the ruins. She has infiltrated the ranks 
  of the Athenaeum and regularly sends encoded reports 
  back to the Grand Lodge. For several years, the Society 
  has kept itself informed about discoveries in Rachikan 
  through its spy’s notes, but it leaves Cheliax to do the 
  heavy lifting. 
  That all changed with her Marianix Karn’s recent 
  report. The coded message proclaimed the Athenaeum’s 
  greatest discovery to date. A recent tremor opened up a 
  sealed section of Rachikan, revealing sealed door that 
  may lead to the personal tomb of Rachikan’s last ruler, 
  Severina Helsprex.
  The recent opening of Helsprex’s domain not only 
  caught the attention of the Antheneaum and Pathfinder 
  Society, but it also caused the fiendish essence trapped 
  within the behemoth golem to let out a psychic bellow that 
  was heard by a former servant of Helsprex. Thousands of 
  
  4
  PATHFINDER SOCIETY SCENARIO
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  4
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, the Pathfinder RPG Bestiary (B1), the Pathfinder 
  RPG Bestiary 2 (B2), and the Pathfinder RPG Bestiary 3 (B3). 
  These rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd.
  miles away in the Worldwound, a kalavakus demon named 
  Irorstikal heard the familiar call of its lost mistress. 
  Thanks to its teleportation ability, Irorstikal arrived 
  even before the archaeologists discovered the new city 
  section. Seeing his lost mistress trapped within a lifeless 
  shell amused the fiend, and he set out to humiliate and 
  subjugate her for past torments. Not knowing where to 
  begin, the demon enslaved a powerful morlock and used 
  her as puppet to help dominate many of her kin. By the 
  time Irorstikal returned to the behemoth golem leading 
  his degenerate tribe, Chelish archaeologists had already 
  investigated the new area and noted its significance. 
  He captured many of the archaeologists and used the 
  morlocks to subdue the hellknights that tried to mount 
  a rescue. Now archaeologists and morlocks work side-by-
  side to free the behemoth golem so that Irorstikal might 
  claim the trophy as his own.
  Ignorant of the invading demon’s presence, the 
  Pathfinder Society found the lure of an unspoiled tomb, 
  complete with a set of pristine, battle-ready golems, too 
  great to ignore. Thus, the Society found itself once more 
  sending a team of agents into the dark and filthy depths 
  of Rachikan. 
  SUMMARY
  The adventure begins among the Pillars of Anferita, 
  where the PCs descend into Rachikan by means of 
  a hidden staircase discovered during an expedition 
  years ago. Soon after reaching lower Rachikan, the PCs 
  run afoul of a morlock ambush, but it soon becomes 
  apparent that something is amiss when a second band 
  of morlocks joins the fight to help the Pathfinders. The 
  leader of the rebel morlocks, Bogipfen, explains that 
  Rachikan has fallen to an invading demonic horde bent 
  on subjugating the fiendish essences trapped within 
  Rachikan’s golems. Furthermore, Bogipfen knows the 
  whereabouts of the Pathfinder spy, Marianix Karn, who 
  is imprisoned alongside the morlock’s golem tender. In 
  return for taking the PCs to Karn, Bogipfen asks that 
  they aid in the effort to drive the demons from Rachikan 
  and free his allies.
  If the heroes agree, the morlock leads the PCs through 
  a broken cityscape to a makeshift jail where the battered 
  spy, in custody, waits for rescue. To free Karn, the PCs 
  must overcome a wing of sadistic incubus demons. After 
  Karn is liberated, she explains that the unopenable door 
  to the tomb lies within the nest of the demons.
  Even with the rebellious morlocks, the PCs know 
  they must bolster their forces if they hope to drive the 
  demons from Rachikan. Karn tells the PCs of a regiment 
  of Hellknights imprisoned in the same jail; with their 
  numbers, the tide should shift in the PCs’ favor. The 
  PCs may be able to convince the Hellknight’s paralictor, 
  a familiar figure named Primo Ambusta, to join their 
  cause. With the morlocks, their golem tender, and a 
  regiment of Hellknights, the PCs finally have the power 
  to battle the demonic horde. With Bogipfen as a guide, 
  they are able to sneak through a hidden tunnels leading 
  directly to the demon and Helsprex’s tomb. Once the PCs 
  defeat the kalavakus and his minions, they must awaken 
  the behemoth golem from within it and coax it to move in 
  order to reveal the tomb’s entrance.
  Then, with the doors aligned, the PCs can enter 
  Helsprex’s burial chamber; however, one final decision 
  awaits. The lich Severina is willing to bargain for the 
  golems interred in her tomb in exchange for her freedom. 
  If the PCs are wary about unleashing a powerful undead 
  spellcaster on the world, they can end the Jistkan 
  magistrate’s reign through combat. Either way, the PCs 
  can shepherd the constructs out of Rachikan and to an 
  awaiting ship.
  GETTING STARTED
  Read or paraphrase the following to the PCs to get the 
  adventure underway.
  A hulking half-orc, Venture-Captain Calisro Benarry of the Arcadian 
  Mariner’s Lodge—the official title used by the Pathfinder Society 
  to identify the refitted merchant vessel named the Grinning 
  Pixie—stoops in her lavishly appointed cabin. Her surprisingly 
  soft voice purrs, “Five days, that’s all you got. After that, if I don’t 
  see your pretty faces rowing towards the Pixie, I’m weighing 
  anchor and you’ll have to find your own way home. Nothing 
  personal, but these aren’t the friendliest of waters.” Even with 
  her ultimatum, a genuine look of concern washes over her sun-
  kissed face. Her gaze hardens as she glances to her captain’s 
  chair, currently occupied by a confident Zarta Dralneen. “Just like 
  any trip to Rachikan, this is no vacation,” the half-orc adds before 
  loudly clearing her throat.
  Zarta’s dark eyes meet the captain’s before the Chelish  
  woman playfully remarks, “I assure you, I’m here on business. 
  A personal friend of mine, the Pathfinder spy Marianix Karn, has 
  been working in Rachikan as an archaeologist. Up until now, the 
  Society has been content to let the Chelish government deal 
  with the ruins’ morlock infestation; however, as of Karn’s last 
  report, the Society’s stance has changed drastically.” A hand 
  
  Zarta Dralneen
  5
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  5
  tipped with vibrantly polished fingernails places an envelope on 
  the suspended table. “Here, take a look at this. I think you’ll find 
  it quite interesting.
  Give the players Player Handout #1. Once they have read 
  the missive, continue.
  Venture-Captain Benarry glances at the letter to double-check 
  its contents before speaking. “The Pathfinder Society charges 
  you to enter Rachikan, and, if Karn’s report is true, 
  find a way through that sealed door. The Society 
  believes that if it is the tomb of Rachikan’s 
  former ruler, she would be buried with 
  a substantial number of golem soldiers. 
  Having several to study would forward 
  our goal to record history. Having them 
  all would be a great help in the Society’s 
  Worldwound expedition.
  “Take a jolly boat and row to the eastern 
  edge of the central pillar. Several years 
  ago one of our expeditions discovered 
  a staircase there that descends into 
  Rachikan’s heart.” Pulling her hood over 
  her head, she adds, “You can use my 
  cabin to plan. If there are no questions, 
  I will ensure the boat is ready.”
  The PCs likely have questions 
  for 
  Calisro 
  Benarry. 
  The 
  following are possible questions 
  and her answers. If the PCs need to 
  purchase any gear, the Grinning Pixie’s 
  quartermaster can sell them nearly 
  any mundane or alchemical gear in 
  addition to magic items worth 2,500 
  gp or less.
  How are we supposed to open the door? “I have no 
  idea, but it’s the Society’s hope that clues within the 
  door’s vicinity should shed some light on the situation.”
  How do you expect us to transport a regiment of  
  golems out of Rachikan? “The Society has sent agents 
  into Rachikan twice before. During our first expedition, 
  we learned the existence of artifacts called ivory batons, 
  which allowed Jistkan artificers to command their 
  golems. During our second trip, we discovered several 
  jet obelisks located within a half-submerged citadel. 
  The agents surmised that the obelisks are connected 
  and may allow for teleportation throughout the city—
  maybe beyond. Whether you walk the golems out 
  yourselves or use the magic of an obelisk, it matters not. 
  Just get them to my ship.”
  I thought Rachikan was overrun with morlocks and 
  golems? “Oh, it is, but the morlocks have suffered great 
  losses since their city was invaded. Their attacks have 
  become less frequent. If one can feign a show of force, 
  they tend to back down. If you can get in and out quickly, 
  you should be able to avoid any major confrontations.”
  What do we do if we confront representatives from 
  Cheliax? Don’t they forbid outsiders from entering 
  Rachikan? “Yes, our mission is illegal—if you hold 
  the laws of Cheliax in high regard. In this particular 
  instance, we don’t. Try to avoid detection if at all possible, 
  If you have to confront the Chelish authorities, it would 
  be better to find a diplomatic resolution rather than 
  resort to violence.”
  Who is Marianix Karn? “She is the daughter 
  of a deceased, high-ranking member of the 
  Aspis Consortium and works as a spy for 
  the Pathfinder Society. She has proven her 
  loyalty many times. The Decemvirate are 
  concerned about her because her last three 
  scheduled missives have not turned up. We 
  fear something is wrong.”
  Where is Karn now? “We are not exactly 
  sure. We recently lost contact with her.” 
  Who was Severina Helsprex? “She was 
  Rachikan’s ruler at the time of its downfall. 
  I’ve heard legends of greed and cruelty, 
  but nothing specific.”
  Knowledge (history 
  or local)
  The PCs may know about Rachikan’s 
  recent and ancient history.
  15+ 
  Rachikan 
  was 
  considered 
  the premier forge city of the Jistka 
  Imperium 
  and 
  created 
  countless 
  golems of all shapes and sizes. Earthquakes buried 
  much of the city just as the rest of Jistka collapsed due to 
  infighting and attacks by Ancient Osirion.
  20+ The Pathfinder Society rediscovered the lost 
  city in 4709 ar, though Cheliax quickly took control of 
  the site. Frequent attacks by morlocks have slowed the 
  excavations, but a company of Hellknights has kept the 
  morlocks in check.
  25+ The crowning glory of the golem-crafting 
  industry was an immense, powerful war machine known 
  as a behemoth golem, said to be able to crush a dozen 
  soldiers with a single stomp. Artwork recovered from 
  Rachikan suggests the city likely produced several of 
  these constructs.
  Knowledge (history or nobility)
  The PCs may know about Rachikan’s cruel, final ruler: 
  Severina Helsprex.
  
  6
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  6
  20+ Severina Helsprix was the last ruler of Rachikan 
  and was said to have perished during the earthquakes 
  that buried the city. Records suggest her remains were 
  never found.
  25+ Records recovered from other Jistkan sites suggest 
  that Severina was not only a capable, though feared, 
  magistrate, but also a talented spellcaster capable of 
  binding outsiders to her will. Such skills were not 
  uncommon among the Jistkan royalty.
  30+ Even though most members of the imperial houses 
  behaved cruelly in years preceding Jistka’s fall, Severina 
  was particularly vile. She was said to obsess about her 
  own mortality and tried whatever acts she could, no 
  matter how depraved, to artificially extend her life. Some 
  scholars speculate that Rachikan’s seismic demise was a 
  result of Severina insulting the gods.
  Faction Notes: Once Venture-Captain Benarry answers 
  any questions and departs, Zarta Dralneen stands, 
  stretches, and saunters toward the door. As she pulls on 
  her elbow length gloves, a sealed letter drops from her 
  sash. She pretends not to notice, makes an innocuous 
  remark about letting the PCs have some privacy, and 
  steps outside. Zarta’s remark actually contains a hidden 
  message for members of the Cheliax faction, telling them  
  to check their seats before leaving; other PCs can attempt 
  a DC 30 Sense Motive check to intercept the message. 
  If one of the PCs recovers the dropped letter, give the 
  players Player Handout #2.
  Under the seat cushion of one of the Cheliax faction 
  PC’s seat cushions is a curious, blank sheet of paper 
  with several dozen small, square cutouts. When placed 
  over Zarta’s dropped letter, each cutout reveals a single 
  letter, revealing a hidden message in the letter. If the 
  players have a difficult time deciding how to use the 
  perforated page, a PC can figure out how to combine 
  the two pages to read the message with a successful DC 
  10 Intelligence check. Give Cheliax faction PCs Player 
  Handout #3, which highlights the revealed letters to 
  create the following secret message: “Plaything, of 
  course leave open one door for me.”
  There are three known entrances into Rachikan, and 
  throughout the adventure, Cheliax faction PCs encounter 
  several NPCs who can help them seal off these entrances. 
  See the sidebars for Bogipfen, Marianix Karn, Agajprak, 
  and Primo Ambusta for more details on how Cheliax 
  faction PCs can seal Rachikan while still leaving one 
  entrance open for Zarta Dralneen.
  A. ONCE MORE INTO THE PILLAR
  Once the PCs are ready, they can pilot their dinghy into 
  the Pillars of Anferita, where countless gulls build nests 
  on small perches in the towering, salt-encrusted columns 
  of rock. The PCs have no difficulty finding the stairs—
  first discovered years earlier by the Pathfinder Benton 
  Grone—hidden partway up the guano-speckled cliff.
  The claustrophobic stairs lead to lower Rachikan, 
  which resides within a series of huge cathedral-like 
  caverns. Unless otherwise noted, lower Rachikan is 
  lightless. Sloping walls (Climb DC 15) of crumbling rock 
  and protruding Jistkan architecture rise to the ceiling 
  between fifty and a hundred feet above. Masonry walls 
  (hardness 8, hit points 90) make up the remains of any 
  ruined buildings, and natural columns stretch from floor 
  to ceiling in particularly large chambers. The only other 
  known means of reaching lower Rachikan is through a 
  vertical shaft and Helllknight-controlled elevator that 
  leads to the surface.
  A1. Unexpected Allies (CR 10 or CR 13)
  Several decrepit Jistkan buildings protrude from a sea of stone 
  amid an ancient skyline, the building’s original ground floors 
  now buried long ago by frequent earthquakes.
  The PCs pass through this area, approaching from the 
  east, soon after reaching lower Rachikan. The entire floor 
  is buried under yards of debris, requiring a creature to 
  succeed at a DC 15 Acrobatics check at the start of its turn or 
  treat all squares as difficult terrain. Creatures can instead 
  move using a burrow speed at no penalty. With a successful 
  DC 20 Knowledge (engineering) or Perception check, a PC 
  can spot several depressions (marked on the map) that 
  indicate where a building may have collapsed and caused 
  a sinkhole. With a successful DC 17 Knowledge (nature) 
  check, a character can identify these as the buckled tunnels 
  of a very large burrowing creature.
  Creatures: Even though the hidden staircase was 
  supposed to be a secret, Marianix Karn revealed its 
  location under duress. As a result, morlock sentries expect 
  company and wait to ambush any trespassers. They have a 
  pair of trained bulettes hidden among the rubble.
  Also alerted to the PCs impending arrival is the 
  deposed morlock leader, a grey-skinned giant of a 
  morlock named Bogipfen (CE male morlock barbarian 4). 
  Along with several fugitive morlocks, Bogipfen managed 
  to escape confinement. While in captivity, the morlock 
  leader reached a tentative alliance with Karn to overcome 
  the invading demonic horde. Unable to escape with the 
  morlocks, Karn slipped Bogipfen a talisman (talisman of 
  tongues [see new magic item]) and her wayfinder, begging 
  him to seek out the PCs at the secret staircase. Seeing the 
  need for powerful allies, Bogipfen set out to do so hoping 
  he could sway the PCs to assist him in return for informing 
  the PCs of Karn’s whereabouts. Bogipfen travels with 20 
  morlocks, and they arrive from the west two rounds after 
  
  A1. Unexpected Allies
  N
  1 square = 5 feet
  B
  Bulette
  M
  Morlock
  A
  Additional Morlock
  M
  M
  A
  A
  A
  A
  M
  M
  B
  B
  Pathfinder Flip-Mat: Darklands
  7
  FATE OF THE FIEND
  FATE OF THE FIEND
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  8
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  8
  the PCs begin their battle with the dominated morlocks. 
  At first, it should seem as though Bogipfen and his band 
  are enemy reinforcements, though a PC who succeeds at 
  a DC 15 Sense Motive check can determine that these new 
  arrivals are actually trying to help the PCs. Rather than 
  keep track of individual morlocks, just narrate that they 
  are helping the PCs fight. The swarm of morlocks grants 
  each PC flanking, and the overwhelmed bulettes cannot 
  make attacks of opportunity.
  Noticing the hidden morlocks requires a successful 
  DC 33 Perception check, and on a successful check, the 
  PCs begin the encounter in the marked area. For every 
  point by which the PCs fail, they begin the encounter 
  10 feet further from the edge of the map. If the PCs all 
  fail by seven or more, they begin the encounter near the 
  center of the map, and the morlocks and bulettes begin 
  the encounter with a surprise round.
  Subtier 7–8 (CR 10)
  ADVANCED MORLOCKS (4) 
  CR 3
  hp 28 each (Pathfinder RPG Bestiary 209, 294)
  TACTICS
  Before Combat The morlocks use their Stealth skill to hide in 
  this cavern’s rubble. Once the bulette ambushes the PCs, the 
  morlocks swarm out after it.
  During Combat In groups of two, the morlocks look to swarm 
  weak looking PCs (those without heavy armor and large 
  weapons if possible).
  Morale While the bulettes live, the morlocks fight to the death. 
  Once a bulette is dies, a morlock flees when if reduced to 4 
  or fewer hit points.
  BULETTES (2) 
  CR 7
  hp 84 each (Pathfinder RPG Bestiary 39)
  TACTICS
  Before Combat The bulettes wait under the rubble and rely on 
  their tremorsense to detect prey. The bulettes use their leap 
  ability when possible.
  During Combat The bulette mauls its target using claw and 
  bite attacks. If it feels overwhelmed, it burrows into the 
  gravel and attacks from a different direction.
  Morale The bulettes are trained to fight to the death.
  Subtier 10–11 (CR 13)
  ADVANCED MORLOCKS (8) 
  CR 3
  hp 28 each (Pathfinder RPG Bestiary 209, 294)
  TACTICS
  As Subtier 7–8.
  XENARTH (ICHOR SHARK) (2) 
  CR 10
  Variant bulette (Pathfinder Campaign Setting: Dungeon 
  Denizens Revisited 8)
  CE Huge outsider (chaotic, demon, evil, native)
  Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; 
   
  Perception +20
  DEFENSE
  AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
  hp 148 each (11d10+88) 
  Fort +13, Ref +9, Will +9
  Defensive Abilities demon ichor; DR 10/cold iron and good; 
  Immune electricity and poison; Resist acid 10, cold 10, 
   
  fire 10; SR 21
  OFFENSE
  Speed 40 ft., burrow 20 ft., climb 20 ft.
  Melee bite +19 (2d6+13 plus poison/19–20),  
  2 claws +19 (1d8+9)
  Space 15 ft.; Reach 10 ft.
  TACTICS
  As Subtier 7–8.
  STATISTICS
  Str 29, Dex 15, Con 27, Int 6, Wis 10, Cha 6
  Base Atk +11; CMB +22; CMD 34 (38 vs. trip)
  Feats Great Fortitude, Improved Initiative, Iron Will,  
  Skill Focus (Perception), Weapon Focus (bite, claw)
  Skills Acrobatics +2 (+6 when jumping), Climb +31, Perception +20, 
  Stealth +8, Survival +14; Racial Modifiers +8 Climb
  Languages Abyssal, telepathy 100 ft.
  SPECIAL ABILITIES
  Demon Ichor (Su) A slimy red ichor coats the xenarth’s 
  armored plates. Any weapon that touches a xenarth takes 
  3d8 points of acid damage from the corrosive demon 
  essence, and the weapon’s hardness does not reduce this 
  damage. A magic weapon may attempt a DC 23 Reflex 
  save to avoid taking this damage. A creature that strikes a 
  xenarth with an unarmed attack, unarmed strike, melee 
  touch spell, or natural weapon takes this damage unless 
  ALLY SIDEBARS
  This scenario includes several sidebars presenting possible 
  allies that the PCs might recruit as they explore Rachikan. 
  Each entry provides short descriptions, roleplaying notes, the 
  NPC’s starting attitude, and how the ally can help the PCs.
  SCALING ENCOUNTER A1
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Remove one bulette from the encounter.
  Subtier 10–11: Give the xenarths the young simple 
  template, and reduce the damage dealt by their demon 
  ichor ability to 2d8.
  
  Bogipfen
  9
  FATE OF THE FIEND
  FATE OF THE FIEND
  9
  the attacker succeeds at a DC 23 Reflex save. The save DCs 
  are Constitution-based.
  Poison (Ex) Bite—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d3 Con damage; cure 2 saves. The save 
  DC is Constitution-based.
  Savage Bite (Ex) A xenarth’s bite is particularly dangerous. It 
  applies 1-1/2 times its Strength modifier to damage inflicted 
  with its bite attack, and it threatens a critical hit on a 19–20.
  Development: 
  After 
  the 
  battle 
  ends, 
  Bogipfen 
  approaches the PCs in an awkward gesture of peace. If 
  the PCs show a willingness to parley, read 
  the following aloud:
  A 
  hulking 
  morlock 
  separates 
  himself from his kin. Speaking in 
  a broken cadence, he stammers, 
  “Surface dwellers, me friend. 
  Much going on and time short. 
  Follow me; I take you to Karn.” As 
  he struggles with an unfamiliar 
  language 
  the 
  large 
  morlock 
  emphasizes his point by shaking a 
  familiar object: a wayfinder.
  With surprising speed he shuffles 
  on all fours and begins to 
  scamper off, after 10 feet, the 
  morlock stops and swivels back 
  pleading, “Hurries, hurries, hurries!”
  If the PCs follow Bogipfen and 
  his band of morlocks, they are led 
  through a maze of collapsed buildings 
  and 
  toppled 
  statuary. 
  Bogipfen 
  shuffles through the broken city with 
  ease, pausing periodically for the PCs to catch up. As 
  they travel, the PC can ask the morlock questions. 
  The following are possible questions and Bogipfen’s 
  answers.
  How do you know our language? “Me smart, me learn 
  from your friend!” This is partially true, as Marianix 
  Karn gave the morlock a magic item called a talisman of 
  tongues (see sidebar).
  What’s going on here? “Many nasty things came from 
  nowhere. Look like vile paintings found on pots and 
  broken jars that litter home. Who they not smash, they 
  now force to work.”
  Where are you taking us? “To friend, she in cage”.
  Where did you get that wayfinder? “From friend. We 
  go. We see her. Must hurry!”
  Who are you? “Once king morlock, now me hide away 
  in tunnels from the horned filth who have taken throne 
  from me.”
  Why should we trust you? 
  “No choice. Trust or no trust—
  we need each other. If help me, give 
  you shiny necklace.” Bogipfen shakes 
  the talisman of tongues for emphasis.
  Despite 
  Bogipfen’s 
  peaceful 
  approach, 
  the 
  PCs may decide that he is 
  untrustworthy, an enemy, or 
  both. If attacked, Bogipfen pleads 
  for the PCs to stay their weapons until 
  they hear his offer. If the PCs ignore 
  the morlock and murder Bogipfen, 
  they automatically lose any ability to 
  gain him or the golem tender at area A2 
  as an ally. This has severe repercussions for the fight at 
  area B1. Furthermore, the PCs have a more difficult time 
  locating Karn within the ruined city. If the PCs continue 
  their search, it takes them 1d4 days to stumble upon 
  and locate area A2. Of course, once they find Karn, she 
  enlightens the PCs to their folly.
  Treasure: Bogipfen wears a talisman of an anteater 
  around his neck given to him by the Pathfinder Marianix 
  Karn, which allows him to communicate with the PCs. If the 
  PCs agree to help the deposed morlock leader rid Rachikan 
  of the invading demonic horde, the morlock rewards the 
  PCs with the talisman of tongues at the scenario’s conclusion.
  Faction Notes: Securing Bogipfen’s assistance in 
  collapsing two of the entrances to Rachikan fulfills part 
  of the Cheliax faction’s mission.
  Rewards: If the PCs fail to defeat the bulettes and acquire 
  the talisman, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 916 gp.
  NEW MAGIC ITEM
  TALISMAN OF TONGUES
  Aura faint abjuration and divination; CL 5th
  Slot neck; Price 45,000 gp; Weight 1 lb.
  DESCRIPTION
  This small carving of an anteater is fitted with a chain 
  so it can be worn as a necklace. When worn, a talisman 
  of tongues grants its wearer the ability to speak and 
  understand anyone it interacts with as the spell tongues. 
  Furthermore, it provides a +2 resistance bonus on saving 
  throws against language-dependent spells and 
  special abilities.
  CONSTRUCTION
  Requirements Craft Wondrous 
  Item, resistance, tongues; Cost 
  22,500 gp
  
  10
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  10
  Out of Subtier: Reduce each PC’s gold earned by 1,395 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,875 gp.
  A2. Jail Break (CR 9 or CR 12)
  After traveling for what seems like a mile or more 
  over the shattered remains of Rachikan, Bogipfen 
  and the PCs arrive about 100 feet away from an intact, 
  rectangular building that rises above the neighboring, 
  ruined structures. It’s a three-story building, but now 
  only its top-most level remains above ground. Due to 
  its unyielding construction, it now serves as a holding 
  pen for the kalavakus’s prisoners. Its “basement” is the 
  former second level, and its only entrance is a pit that 
  now holds over a dozen Hellknights. The former ground 
  floor is virtually inaccessible, for debris has spilled in 
  and buried it completely. Bogipfen motions for silence 
  and quietly explains, “Cage is inside. Karn inside cage. 
  Lots of bad people. Wings and blades. Bad people.”
  The building’s interior is dark and contains two 
  rooms. The western room acts as an antechamber for a 
  larger room to the east. The eastern room is filled with 
  four cages, torture implements, and a heavy grate that 
  seals the pit below. The incubus demons that live here 
  have put agony on exhibit in the form of several lifeless 
  figures contorted in impossible shapes and nailed to the 
  wall as works of art, their shattered bodies splayed open 
  in perverse displays of vivisection. Armor still clinging 
  to the corpses marks the deceased as Hellknights.
  The Pathfinder spy Marianix Karn (LE female human 
  bard [archivist] 10) lies unconscious in her cell; she 
  is stable but has –1 hit point. Recently tortured, she 
  capitulated to the incubus demons’ demands, admitted 
  her status as a spy for the Pathfinder Society, and 
  revealed that she had contacted the Society about the 
  recently discovered section of the city. Worse, she let slip 
  that the Society would likely send a team of agents into 
  Rachikan very soon. To prepare for this incursion, the 
  incubi alerted their kalavakus master, who commanded 
  several morlocks to guard each entrance into the ruined 
  city—including the secret staircase. Hoping learn more 
  from Karn, the incubus demons separated her from the 
  other prisoners in the pit, as one in particular—a bear 
  of a man named Primo Ambusta (LE male human cleric 
  of Asmodeus 7/ Hellknight 2)—became enraged at Karn’s 
  betrayal and assaulted her.
  Creatures: Several incubus demons are sadistically 
  plying their skills, torturing some of the prisoners held 
  within this building. Distracted by their enjoyment, they 
  take a –4 penalty on their Perception checks to notice the 
  PCs’ approach.
  Subtier 7–8 (CR 9)
  INCUBUS DEMON (3) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 3 73)
  DEFENSES
  Fort +10; Ref +4; Will +8
  OFFENSE
  Melee mwk scimitar +14/+9 (1d6+5/15-20) or 2 slams +13 
  (1d4+5)
  Feats Flyby Attack, Improved Critical (scimitar), Power Attack, 
  Vital Strike 
  TACTICS
  During Combat The incubus demons attempt to flank their 
  opponents while using Power Attack and Vital Strike to 
  ALLY: BOGIPFEN
  Bogipfen is one of the alpha morlocks of Rachikan, and he is 
  desperate to reclaim his city from its new kalavakus overlord. 
  Despite his strength, he is a coward who has risen up the 
  social ladder in part because he avoids the battles of attrition 
  that have killed many of the strongest morlocks. Cooperating 
  with surface-dwellers makes Bogipfen uncomfortable, and 
  he tends to respond with superstitious alarm to unfamiliar 
  stimuli. Despite his willingness to ally with the PCs and 
  behave well while around them, he is chaotic evil; his 
  belief that might-makes-right, anecdotes about his acts of 
  unprovoked aggression, habit of mocking weaklings, and 
  tendency to growl savagely if it seems like he’s losing an 
  argument are all reminders of his true nature.
  Demonstrating genuine concern for any of the Rachikan 
  morlocks or giving Bogipfen a valuable gift allows a PC 
  to attempt a Diplomacy check to improve his attitude. He 
  brushes off other attempts to impress him as silly uplander 
  jokes or incomprehensible customs that simply confuse him.
  Starting Attitude: Friendly (Diplomacy DC 7).
  As an Ally: Bogipfen hangs back from most fights 
  unless he is helpful and a PC coaxes him to join in with 
  a successful DC 12 Diplomacy check as a full-round action 
  (use the morlock barbarian stats from the encounter in 
  area B1). If he takes more than 12 points of damage from 
  one attack, he howls in pain and retreats until fully healed 
  or coaxed into action again.
  During the encounter in area B1, Bogipfen can lead the 
  PCs through secret tunnels that allow them to begin the 
  fight closer to their enemies. He also leads dozens of rebel 
  morlocks, which reduces the number of morlocks by one and 
  gives each PC the ability to attempt one attack as though she 
  had flanking.
  Sealing Rachikan: Bogipfen responds with unbridled 
  enthusiasm to any proposal to seal Rachikan from the surface. 
  Simply asking the morlock for help secures his assistance, and 
  after winning back Rachikan, he directs morlocks to collapse 
  both the Aspis agents’ entrance and the secret staircase.
  
  N
  A2. Jail Break
  1 square = 5 feet
  A
  Additional Incubus
  M
  Morlock
  I
  Incubus Demon
  K
  Marianix Karn
  Pathfinder Map Pack: Dungeon Chambers
  I
  I
  I
  A
  M
  K
  A
  A
  11
  FATE OF THE FIEND
  FATE OF THE FIEND
  11
  quickly cut down targets. If the jail becomes too crowded to 
  fight effectively—or if they are outmatched—they teleport to 
  more advantageous positions outside to continue the attack.
  Morale An incubus demon fights until reduced below 15 hit 
  points, at which time he attempts to escape and report back 
  to his kalavakus master.
  Subtier 10–11 (CR 12)
  ADVANCED INCUBUS DEMON (6) 
  CR 7 
  hp 92 each (Pathfinder RPG Bestiary 3 73, 294)
  DEFENSES
  Fort +12; Ref +6; Will +10
  OFFENSE
  Melee mwk scimitar +16/+11 (1d6+7/15-20) or 2 slams +15 
  (1d4+7)
  Feats Flyby Attack, Improved Critical (scimitar), Power Attack, 
  Vital Strike 
  TACTICS
  As Subtier 7–8.
  Treasure: To ensure their victims do not perish 
  prematurely, the incubus demons keep six potions of cure 
  serious wounds beneath the table in the southeast corner 
  of the torture chamber. One of the deceased Hellknights 
  still wears a ring of climbing, and another wears a periapt 
  of health. In Subtier 10–11, this is instead an improved ring 
  of climbing, and another contorted Hellknight wears a 
  medallion of thoughts. If the PCs return these effects to the 
  surviving Hellknights, cross the item(s) off the Chronicle 
  sheet, but do not deduct any of the gold the PCs earned 
  for the encounter.
  Development: Defeating the incubus demons allows 
  the PCs to rescue Marianix Karn and the morlock golem 
  tender Agajprak. Both are badly beaten but stable with –1 
  hit point each. If the PCs wish to interact with the beaten 
  prisoners, they must first tend to their wounds. Once 
  conscious, Karn is relieved to have fellow Pathfinders at 
  her side. Karn quickly updates the PCs recent events in 
  Rachikan, including the arrival of the kalavakus demon, 
  imprisonment of agents of Cheliax, and the demon’s 
  obsession with excavating an immense construct near 
  the sealed door. She also confirms Bogipfen’s account 
  of the situation. Bogipfen becomes irritable (causing his 
  attitude to worsen one step) if the PCs do not help the 
  unconscious morlock quickly, and he takes matters into 
  his own hands by breaking open her cage and rousing her 
  with smelling salts.
  
  Agajprak
  12
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  12
  ALLY: AGAJPRAK
  This weathered and time-marked morlock demonstrates 
  an intellect that is vastly superior to others of her kind. 
  She is very suspicious of strangers and has difficulty telling 
  humanoids apart—even those of dramatically different 
  species. She tries to escape at the earliest opportunity unless 
  reassured by Bogipfen or another familiar face. Agajprak 
  speaks only Undercommon, but she recognizes Aklo and 
  reprimands anyone who speaks it for “calling the attention 
  of things best left uncalled.”
  Starting Attitude: Unfriendly (Diplomacy DC 19)
  Special: If Bogipfen is not 
  present, 
  Agajprak 
  refuses 
  to 
  participate in encounter in area B1 
  unless charmed or her attitude is 
  improved to helpful.
  As an Ally: During the encounter 
  in area B1, Agajprak commands her 
  stone golem to attack the enemy golem, 
  dealing 2d10+9 points of damage to it once 
  per round. In Subtier 7–8, Agajprak can cast cure 
  critical wounds (CL 9th) on any PC at 
  their request once per day. In Subtier 
  10–11, Agajprak can cast transmute rock 
  to mud on one enemy golem.
  Sealing Rachikan: Any PC who 
  approaches the golem tender with the 
  prospect of sealing the ruins is met with utter confusion; 
  however, if the PCs communicate their need to transport 
  golems out of Rachikan, she nods in understanding. If 
  the PCs request help transporting the golems before the 
  encounter inn area B1, she provides the PCs with an intact 
  crystal that can activate one of the jet obelisks’ teleportation 
  zones (see area B3). If the PCs wait until after encounter B1, 
  Agajprak sees no reason to bargain for favors. She is willing 
  to trade such a crystal in return for bribes worth at least 
  1,000 gp (2,500 gp in Subtier 10–11).
  SCALING ENCOUNTER A2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one incubus demon from the 
  encounter.
  Subtier 10–11: Remove two advanced incubus demons 
  from the encounter.
  Karn informs the PCs that so long as they have 
  Bogipfen and the golem tender’s assistance, they have a 
  small army of morlocks and one of Rachikan’s constructs. 
  Nonetheless, she voices skepticism whether such a force 
  would be enough, and she suggests convincing the 
  imprisoned Hellknights (area A3) to join the assault.
  Once Agajprak is awake and the PCs have had a chance 
  to speak with her, Bogipfen informs the Pathfinders 
  that the morlocks are withdrawing to a waterfall called 
  Fiendsmaw to summon their own golem. He promises 
  to return in one cycle (approximately a day) ready for 
  combat. In the meantime, the PCs can rest, gather 
  resources, and speak to the Hellknights nearby.
  Faction Notes: Cheliax faction PCs who learn of the 
  fourth entrance from Marianix Karn are one step 
  closer to fulfilling Zarta Dralneen’s request.
  Rewards: If the PCs fail to defeat 
  the incubus demons, reduce each 
  PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s 
  gold earned by 1,200 gp.
  Out of Subtier: Reduce each PC’s 
  gold earned by 1,579 gp.
  Subtier 10–11: Reduce each PC’s gold 
  earned by 1,958 gp.
  A3. The Pit
  What was once the second floor 
  of this building is now a sealed 
  basement, its exits covered by 
  immense chunks of debris. The 
  only way into the rancid pit is a hole 
  in its ceiling that leads to area A2, which is blocked 
  by a heavy grate. Removing the grate requires either a 
  successful DC 15 Disable Device check or a successful 
  DC 20 Strength check.
  In total, there are 15 grime-covered Hellknights 
  trapped in this area. Attempts to interact with them are 
  initially met with frantic pleas for freedom before one 
  voice emerges to discuss terms of release. The voice 
  belongs to the Hellknight’s leader, paralictor Primo 
  Ambusta. At first, Ambusta relies on the PCs decency 
  towards civilized folk, stating the squadron’s intent is 
  to retreat to their elevator and withdraw to Egorian. He 
  states that the PCs are welcome to join him. Under no 
  circumstances does Ambusta look for a fight.
  Ambusta turns down initial requests to aid the 
  PCs in combat; however, if the PCs threaten to leave 
  the Hellknights within the pit or prove particularly 
  persistent, the paralictor softens his stance. Convincing 
  him to join the PCs equates to requesting dangerous 
  aid with a Diplomacy check (+10 DC). Ambusta insists 
  on seeing his prospective comrades, during which time 
  he uses his detect chaos ability to assess the Pathfinders’ 
  worth. Increase the DC of all Diplomacy checks to 
  influence Primo Ambusta by 1 for each chaotic aura he 
  finds. Triple this for each strong chaotic aura he detects. 
  
  Marianix Karn
  13
  FATE OF THE FIEND
  FATE OF THE FIEND
  13
  ALLY: MARIANIX KARN
  Marianix is the daughter of a former high ranking Aspis 
  agent killed within the ruins of Rachikan. Swayed by 
  agents of Zarta Dralneen to join the Pathfinder Society, she 
  currently provides the Decemvirate with information on 
  the happenings at Rachikan. She is an ambitious scholar 
  who normally does not suffer fools gladly; however, her 
  traumatic experiences at the hands of the incubus 
  demons has left her shaken and subdued.
  Starting Attitude: Helpful (no skill check 
   is required).
  As an Ally: Marianix Karn assists the 
  PCs in two ways during the encounter in 
  area B1. First, she uses her naturalist bardic 
  performance (Pathfinder RPG Advanced 
  Player’s Guide 80) to augment the PCs’ 
  combat abilities against one creature type of 
  the PCs’ choice. Second, Karn can cast break 
  enchantment twice per day.
  Sealing Rachikan: Karn is a loyal 
  servant of Zarta Dralneen, but she 
  is also wary of sharing valuable 
  secrets with rival agents who 
  might steal the information to 
  gain favors. She knows of a 
  fourth entrance into Rachikan 
  known only to her, but she does 
  not volunteer the information. Convincing her to reveal its 
  location requires a successful DC 18 Diplomacy check.
  If the PCs express one of their principle goals is rescuing 
  the Athenaeum’s archaeologists, they gain a +5 bonus 
  on Diplomacy checks made to request the Hellknights’ 
  aid. Treating the Hellknights with dignity and respect 
  grants an additional +2 bonus. The PCs only have one 
  opportunity to request the Hellknights’ aid before the 
  paralictor announces his final decision, though if the 
  PCs release the Hellknights anyway and give them 
  any magic items recovered from the Hellknight 
  corpses in area A2, the PCs can attempt the 
  Diplomacy check one last time.
  Faction Notes: Convincing Paralictor Primo 
  Ambusta to destroy the elevator and shaft 
  that lead connect upper and lower Rachikan 
  contributes to the Cheliax faction’s mission.
  B. THE IMPERIAL PLAZA
  Once a grand plaza decorated with 
  frescos, this previously sealed section 
  of Rachikan has weathered the 
  ages fairly well. Sections of its 
  walls have collapsed, and the 
  floor is now a mess of faded 
  plaster debris and dust. The 
  area was decommissioned 
  and 
  rededicated 
  as 
  an 
  imperial crypt as Rachikan fell 
  into ruin, and it still holds monuments commissioned 
  by Severina Helsprex to laud her own accomplishments.
  Depending on how the PCs choose to mount their 
  assault, they can approach from either the southwest 
  passageway or the eastern tunnels. Most of the allied 
  morlocks attack from these tunnels as well, though 
  Agajprak uses the larger passage because of her controlled 
  golem’s bulk. The Hellknights also chafe at using the 
  small tunnels and attack from the southwest.
  B1. The Demonic Host (CR varies)
  A sprawling plaza opens from a fissure providing a glimpse 
  into Rachikan’s past. Bright tiles decorate the plaza depicting 
  a series of five mosaics honoring a proud and stern Jistkan 
  woman. Ornate marble columns, a pristine fountain, and 
  travertine stairs lead towards an impressive stronghold 
  mounted atop an immense, crouching quadruped. 
  Thanks to the combined efforts of the morlocks and 
  Chelish archaeologists, the plaza is clear of large debris 
  and does not hinder movement. Three broad platforms 
  rise several feet above the plaza floor, and several 
  buildings around the plaza’s perimeter are buried under 
  compacted rubble.
  Four of the five mosaics depict scenes of glory: the 
  founding of Rachikan, the successful binding of a fiend, 
  a scene of violence depicting Jistkan golems wreaking 
  havoc on an opposing army, and Severina Helsprex 
  ascending toward a pillar of light within the clouds. The 
  central mosaic is an image of this plaza near the end of 
  Rachikan’s dominance; however, rather than crouching 
  toward the east end of the northern platform, the massive 
  construct is shown standing so that the stronghold’s 
  entrance is suspended over the center of the platform. 
  This mosaic provides a hint of how to open the so-called 
  “unopenable door” in area B2.
  Creatures: The kalavakus demon Irorstikal has 
  overseen the clearing of this plaza with sadistic glee, 
  driving his subjugated minions—both morlock and 
  human—past the point of exhaustion. When the PCs 
  attack, the kalavakus commands his guards, one or 
  more of the plaza’s golems, and his allied demons 
  (including dretches, schirs, and incubi) to attack. Aware 
  of an impending attack by allies of Marianix Karn 
  (information they gleaned through torture) the kalavakus 
  
  Paralictor Primo 
  Ambusta
  14
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  14
  ALLY: PRIMO AMBUSTA
  Ambusta is a scarred bear of a man, who wears the symbols 
  of his devotion to Asmodeus proudly. He is a clever orator 
  and uses honeyed words and a soothing voice to coax 
  others into admitting their foibles. Loyalty and competence 
  are very important to him, and although he loathes 
  making deals with shifty scalawags, he is willing to suffer 
  questionable allies to accomplish his goals. 
  His duty is to protect the Athenaeum’s 
  archaeologists, and significant delays in 
  this mission irritate him.
  Starting 
  Attitude: 
  Unfriendly 
  (Diplomacy DC 22).
  As 
  an 
  Ally: 
  During 
  the 
  encounter in area B1, Ambusta 
  sends his Hellknights to fight 
  the morlocks and demons; reduce 
  the number of enemy morlocks 
  by 1. In addition, Primo Ambusta 
  is able to cast dismissal (DC 18) 
  once per day against a summoned 
  demon; because he has the Spell 
  Penetration and Greater Spell 
  Penetration feats, his effective 
  caster level to overcome spell 
  resistance is 11. In addition, he 
  is able to cast cure serious wounds 
  (CL 7th) twice per day.
  Sealing Rachikan: Sealing Rachikan 
  is a decision that Ambusta would make only under the 
  most dire conditions, and present circumstances are not 
  yet so terrible that he is willing to shut down the project. 
  Convincing him to seal the Hellknights’ entrance and 
  destroy the elevator is virtually impossible using Diplomacy; 
  however, it is possible to trick Ambusta into sealing his 
  entrance by misrepresenting the threat posed by Rachikan 
  or by assuring him that other entrances will remain open. 
  His bonus on Sense Motive checks is +16. In Subtier 7–8 he is 
  particularly weary of sending his troops to their deaths and 
  wants to believe the PCs, granting a +5 on the Bluff check.
  has gathered the majority of his host at the fissure, which 
  he wrongly assumes is the only entrance into the area. If 
  the PCs approach through the morlock tunnels, allow the 
  PCs to attempt Stealth checks with a +10 bonus opposed 
  by Irorstikal’s Perception check to gain a surprise round.
  This is a potentially overwhelming force, but by now the 
  PCs should have recruited one or more allies that handle 
  some of the combatants. See the four sidebar entries 
  throughout this adventure for the PCs’ prospective allies 
  for additional information on how they help during this 
  fight. Most of these allies become embattled with lesser 
  foes and serve as an epic backdrop to the PCs’ showdown. 
  Several of the PCs’ allies are capable of casting spells to 
  help the PCs. Have these allies act on initiative count 10, 
  and do not worry about marking their exact positions 
  with miniatures; they move across the battlefield as 
  needed to fight foes or aid the Pathfinders.
  Subtier 7–8 (CR 11 or CR 12)
  MORLOCKS (6) 
  CR 2
  hp 22 each (Pathfinder RPG Bestiary 209)
  TACTICS
  During Combat The morlocks fight 
  savagely and without regard for own 
  their safety.
  Morale While the kalavakus lives, the 
  morlocks fight to the death. Once 
  the kalavakus is slain or flees, the 
  morlocks hesitate momentarily 
  before cowering, begging for 
  mercy, or fleeing.
   MORLOCK CHIEFTAIN 
  CR 6
  Morlock barbarian 4
  CE Medium monstrous 
  humanoid 
  Init +10; Senses darkvision 120 
  ft., scent; Perception +2
  DEFENSE
  AC 16, touch 15, flat-footed 9 (+6 Dex, +1 dodge, +1 natural,  
  –2 rage)
  hp 93 each (7 HD; 3d10+4d12+46)
  Fort +11, Ref +12, Will +8; +3 vs. magic
  Defensive Abilities uncanny dodge, trap sense +1,  
  Immune disease, poison
  Weaknesses light blindness
  OFFENSE
  Speed 50 ft., climb 30 ft.
  Melee club +13/+8 (1d6+6), bite +13 (1d6+3)
  Special Attacks rage (14 rounds/day), rage powers 
  (superstition +3, surprise accuracy +2), leap attack,  
  sneak attack +1d6, swarming
  TACTICS
  Before Combat The morlock chieftain is under the effects of 
  the kalavakus demon’s enslave ability.
  During Combat The morlock chieftain fights savagely, 
  preferring targets already swarmed by other morlocks.
  Morale The morlock chieftain fights to the death, fearful of 
  what other torments Irorstikal might inflict. When slain, the 
  morlock’s essence heals the enslaving kalavakus. If Irorstikal 
  is slain, the chieftain spends one round trying to convince its 
  subordinates to retreat, but it then resumes fighting.
  
  M
  M
  M
  M
  M
  M
  K
  C
  I
  I
  Irorstikal
  M
  Morlock
  C
  Chieftain
  K
  Additional Kalavakus
  15
  FATE OF THE FIEND
  FATE OF THE FIEND
  15
  
  16
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  16
  Defensive Abilities DR 5/adamantine; Immune construct 
  traits, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +18 (2d10+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks slow 
  TACTICS
  Morale The golem mindlessly fights until destroyed.
  STATISTICS
  Str 26, Dex 9, Con --, Int --, Wis 11, Cha 1
  Base Atk +11; CMB +20; CMD 29
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A stone golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature as noted below.
  A transmute rock to mud spell slows the golem (as the 
  slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hit points.
  A stone to flesh spell does not actually change the 
  golem’s structure but it negates its damage reduction and 
  immunity to magic for 1 full round.
  Slow (Su) A stone golem can use a slow effect, as the spell, 
  as a free action every 2 rounds. The effect has a range of 10 
  feet in a burst centered on the golem and a duration of 7 
  rounds, requiring a successful DC 15 Will save to negate. The 
  save DC is Constitution based.
  Subtier 10–11 (CR 14 or CR 15)
  KALAVAKUS DEMON (2) 
  CR 10
  hp 125 each (Pathfinder RPG Bestiary 2 78)
  TACTICS
  Use the tactics from Subtier 7–8. The second kalavakus demon 
  has not used its enslave ability yet and uses it against one 
  of the PCs.
  STONE GOLEM (2) 
  CR 11
  hp 107 each (Pathfinder RPG Bestiary 163)
  TACTICS
  Morale The golems mindlessly fight until destroyed.
  DOMINATED MORLOCK BARBARIANS (4) 
  CR 6
  Use the stats for the morlock chieftain from Subtier 7–8. One of 
  these barbarians is the chieftain.
  TACTICS
  Use the tactics from Subtier 7–8 for the chieftain. The other 
  morlocks continue fighting even if Irorstikal flees or dies.
  Treasure: Irorstikal wears a king’s ransom in jewelry, 
  including four mithral armbands on each arm, a thumb-
  thick silver torc, a beaten gold Sarkorian funerary necklace 
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Replace the morlock chieftain with an 
  advanced morlock, and remove two of the morlocks from 
  the encounter. Even though Irorstikal’s former master is 
  trapped by the behemoth golem, being this close grants the 
  kalavakus the sickened condition.
  Subtier 10–11: One of the stone golems malfunctions 
  when activated; replace it with the damaged stone golem 
  from Subtier 7–8. In addition, remove the second kalavakus 
  from the encounter.
  Base Statistics When not raging, the chieftain’s statistics 
  are AC 18, touch 17, flat-footed 11; hp 79; Fort +9, Will +6; 
  Melee club +11/+6 (1d6+4), bite +11 (1d6+7); Str 18, Con 18; 
  CMB +11, CMD 28; Skills Climb +28.
  STATISTICS
  Str 22, Dex 23, Con 22, Int 7, Wis 14, Cha 4
  Base Atk +7; CMB +13; CMD 28
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Power Attack
  Skills Acrobatics +21 (+29 when jumping), Climb +30, 
  Perception +7, Ride +13, Stealth +13; Racial Modifiers +8 
  Acrobatics (+16 when jumping), +16 Climb 
  Languages Undercommon
  SQ fast movement, expert climber
  Other Gear club
  IRORSTIKAL 
  CR 10
  Kalavakus demon (Pathfinder RPG Bestiary 2 78)
  hp 125
  TACTICS
  During Combat The kalavakus uses its spell-like abilities to 
  strengthen its minions and dominate a tough-looking PC, 
  though it knows from experience that warriors wearing holy 
  symbols are difficult to control. It then enters the melee to 
  disarm and maim enemies. If reduced to 50 or fewer hit 
  points and not immediately threatened, he tries to summon 
  another kalavakus. If both he and his enslaved morlock are 
  heavily injured, he kills his thrall to heal his injuries.
  Morale Irorstikal fights until reduced below 16 hit points, at 
  which time he attempts to teleport away.
  DAMAGED STONE GOLEM 
  CR 9
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 23, touch 8, flat-footed 23 (–1 Dex, +15 natural, –1 size)
  hp 90 (11d10+30) 
  Fort +3, Ref +2, Will +3
  
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  incised with pastoral scenes of villagers harvesting 
  wheat, and a ponderously large platinum earring. In 
  addition, he keeps a bag of rubies—his payment when 
  called by a mortal wizard a year earlier—in one of the 
  nearby structures.
  Development: Once the enemy combatants are 
  defeated, Bogipfen and his morlocks spend a few 
  minutes celebrating before withdrawing to other parts 
  of Rachikan. Bogipfen and Agajprak remain, the former 
  to harvest trophies from fallen demons and the latter to 
  ensure the Pathfinders do not despoil the city with their 
  surface-walking taint. Paralictor Primo Ambusta gathers 
  his Hellknights and prepares to move any surviving 
  archaeologists back to their camp atop the column. 
  They depart minutes later after Ambusta meets with the 
  PCs to announce that the Hellknights’ debt is paid and 
  confirm that there is nothing more to discuss. He allows 
  the Pathfinders to conclude their expedition in peace so 
  long as they vacate the ruins within the next two days, 
  after which he cautions they will be subject to the full 
  force of the law. Marianix Karn busies herself examining 
  and documenting the many structures in the plaza. She 
  insists on staying in Rachikan even when the PCs leave, 
  citing unfinished business in Cheliax.
  This provides the PCs with additional opportunities 
  to interact with their allies—especially important for 
  Cheliax faction PCs who may wish their assistance 
  in sealing Rachikan. With the exception of 
  last-minute spell-casting favors, the allies 
  provide no further combat assistance 
  during the scenario.
  Rewards: If the PCs fail to defeat 
  Irorstikal and his minions, reduce each 
  PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold 
  earned by 937 gp.
  Out of Subtier: Reduce each 
  PC’s gold earned by 1,426 gp.
  Subtier 10–11: Reduce each 
  PC’s gold earned by 1,916 gp.
  B2. In the Belly of the Behemoth 
  (CR 7 or CR 10)
  A pristine fortress, its entrance connected to the plaza by a 
  series of travertine stairs, squats atop a partially buried beast 
  the size of a whale. The fort’s gilded doors are splayed open, 
  leading into a single, torch-lit chamber. Carved onto the 
  fortress’s interior are miniature elephants, hippopotamuses, 
  crocodiles, and myriad other four-legged monstrosities.
  When examined more closely, a PC can identify this as 
  an animate construct with a successful DC 17 Knowledge 
  (arcana) check. Exceeding the check by 15 or more 
  also reveals that this is a behemoth golem (Pathfinder 
  Campaign Setting: Lost Kingdoms 40), one of the most 
  powerful constructs ever created in the Jistka Imperium. 
  Unlike other constructs that use elemental spirits as 
  their animating force, a behemoth golem contains one 
  or more powerful fiends. Furthermore, the PCs can spot 
  fracture zones in the plaza floor near the golem with a 
  successful DC 25 Perception or Survival check. These are 
  where the golem’s footsteps crushed the stone as it moved 
  near the platform, and the trail leads 15 feet to the west of 
  its present position.
  While the golem crouches, the PCs can easily enter 
  the fortress on its back. The single room has only one 
  Behemoth Golem
  
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  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  18
  are not reprinted here; it is included as a set piece that 
  acts more like a hazard. The golem ignores any abuse that 
  does not bypass its damage reduction (AC 31, hp 206, DR 
  15/adamantine), and it roars with displeasure if injured. 
  If reduced to 90 hit points or less, it rears up, stomps on 
  the ground, and triggers an earthquake (per the spell in a 
  40-foot-radius spread). Within one round, the golem and 
  the surrounding area are buried under several hundred 
  tons of rubble. A PC who does not flee the area is exposed 
  to a cave-in (Pathfinder RPG Core Rulebook 415).
  Development: The sound of her golem moving outside 
  alerts Severina Helsprex in area B3 that someone may 
  be about to open her tomb, and she begins casting 
  spells to prepare for possible hostilities. Once the PCs 
  have aligned the behemoth golem properly, the north 
  door swings open effortlessly, and the behemoth golem 
  becomes dormant. Sensing the rush of fresh air, Severina 
  positions herself to receive her visitors.
  B3. Beyond the Unopenable Door (CR 12 or CR 15)
  An ornate set of stairs opens into a grand throne room with ten 
  stone statues as courtiers. At the far end of the room, a gilded 
  sarcophagus lies before an elevated platform that bears a 
  silver chair and numerous tall bookshelves. Overhead, several 
  glowing orbs wash the tomb in shadowy illumination. Flanking 
  the sarcophagus are two jet obelisks that threaten to pierce 
  this chamber’s orb-filled ceiling.
  The entire tomb is surrounded by a variant forbiddance 
  spell; however, it is attuned to damage only one creature: 
  Severina Helsprex. In her case, any attempt to cross its 
  threshold results in her immediate destruction. Helsprex 
  has attempted this several times, only to reform near her 
  phylactery (a Jistkan golem manual located in the bookcase) 
  days later. When her tomb is breached, the forbiddance 
  slowly begins to unravel. After one minute, Severina is 
  able to walk out of her tomb unharmed. After one hour, 
  the entire spell ends.
  The glowing orbs bathe the area in dim light. The 
  ceiling rises to a domed apex 60 feet tall with its outer 
  edges sloping to a height of 40 feet. The two obelisks—
  which tower to a height of 50 feet—are covered in carvings 
  of tentacles and talons, and radiate strong conjuration 
  magic. The gilded sarcophagus is closed, and a PCs 
  must succeed at a DC 25 Strength check to remove its 
  lid. The interior is crammed with leftover, long-spoiled 
  alchemical and arcane reagents, which a PC can identify 
  with a successful DC 25 Knowledge (arcana) check as 
  being used in rituals to become a lich. The crammed, 
  semicircular bookshelves once contained a wealth of 
  Jistkan texts, but most of the books are so brittle that they 
  now crumble at the slightest touch.
  other exit along the north wall, but because the fortress 
  abuts the cavern wall to the north, it is impossible to 
  open the exit’s 2-inch-thick door of magically reinforced 
  iron (hardness 20, 120 hit points, break DC 48). It is only 
  possible to open the door if the behemoth golem stands 
  (elevating the door by about 20 feet) and moves west 15 
  feet, at which point the door aligns with the passage to 
  area B3. The tall fortress conceals this passage when 
  the golem crouches. Climb up the side of golem without 
  using the stairs requires a successful DC 25 Climb check. 
  Treat the one-foot thick walls of the behemoth golem’s 
  castle as solid iron (hardness 10, hit points 360).
  The golem does not respond to spoken commands. 
  Instead, a control panel hidden in the west wall (DC 18 
  Perception to find) commands the golem. The controls 
  have decayed with age, and the balor bound to the golem 
  has spent the millennia pushing against the magic that 
  binds it, leaving the golem difficult to operate. A PC 
  can attempt to operate the golem with a successful DC 
  25 Knowledge (engineering) check, which is sufficient 
  to command it to stand or move forward 15 feet. 
  Alternatively, a PC can attempt to override the controls 
  with a successful DC 25 Disable Device check as though 
  the controls were an extremely tricky device. Finally, a PC 
  can attempt to command the golem with a successful DC 
  25 Use Magic Device check as though operating a magic 
  item blindly. The PCs must succeed at two checks to move 
  the golem into position.
  Each time the PCs fail one of these checks, the 
  behemoth golem thrashes about to shake off the 
  unwanted occupants. Any creature in or on the golem 
  must attempt a Reflex save (DC equals the result of the 
  golem’s combat maneuver check [CMB +47]). Creatures 
  standing anywhere other than within the fortress that 
  fail their save fall to the plaza below, taking 4d6 damage 
  (2d6 if the golem is crouching). Creatures within the 
  fortress that fail their saves are jumbled about and take 
  10d6 bludgeoning damage (Reflex DC 21 for half). In 
  Subtier 7–8, the golem only thrashes once for every third 
  failed skill check.
  Reward creative solutions should the PCs try to operate 
  the golem in other ways. If the PCs are having difficulty 
  operating the golem, they can ask Marianix Karn (hp 58, 
  Ref +8, Use Magic Device +18) for assistance. With a 
  successful DC 20 Diplomacy check, a PC can convince 
  Agajprak to use her ivory baton to command the golem, but 
  doing so only compels the golem to either stand or move 
  before the baton runs out of charges. This development 
  infuriates the morlock, who spits and curses at the PCs 
  from atop one of the ruined buildings; her attitude 
  changes to unfriendly.
  Creatures: As a CR 17 creature, a behemoth golem is far 
  too powerful for most Pathfinders to fight, so its statistics 
  
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  19
  Creatures: Severina Helsprex sits in her chair, calmly 
  awaiting the arrival or her accidental saviors. Thousands 
  of years in captivity have taught her humility, and she 
  is no longer so confident in her abilities and station as 
  to command complete strangers—especially anyone 
  strong enough to unseal her tomb. She calls out to 
  the PCs and attempts to parley with them in a civil 
  fashion. Her motive is to escape Rachikan; however, 
  before leaving she wishes to reward the PCs for freeing 
  her. She imagines that by offering a reward, she might 
  avoid making powerful enemies, but in an effort to be 
  diplomatic, she presents the gift as a way of appeasing 
  her Jistkan code of honor.
  She asks the Pathfinders what she might give them to 
  show her gratitude. She is surprised if the PCs ask her for 
  golems, but she respectfully acquiesces to their request 
  by offering her ivory baton as a means of controlling the 
  10 constructs. If the PCs succeed at a DC 15 Sense Motive 
  check (DC 17 in Subtier 10–11), they can sense that the 
  ancient ruler is willing to part with much more just to 
  secure her freedom. With a successful DC 23 Diplomacy 
  check (DC 25 in Subtier 10–11), they can convince her to 
  surrender all of her possessions save two: her spellbook 
  and her phylactery. If the PCs demand these, Severina 
  flies into a rage and attacks. If the PCs accept the offered 
  items and let Severina pass, she casts dimension door to 
  reach a safe place elsewhere in Rachikan before using her 
  scroll of teleport to leave entirely.
  As both a ruler and a lich, Severina is very hard to trick. 
  If she has even the slightest suspicion that the PCs may 
  turn on her or are revolted by her undead state, she does 
  not hand over her gifts until she is near the exit of her 
  tomb and can flee.
  The 10 statues that line the tomb are, in fact, 10 
  dormant stone golems (only 2 stone golems animate at 
  Subtier 10-11). Each golem is sculpted with the features of 
  a deceased Jistkan noble.
  Subtier 7–8 (CR 12)
  SEVERINA HELSPREX 
  CR 12
  Lich (Pathfinder RPG Bestiary 188)
  hp 111
  TACTICS
  Before Combat Severina casts extended mage armor, false 
  life, and see invisibility. In addition, she casts shield just as 
  the door opens.
  During Combat Angry at the PCs outrageous demands and 
  their audacity to attack her, Helsprex unleashes a fury 
  of devastating magic. She uses her spells to destroy her 
  enemies and protect her from harm. She waits to cast circle 
  of death until she can confirm that her foes are weak enough 
  to succumb to it (such as their using only low-level spells or 
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Millennia of torpor have dulled Severina’s 
  memory, and she has difficulty recalling some of her most 
  potent spells. Remove circle of death and maximized fireball 
  from her list of prepared spells. In addition, she is weakened 
  by inactivity, reducing her damage reduction value to 10/
  bludgeoning and magic as well as reducing the save DC of 
  her supernatural abilities by 2.
  Subtier 10–11: Remove one of the stone golems from 
  the encounter.
  their repeatedly failing to avoid her other spells). She tries to 
  position herself near the exit so that she can flee quickly.
  Morale Severina fights for 5 rounds or until she has 30 or fewer 
  hit points, whichever comes first. At that point, she realizes 
  this battle does nothing to serve her, and she attempts leave 
  the chamber and teleport away.
  Subtier 10–11 (CR 15)
  SEVERINA HELSPREX 
  CR 13
  Advanced lich (Pathfinder RPG Bestiary 188, 294)
  hp 133
  TACTICS
  As Subtier 7–8
  STONE GOLEM (2) 
  CR 11
  hp 107 each (Pathfinder RPG Bestiary 163)
  TACTICS
  During Combat The golems attempt to shield Severina against 
  melee threats. They mindlessly pummel any enemy in reach. 
  Their impulse to protect the ruler of Rachikan is so great 
  that even if commanded by an ivory baton, they simply stop 
  fighting; they do not attack her.
  Morale The stone golems fight until destroyed or until Helsprex 
  teleports away (at which point the become dormant).
  Treasure: In addition to her gear, Severina Helsprex 
  keeps an ivory baton (see the sidebar) on one of the 
  bookshelves. Depending on how the PCs handle the 
  encounter, they either receive the baton without a fight, 
  recover it from Severina’s remains, or lose the baton 
  when Severina flees combat. In Subtier 7–8, the arcane 
  reagents in the sarcophagus are worthless and ruined. 
  In Subtier 10–11 there are enough preserved that they 
  are worth 8,000 gp. The bookcase contains hundreds 
  of books, though most are little more than worn covers 
  containing the dusty remains of pages that disintegrated 
  centuries ago. Restoring the texts is beyond the power 
  
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  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  20
  of mending, but if the PCs cast make whole at least three 
  times, they restore the books sufficiently to transport 
  them out of the library for future study; doing so earns 
  each PC the Writings of Rachikan boon on his or her 
  Chronicle sheet.
  Development: After dealing with Helsprex, the PCs 
  are free to explore the chamber and activate the golems. 
  Unfortunately, the constructs are too large to fit through 
  the small entrance into the behemoth golem’s fortress. 
  Unless the PCs can develop a clever way to create a larger 
  entrance, the only way to transport the golems out of this 
  chamber involves activating the black obelisks, which 
  require a power crystal to activate. The morlock Agajprak 
  possesses such a crystal, but she charges a high price for 
  it; see the Ally: Agajprak sidebar for more information. 
  Alternatively, the PCs can search Rachikan for a power 
  crystal, which takes two days of exploration.
  Once a PC places a power crystal in either obelisk, the 
  monolith creates a shadowy portal 10 feet in diameter. 
  By concentrating on a location in or near Rachikan, a PC 
  can direct the portal to open in that place, thus allowing 
  the PCs to herd the golems to the pillar’s exterior with 
  little effort. One of the surviving Jistkan books contains 
  several pages with fine illustrations (DC 15 Linguistics 
  check to understand) that describe how to operate the 
  obelisks. A PC can also direct the portal with a successful 
  DC 25 Use Magic Device check to operate it blindly.
  Carving a new exit out of the area with adamantine 
  weapons or magic still requires that the PCs lead the golems 
  from the plaza, through Rachikan, and outside. This drains 
  much of the power from the ivory baton and makes it difficult 
  for the Pathfinder Society to control the golems in the future.
  Rewards: If the PCs fail to defeat Severina Helsprex or 
  negotiate for her to surrender most of her belongings, 
  reduce each PC’s gold earned as noted below. If the 
  PCs allow Severina to leave without fighting her or 
  negotiating for her belongings, reduce each PC’s gold 
  earned by half the value listed below.
  Subtier 7–8: Reduce each PC’s gold earned by  
  1,384 gp.
  Out of Subtier: Reduce each PC’s gold earned by 
  1,730 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 
  2,076 gp.
  CONCLUSION
  So long as the PCs recover the golems from area B3 
  within five days, Venture-Captain Calisro Benarry 
  helps them to load and transport the golems to the Grand 
  Lodge. She sports a wide grin during the return trip, often 
  descending into the cargo hold of her ship just to stare in 
  amazement and wonder. If the PCs failed in their mission, 
  she is still glad to see them and prepares to leave as soon as 
  possible. If the PCs failed to recover the golems within five 
  days, they find the Grinning Pixie has already departed for 
  less dangerous waters. Unless the PCs have another means 
  of transporting nearly 20,000 pounds of construct without 
  extensive use of the ivory baton, they are forced to abandon 
  the golems and return to the Grand Lodge empty-handed.
  The fate of Rachikan is once more left to its native 
  morlocks, who welcome the departure of the Pathfinders 
  and Chelish explorers from the morlocks’ ruined city. 
  If the PCs allowed one-time ruler Severina Helsprex to 
  escape, they have unleashed a powerful, evil force upon 
  the world—one that they may meet again.
  Reporting Notes
  If the PCs destroyed both Severina Helsprex and her 
  phylactery, check box A on the reporting sheet. If Severina 
  instead escaped Rachikan without fighting the PCs, check 
  IVORY BATON
  Aura strong enchantment; CL 18th
  Slot none; Price 40,000 gp; Weight 6 lbs.
  DESCRIPTION
  This white, slender rod is engraved with decorative emblems 
  of elephants, jackals, alligators, and other wild beasts, 
  and is worth 2,000 gp because of its masterful 
  craftsmanship. The wielder can command 
  the obedience of golems within 120 feet 
  when she activates the device (a standard 
  action), bypassing their immunity to magic 
  and any other resistances to magic they 
  may possess. Up to 300 Hit Dice worth of 
  golems can be ruled at once with an ivory 
  baton. Ruled golems obey the wielder 
  as if she were their creator. Still, if the 
  wielder attacks a ruled golem or gives it a 
  command that is obviously harmful to it, the 
  magic is broken. An ivory baton can be used for 
  500 total minutes before crumbling to dust. This 
  duration need not be continuous. For each golem 
  ruled beyond the first, multiply the number of 
  minutes expended by the number of golems 
  ruled (so, for example, a creature wielding 
  an ivory baton to control three golems 
  effectively expends 3 minutes of the rod’s 
  total duration every minute). 
  In addition, an ivory baton acts as a golembane scarab as 
  long as its wielder holds the rod in one hand. 
  CONSTRUCTION
  Requirements Craft Rod, geas/quest, mass charm monster; 
  Cost 21,000 gp
  
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  21
  box B. Check box C if the PCs’ fight Helsprex but fail to 
  defeat her. If members of the Cheliax faction successfully 
  orchestrated the sealing of Rachikan and learned of the 
  secret tunnel, check box D.
  Primary Success Condition
  The PCs successfully complete their main mission so 
  long as they recover Severina Helsprex’s ivory baton, lead 
  at least eight of her golems out of Rachikan, and transport 
  the golems back to the Grand Lodge. Doing so earns each 
  PC 1 Prestige Point.
  Secondary Success Condition
  The PCs successfully complete their secondary success 
  condition if they return at least nine intact golems to the 
  Grand Lodge without expending a significant amount 
  of the ivory baton’s energy (as they would by marching 
  the golems through Rachikan rather than by using the 
  jet obelisks’ teleportation effect). In Subtier 10–11, this 
  requires defeating Severina before destroying both golems.
  Faction Notes
  Members of the Cheliax faction need to secure the 
  assistance of Bogipfen and Primo Ambusta in order to 
  seal Rachikan. In addition, they must convince Marianix 
  Karn to share the location of another secret entrance into 
  Rachikan. If Cheliax faction PCs manage to convince all 
  three NPCs to cooperate with them, they each receive the 
  Dralneen’s Deception boon on his or her Chronicle sheet. 
  But, remember: simply closing two entrances and leaving 
  the third one open does not meet Zarta Dralneen’s needs. 
  All three conditions must be met.
  PLAYER HANDOUT #1
  PLAYER HANDOUT #2
  I am writing in haste, as we were recently hit with another earthquake. In its 
  aftermath, we discovered a passage leading to a formerly sealed section of the 
  city. It is breathtaking; the marvels of this glorious civilization are unparalleled. In 
  our explorations, we came across a great keep, and within was the most curious 
  door I have ever set eyes upon. The door’s runes claim it leads to the tomb of 
  Inperantike Severina Helsprex—Rachikan’s former ruler. No matter what we tried, 
  the door remained barred.
  —Marianix Karn
  Faithful Agents,
  There are powerful members of the Pathfinder Society, 
  myself included, that feel by leaving Rachikan open for 
  plunder only puts the innocent people of Cheliax at risk. 
  Whether a band of morlocks grows tired of the incursions 
  and mounts a counter attack, a golem goes haywire and 
  rampages across the countryside, or some fiendish entity 
  escapes and fouls city gutters, we feel it is best to seal 
  every access point into Rachikan, three in all (the Aspis 
  excavation, the Hellknight elevator, and Grone’s staircase), 
  and let it be forgotten forever. Of course, that is after you 
  complete the Decemvirate’s tasks. Let no one ever enter 
  that doomed and rotten city again! I have faith in your 
  abilities.
  Much Appreciation,
  Z. 
  
  22
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  22
  PLAYER HANDOUT #3
  Faithful Agents,
  There are PowerfuL members of the PAthfinder SocietY, 
  myself included, thaT feel by leaving RacHikan open for 
  plunder only puts the Innocent people of Cheliax at risk. 
  Whether a baNd of morlocks Grows tired of the incursions 
  and mounts a counter attack, a golem gOes haywire and 
  rampages across the countryside, or some Fiendish entity 
  esCapes and fOuls city gUtteRs, we feel it is best to SEaL 
  evEry Access point into Rachikan, three in all (the Aspis 
  excavation, the Hellknight elevator, and Grone’s staircase), 
  and let it be forgotten foreVer. Of coursE, that is after you 
  cOmPletE the Decemvirate’s tasks. Let No One ever eNtEr 
  that DOOmed and Rotten city again! I have Faith in yOuR 
  abilities.
  Much ApprEciation,
  Z. 
  
  23
  FATE OF THE FIEND
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  23
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #5–17: 
  Fate of the Fiend
  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 
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  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 
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  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 
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  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 
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  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #5–17: Fate of the Fiend © 2014, Paizo Inc.; Author: 
  Larry Wilhelm
  
  paizo.com/pathfinder
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and 
  the Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Available Now!
  Mythic Adventures lets you play a hero that is a cut above the ordinary sellsword, more powerful 
  than your average hedge wizard, and able to take on challenges far beyond those of your ordinary 
  contemporaries. With powers and abilities beyond the reach of mere mortals, a mythic character 
  takes on the agents of deities and rushes headlong into the abyss. GO BE LEGENDARY.
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  FROM LEGENDARY DEEDS  
  COME LEGENDARY HEROES
  FROM LEGENDARY DEEDS  
  COME LEGENDARY HEROES
  
  paizo.com/pathfinder
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Available Now!
  Woe to you, O earth and sea, for Bestiary 4 comes packed full of more beasties from lore and 
  literature. From Cthulhu to nosferatu, dragons to demon lords, Bestiary 4 is an indispensible volume 
  of more than 250 monsters for the Pathfinder Roleplaying Game.
  BesTiary 4
  BesTiary 4
  BesTiary 4
  4 THE NUMBER OF THE BESTIARY
  THE NUMBER OF THE BESTIARY
  
  Notes
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  2,218
  4,436
  10–11
  3,912
  7,824
  Out of
  subtier
  3,065
  6,130
  —
  —
  —
  Pathfinder Society Scenario #5–17: 
  Fate of the Fiend
  Dralneen’s Deception (Cheliax Faction): As a reward for keeping the door to Rachikan open, Zarta 
  Dralneen has offered to open previously inaccessible doors for you. Choose one faction-specific prestige 
  award available to another active faction; this award must cost 2 Prestige Points or less. You can purchase 
  that award as though you were a member of the respective faction. When you purchase the award, record 
  it on the line below.
  Writings of Rachikan: You recovered a large collection of texts dating back to the Jistka Imperium, and 
  in studying them, you have gained considerable insight into the fallen empire’s history. You gain a +3 
  bonus on Knowledge checks regarding the Jistka Imperium and its constructs. You may cross this boon 
  off your Chronicle sheet after making an attack against a construct to re-roll the attack with a +2 bonus.
  TALISMAN OF TONGUES
  Aura faint abjuration and divination; CL 5th
  Slot neck; Price 45,000 gp; Weight 1 lb.
  DESCRIPTION
  This small carving of an anteater is fitted with a chain so it can be worn as a necklace. When worn, a talisman 
  of tongues grants its wearer the ability to speak and understand anyone it interacts with as the spell tongues. 
  Furthermore, it provides the wearer a +2 resistance bonus on saving throws against language-dependent spells and 
  special abilities.
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance, tongues; Cost 22,500 gp
  All Subtiers
  Subtier 6–7
  talisman of tongues (45,000 gp)
  ring of climbing (2,500 gp)
  periapt of health (7,400 gp)
  boots of levitation (7,500 gp)
  headband of vast intelligence +2 (4,000 gp)
  ring of protection +2 (8,000 gp)
  medallion of thoughts (12,000 gp)
  improved ring of climbing (10,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 5/S05-17 Fate of the Fiend.pdf