TEXT: By Brian Duckwitz
  BEYOND THE HALFLIGHT PATH
  PATHFINDER SOCIETY SCENARIO #9-09 
  TIER 3–7
  
  Pathfinder Society Scenario #9–09: Beyond the 
  Halflight Path is a Pathfinder Society Scenario 
  designed for 3rd- through 7th-level characters (Tier 
  3–7; Subtiers 3–4 and 6–7). 
  The setting and encounters in this adventure 
  are flexible. The section on page 4 titled Running 
  This Scenario provides detailed GM instructions that 
  describe how to construct this adventure. Unlike a 
  typical Pathfinder Society scenario for characters 
  higher than 1st level, players and GMs can replay 
  this adventure for credit.
  This scenario is designed for play in the 
  Pathfinder Society Organized Play campaign, but 
  can easily be adapted for use with any world.
  HOW TO PLAY
  Author • Brian Duckwitz
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing, Tom Ventre
  Cartographer • Jason Engle
  Creative Directors • James Jacobs,  
  Robert G. McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Director • Jenny Bendel
  Marketing Coordinator • Dan Tharp
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  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
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  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
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  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
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  Open Game 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 Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #9–09: Beyond the Halflight Path © 2017, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder 
  Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure 
  Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder 
  Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder 
  Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, 
  Starfinder Society, and Shattered Star are trademarks of Paizo Inc.
  GM ResouRces
  Beyond the Halflight Path makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5 and Pathfinder RPG 
  Ultimate Equipment. Additionally, specific Story Arcs require other books, as follows. The arcs are listed 
  in the order they appear in the scenario. The first three arcs in this list take place in the Scintillating Halls. 
  The next three take place in the Shining Deep, and the final three in Sparklegrim Passage.
  Cultists: Pathfinder RPG Advanced Class Guide (ACG) for the howling bracers in Subtier 6–7 and 
  Pathfinder RPG GameMastery Guide for the haunt rules in both subtiers.
  Alien Infection: No additional sources.
  Alien Art Recovery: No additional sources.
  Recovering Implements: No additional sources.
  Raising the Dead: Pathfinder RPG Ultimate Magic (UM) for the necromancer Verazaz’s abilities 
  and equipment.
  Summoning Gone Wrong: Pathfinder RPG Advanced Class Guide (ACG) for the ring of summoning 
  affinity (qlippoth) in Subtier 6–7.
  Evil Seeks Sacrifices: Pathfinder RPG Advanced Class Guide (ACG) for the Slashing Grace feat and 
  Pathfinder RPG Advanced Player’s Guide (APG) for the antipaladin class.
  Kobold Testing Grounds: Pathfinder RPG Advanced Player’s Guide (APG) in both subtiers. 
  Pathfinder RPG Advanced Race Guide (ARG) for the Kobold bloodline in Subtier 3–4, and Pathfinder 
  RPG Monster Codex (MC) for the dragon yapper prestige class in Subtier 6–7. 
  Drow Raiders: Pathfinder RPG Advanced Player’s Guide for various NPC spells and abilities in 
  Subtier 6–7.
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, and 
  the relevant rules from the Bestiary volumes and the Codex volumes are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Beyond the Halflight Path .   .   .   .   .   .   .  3
  Player Handouts  .  .  .  .  .  .  .  .  .  .  . 33
  Chronicle Sheet   .  .  .  .  .  .  .  .  .  .  . 37
  Appendices  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  
  Kaer Maga •
  Varisia
  3
  Shining Deep: Another long-sealed vault is called the 
  Shining Deep, a place where small, pulsing gems dot the floors 
  and walls. It was built as nothing more than tool storage for 
  the caulborn, but the tools used by these creatures bear little 
  resemblance to the tools used on the surface today. Magical 
  in nature, their use allowed rapid excavation. Unfortunately, 
  the same magical energies that powered the tools weakened 
  the surrounding stone, leaving behind a highly unstable 
  system of caverns and several new entrances. Several treasure-
  hunters have discovered these new entrances. In one case, 
  a foul necromancer acquired an excavating tool he’s used 
  to raid ancient underground burial sites, avoiding defenses 
  and guardians and desecrating countless graves. In another, 
  a pair of thieves used an excavating tool to enter buildings in 
  Kaer Maga from below, damaging buildings that have since 
  collapsed and injured innocent residents. In the final story, 
  a group of demon-worshipers attempted to amplify their 
  I
  n the distant past, what is now the bizarre city of Kaer 
  Maga was home to the enigmatic caulborn, a telepathic 
  race of planar scholars. As the Starstone hurled from 
  the void of space on a collision course with Golarion, the 
  caulborn fled underground with their vampiric servants, 
  taking many of their items and secrets with them. Some 
  were weapons, but many were merely tools, items that 
  allowed them to carve new caverns and passages from the 
  rock deep beneath Kaer Maga. The caulborn created more 
  new vaults than they needed, whether to fulfill future plans 
  or merely for their own enjoyment. Over time they left many 
  of these areas, and eventually new inhabitants claimed them.
  This scenario takes the PCs to one of three vaults: the 
  Scintillating Halls, the Shining Deep, or the Sparklegrim 
  Passage. In each of these vaults, one of three possible 
  groups is performing deeds that have ramifications on the 
  surface of Kaer Maga. The groups other than the one you 
  select are still afoot in deeper parts of the vault, but their 
  plans have not fully come to fruition, and they are not the 
  subject of this adventure. The PCs may encounter these 
  other groups if they replay this scenario in the future.
  Scintillating Halls: One of the areas created in this way 
  is now known as the Scintillating Halls for the strange, 
  ever-changing luminescence in both the water and the 
  impressive crystal structures. Here the caulborn stored 
  ancient works of art of unknown origins and somehow 
  tied to the worship of the Great Old Ones and the Elder 
  Gods. Why they were stored here and how they were 
  gathered is a mystery that may never be solved, but they 
  are far from harmless. A small but devout cult recently 
  divined the existence of these artworks and seeks to focus 
  a foul ceremony around one of the pieces in order to draw 
  their god’s attention. Additionally, creatures from the Dark 
  Tapestry, detecting the presence of their own unusual 
  energy signature, seek to recover an object that is in fact 
  one of the caulborn’s bizarre technologies. Perhaps most 
  dangerously, one of the art objects served as a prison—or 
  perhaps an egg—for a being that has finally thrown off the 
  torpor brought about by the preservative enchantments 
  woven by the caulborn, and is now gathering strength.
  By Brian Duckwitz
  Beyond the Halflight Path takes place both in Kaer Maga and 
  in one of the vaults far beneath the city. For more information 
  on Kaer Maga, its denizens, and its many mysteries, see 
  Pathfinder Campaign Setting: City of Strangers as well 
  as Pathfinder Campaign Setting: Inner Sea World Guide, 
  available at game stores everywhere and at paizo.com.
  Where on Golarion?
  BEYOND THE 
  HALFLIGHT PATH
  
  PATHFINDER SOCIETY SCENARIO
  4
  summoning with one tool and instead called upon forces far 
  older and more primal, creating an unstable rift to a fissure 
  deep in the Abyss, where the qlippoth have taken notice.
  Sparklegrim Passage: The last of these caulborn halls has 
  earned the name Sparklegrim Passage for its beautiful crystal 
  formations and nasty reputation for disappearing explorers. 
  On a foray up the Halflight Path, a group of recently freed 
  slaves became lost and fell victim to one of several groups 
  who are exploring the passage. An antipaladin from Qadira 
  who has fully turned from Sarenrae was guided here by 
  visions of her new demonic master and seeks to unlock a 
  dangerous altar through use of blood sacrifice. During their 
  regular digging of tunnels and exploration, a group of kobold 
  explorers broke through into Sparklegrim Passage and are 
  working to uncover long-lost secrets of magical trapmaking 
  by examining ancient texts on the subject. Now they’re 
  testing out their experiments on the captured travelers. 
  Finally, a drow raiding party has been sent by their matron 
  to secure several holy texts of Haagenti from the vault and 
  bring back surface-dweller slaves for experimentation.
  SUMMARY
  The PCs arrive in Kaer Maga on orders from Sheila 
  Heidmarch to aid one of three factions in the city and thus 
  build a stronger relationship between the faction and the 
  Pathfinder Society. After meeting with a representative of 
  the faction, the party investigates the trouble occurring in 
  the city and discovers hints at the nature of the problem. 
  Still unsure of the source of the trouble, they consult with 
  a troll augur, who provides clues that the PCs must enter 
  one of the vaults below Kaer Maga. With this information 
  in hand, the Pathfinders meet with a member of the 
  Duskwardens, the group in charge of watching for dangers 
  beneath the city. The Duskwarden helps the PCs pinpoint 
  the correct vault and grants them access. From there, the 
  PCs proceed to the vault they’ve identified, explore its 
  mysteries, and stop the threat.
  GLOSSARY OF TERMS
  This scenario provides options for many central components, 
  including the setting and the encounters. For the sake of 
  clarity, this adventure uses the following terms to refer to the 
  adventure’s customizable elements. 
  Vault: After concluding the investigation in Kaer Maga, the 
  PCs descend into one of three vaults, which are underground 
  cave complexes beneath the city. All combat encounters in 
  this scenario take place in one of these locations. The three 
  possible vaults are Scintillating Halls, Shining Deep, and 
  Sparklegrim Passage. 
  Story Arc: A story arc is the overarching theme and story 
  of the adventure. Each story arc is tied to a vault, and each 
  vault has three possible story arcs. Each story arc is tied to two 
  specific encounters, called the story threat and linked threat.
  Story Threat: The story threat is the scenario’s “boss 
  encounter.” It is the creature or group of creatures who are 
  most responsible for the story’s events, and it is likely to be the 
  most challenging threat the PCs face during the adventure. 
  Linked Threat: The linked threat is an encounter that is 
  thematically tied to the story threat.
  Independent Major Threat: An independent major threat 
  is a difficult encounter that can appear in any of the story arcs.
  Independent Minor Threat: An independent minor threat 
  is an encounter that can appear in any of the story arcs. It is 
  less challenging than the independent major threat.
  Environmental Threat: An environmental threat is a haunt, 
  trap, or hazard that the PCs may encounter as they explore 
  the vault.
  RUNNING THIS SCENARIO
  This scenario is designed as a flexible adventure using Flip 
  Mat: Bigger Caverns. The Scintillating Halls uses the side with 
  a central rift, while the other two vaults use the side with an 
  underground stream.
  For the GM’s convenience, most of this scenario is 
  organized by vault. Each vault’s section starts with a 
  description of the location’s background. Next, each section 
  includes a description of the three possible story arcs for 
  that location. This description includes the treasure that the 
  PCs can earn. After the story arc descriptions, the adventure 
  provides details for the investigation into Kaer Maga. The 
  next part provides a map of the vault along with detailed 
  descriptions of the vault’s rooms. Finally, the vault’s section 
  contains a conclusion that takes into account each of the 
  possible story arcs.
  Because of the customizable nature of this scenario, 
  none of the encounters appear on the maps or in the text 
  of the scenario. Instead, all information regarding specific 
  encounters appears in this scenario’s appendices. 
  Appendix 1 (page 38) contains tables to assist the GM in 
  selecting the scenario’s elements. First, the appendix provides 
  random tables for selecting the adventure’s vault and story 
  arc. As the GM, you can either roll on these tables or select 
  the vault and story arc that appeals to you most based on 
  the adventure’s background and the descriptions in the 
  beginning of the vault sections. If you roll randomly, be sure 
  to consult these descriptions to familiarize yourself with the 
  adventure’s background. This appendix also provides tables 
  that detail the story threat and linked threat for each story 
  arc. Next, Appendix 1 includes one table each for independent 
  major threats, independent minor threats, and environmental 
  threats. When building your adventure, you will need to select 
  one encounter from each of these three tables. Appendix 2 
  on page 42 provides a walkthrough of a hypothetical GM 
  assembling her adventure. Appendices 3–13 provide statistics 
  for all of the encounters the PCs may face, sorted by vault, 
  encounter type, and subtier.
  
  5
  BEYOND THE HALFLIGHT PATH
  Once you are familiar with the storyline and have 
  determined all the elements that need to be placed in your 
  dungeon, review the map and encounter area descriptions 
  for your dungeon location (see page 6–15 for the Scintillating 
  Halls, pages 15–23 for the Shining Deep, and pages 24–32 for 
  Sparklegrim Passage). Place encounters first, attempting 
  to keep them as spread out as possible while maintaining 
  verisimilitude. When the PCs face the various encounters, 
  they should face only one threat at a time unless they are 
  specifically trying to trigger multiple encounters at once. 
  In a situation where one encounter would naturally trigger 
  a second encounter—particularly if there are loud spell 
  or weapon effects, an NPC calls for help, or the like—the 
  second threat should not arrive until at least the 4th round 
  of combat. Before a given encounter, the PCs should be able 
  to take time to equip gear, cast spells, or approach carefully 
  to avoid an ambush. 
  Now you’re ready to place the treasure. Each story arc 
  includes treasure associated with its story threat, treasure 
  associated with its linked threat, and additional treasure for 
  elsewhere in the vault. Place these in the dungeon alongside 
  or very near your encounters, distributing the individual 
  pieces as you see fit.
  The scenario begins with an investigation portion. Your 
  choices of vault and story arc set most of the details of this 
  portion of the adventure, but you can still decide which NPCs 
  the PCs encounter as they gather rumors. The full list of 
  relevant rumors that the PCs may find appears in Appendix 
  14 on page 90.
  If possible, collect information from the players in advance 
  about their past experiences with this scenario. As you 
  assemble your adventure, consider avoiding options that your 
  players have already experienced. If you do not know which 
  PCs to expect and have enough time, consider selecting 
  a location and story arc, and then preparing two or three 
  thematically and mechanically different choices for each type 
  of encounter. When in doubt, prepare only as much material 
  as your time and circumstances allow; a well-prepared GM 
  running a familiar adventure is better than a harried GM 
  running material that is new to the players.
  ADVENTURE REWARDS
  Because the distribution of treasure items varies 
  significantly between encounter arcs, do not deduct 
  rewards based on which treasure items the PCs have 
  found. Cross off all items that the PCs did not find on their 
  Chronicle sheets as normal, including items from other 
  vaults and story arcs, and then use the following table to 
  deduct rewards based on encounters that the PCs do not 
  complete. For space reasons, standard items from the 
  Pathfinder RPG Core Rulebook with a value of 1,000 gp or 
  less (or 2,500 gp or less in Subtier 6–7) do not appear on the 
  scenario’s Chronicle sheet.
  Finding the Vault: If the PCs do not finish their 
  investigation in Kaer Maga and locate the vault, reduce each 
  PC’s gold earned by the following amount. Note that the 
  PCs still receive this reward even if they fail all of their skill 
  checks during the investigation.
  Subtier 3–4: Reduce each PC’s gold earned by 195 gp.
  Out of Subtier: Reduce each PC’s gold earned by 338 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 480 gp.
  Defeating the Story Threat: If the PCs do not defeat the 
  scenario’s story threat, reduce each PC’s gold earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 390 gp.
  Out of Subtier: Reduce each PC’s gold earned by 675 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 960 gp.
  Defeating the Linked Threat: If the PCs do not defeat 
  the scenario’s linked threat, reduce each PC’s gold earned 
  by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 260 gp.
  Out of Subtier: Reduce each PC’s gold earned by 450 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 640 gp.
  Defeating the Independent Major Threat: If the PCs do 
  not defeat the independent major threat, reduce each PC’s 
  gold earned by the following amount.
  Instead of listing all possible skill check and saving throw difficulties throughout the adventure, “Beyond the Halflight Path” follows 
  an Easy/Average/Hard check scheme. When the text calls for a skill check or saving throw, refer to the following table for the 
  appropriate DC.
  Skill checks and Saving Throws
  SKILL DIFFICULTY
  Skill Difficulty 
  Subtier 3–4 
  Subtier 3–4  
  Subtier 6–7 
  Subtier 6–7 
   
   
   
  (4 player adjustment) 
   
  (4 Player adjustment) 
  Easy 
  12 
  14 
  16 
  17
  Average 
  15 
  17 
  19 
  21
  Hard 
  18 
  20 
  24 
  26
  
  PATHFINDER SOCIETY SCENARIO
  6
  Subtier 3–4: Reduce each PC’s gold earned by 260 gp.
  Out of Subtier: Reduce each PC’s gold earned by 450 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 640 gp.
  Defeating One Additional Encounter: It the PCs do not 
  defeat the independent minor threat and they do not interact 
  with the environmental threat, reduce each PC’s gold earned 
  by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 195 gp.
  Out of Subtier: Reduce each PC’s gold earned by 338 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 480 gp.
  SCINTILLATING HALLS
  The rooms and passages now called the Scintillating Halls 
  were once a repository for all manner of strange devices, 
  sculptures, and odd bits of technology that the caulborn 
  knew or assumed were somehow related to the Dark 
  Tapestry. Whether their vaunted foresight failed them or if 
  what happened later was all part of a plan, the wisdom of 
  concentrating so many objects from beyond the stars would 
  seem to be questionable at best. Over time, the energies of 
  the objects interacted with each other, altering the geology 
  of the vault and tainting the water that flows through it.
  STORY ARCS
  The following details provide specific background to each 
  story arc. Story arcs are listed in order of increasing difficulty.
  CULTISTS
  In this story arc, a sunken-eyed man known only as 
  Balthazin is the leader of the cult behind the recent 
  disturbances. Balthazin was a mercenary bodyguard 
  until his final fateful contract. He was hired to provide 
  additional security to a group of merchants traveling 
  through the Darklands. Opportunistic raiders struck the 
  group, triggering several collapses to scatter their targets. 
  Unable to reach his charges, Balthazin could only listen 
  to the sounds of slaughter. He was left to wander the 
  Darklands alone, with little hope for survival. However, 
  after he lost the strength to move, a group of cloakers 
  flew in on powerful wings. These creatures interpreted 
  Balthazin’s arrival as a sign from their god Azathoth, and 
  they slowly but surely indoctrinated the desperate man 
  into their religion. Eventually, following what he believed 
  to be a series of divine visions, Balthazin wandered back to 
  the surface and found his way to Kaer Maga.
  Once he reached the city, Balthazin wandered the 
  streets preaching and searching for others who would be 
  susceptible to his god’s message. He found Edwin Malcor, 
  a scholar with an unhealthy obsession with forbidden 
  knowledge. A combination of Balthazin’s visions and 
  Edwin’s scholarship led the pair to believe that an eight-
  pointed star, symbol of their god, was hidden in one of 
  the vaults beneath the city. They believed that this star was 
  formed from the poisonous metal abysium and that it had a 
  role to play in enacting Azathoth’s will. Balthazin continued 
  to preach, and his words resonated with another cruel 
  individual: Gretta Whispersmile. Gretta was a misanthrope 
  who struggled to contain the urge to lash out violently at 
  anyone who displeased her, and she latched on to those parts 
  of Balthazin’s tales that portrayed Azathoth as a mindless 
  avatar of destruction. 
  The cultists worked carefully and quietly to gain access 
  to the vault, but they made a crucial error when they were 
  caught trying to steal a small medallion from Kelgren Noc, 
  an elderly shopkeeper. The old man awoke to the sound of 
  breaking glass and confronted the thieves, and Gretta slew 
  him without hesitation. The cultists anointed the stolen 
  medallion in Noc’s blood before making their way down the 
  Halflight Path. 
  Treasure for Story Threat: In both subtiers, the treasure 
  is the NPCs’ gear. In addition, the cultists have an eight-
  pointed star symbol of Azathoth carved from dark stone. 
  The following items from this encounter appear on the 
  Chronicle sheet: ring of protection +1 (Subtier 3–4 only), a wand 
  of bless (10 charges), and a wand of color spray (20 charges; 
  Subtier 3–4 only).
  Treasure for Linked Threat: In Subtier 3–4, the treasure 
  is a ring of sustenance; in Subtier 6–7, the treasure is a pair 
  of howling bracers (Pathfinder RPG Advanced Class Guide 230).
  Additional Treasure: In Subtier 3–4, the Scintillating Halls 
  also contain a +1 longsword, an amulet of natural armor +1, two 
  potions of cure moderate wounds, and two potions of protection 
  from evil. In Subtier 6–7, add a +1 chain shirt, a pair of eyes of 
  the owl (Pathfinder RPG Ultimate Equipment 225), and a potion of 
  haste, and replace the two potions of cure moderate wounds with 
  two potions of cure serious wounds.
  ALIEN INFECTION
  In the alien infection story arc, an ancient life form has 
  “hatched” after a tremendously long incubation period in a 
  vault where the caulborn placed its egg long ago. At night, it 
  works its way to reach the surface of Kaer Maga. 
  In Subtier 3–4, the creature is a chaos beast. It has been 
  feeding upon creatures in the sewers beneath the city, 
  occasionally transforming them into blobs that struggle 
  to regain their original forms. It has ambushed and struck 
  several humans on the surface for its own amusement, 
  leaving them alive but in a horrifying state (see page 44 for a 
  description of this ability).
  In Subtier 6–7, the creature is a neh-thalggu, also known 
  as a brain collector. Freshly awake after a long period of 
  dormancy, it is eager to rebuild its supply of brains. By the 
  time the PCs arrive, it has already collected the seven brains 
  it needs to activate all of its powers, but it is convinced that 
  it can make itself more powerful by forming synergistic 
  combinations between the brains it holds. To that end, it 
  
  7
  BEYOND THE HALFLIGHT PATH
  has been scouring the most densely populated district of 
  Kaer Maga, the Warren. It has been invisibly sneaking into 
  people’s homes, paralyzing them, and then extracting their 
  brains from their skulls. It stores the brains in specialized 
  jars of preservative fluid, and spends its days trying out 
  different combination of brains in hopes of unlocking their 
  hidden potential.
  In both subtiers, the proximity of this creature has caused 
  growing unrest among the poorest residents of the Warren. 
  In Subtier 3–4, people fear that the gruesome blob effect is 
  contagious and have been trying to quarantine victims. In 
  Subtier 6–7, the gruesome murders have lead to a growing 
  sense of panic in the streets. 
  Treasure for Story Threat: In Subtier 3–4, the treasure 
  is a glowing glove (Pathfinder RPG Ultimate Equipment 238), a 
  potion of heroism, and a pouch of void dust (Ultimate Equipment 
  324). In Subtier 6–7, the treasure is an eye of the void (Ultimate 
  Equipment 296), a potion of heroism, and a pouch of void dust. 
  The PCs also find a collection of brains floating in jars of 
  preservative fluid.
  Treasure for Linked Threat: In Subtier 3–4, the treasure 
  is an aegis of recovery (Ultimate Equipment 254), a set of bracers 
  of armor +1, a potion of neutralize poison, and a potion of remove 
  disease. In Subtier 6–7, the treasure is a bag of tricks (tan), a 
  potion of neutralize poison, and a potion of remove disease.
  Additional Treasure: In Subtier 3–4, the Scintillating Halls 
  also contain a pair of eyes of the eagle, a potion of cure moderate 
  wounds, a potion of invisibility, and two potions of protection 
  from chaos. In Subtier 6–7, add a potion of haste and a potion of 
  greater magic fang (CL 8th). Replace the potion of cure moderate 
  wounds with three potions of cure serious wounds, and replace 
  one of the potions of protection from chaos with a scroll of magic 
  circle against chaos.
  ALIEN ART RECOVERY
  In the alien art recovery story arc, a contingent of mi-go 
  near Kaer Maga picked up a faint trace of communications 
  matching their own otherworldly energy signature. Pursuing 
  this lead, they made their way secretly up the Halflight Path 
  until a group of Duskwardens confronted them. The ensuing 
  battle was brutal and decisive, leaving behind only traces of 
  the Duskwardens’ blood but no bodies. The mi-go soon found 
  several curious devices even they did not fully understand in 
  the vaults, all of which worked through interfacing directly 
  with a living humanoid. These devices have the potential to 
  augment the humanoid’s physical and mental capabilities, 
  but only when the humanoid has undergone proper training 
  to interface with the device and a specialist is on hand to 
  guide the devices’ integration with the humanoid’s body. As 
  a result, the mi-go’s experiments led to swift death for their 
  Duskwarden captives. They have since begun kidnapping 
  victims directly from Kaer Maga and dragging them back to 
  the vault. 
  Treasure for Story Threat: In Subtier 3–4, the treasure is 
  a headband of ponderous recollection (Pathfinder RPG Ultimate 
  Equipment 250) and a pair of poisoner’s gloves (Ultimate 
  Equipment 239). In Subtier 6–7, the treasure is a headband of 
  ponderous recollection (Ultimate Equipment 250), a vest of surgery 
  (Ultimate Equipment 223), and a ring of swarming stabs (Ultimate 
  Equipment 175). The mi-go have a strange stone ring that 
  seems to writhe and turn in the user’s palm, which is one 
  of the items they sought. In both subtiers, the PCs can also 
  recover the mysterious devices that the mi-go have been 
  using in their experiments.
  Treasure for Linked Threat: In Subtier 3–4, the treasure is 
  a pouch of dust of acid consumption (Ultimate Equipment 293). In 
  Subtier 6–7, the treasure is a pair of deliquescent gloves (Ultimate 
  Equipment 234), and a verdant vine (Ultimate Equipment 275).
  Additional Treasure: In Subtier 3–4, the Scintillating Halls 
  also contain a handy haversack, two potions of cure moderate 
  wounds, a potion of resist energy (acid) and a wand of color spray 
  with 20 charges. In Subtier 6–7, add a potion of haste, a pair 
  of poisoner’s gloves (Ultimate Equipment 239), and an additional 
  potion of resist energy (acid). Replace the two potions of cure 
  moderate wounds with two potions of cure serious wounds.
  GETTING STARTED
  The PCs receive a letter from Sheila Heidmarch explaining 
  the details of their mission; the GM may also use whichever 
  other NPCs she wishes to direct the PCs to Kaer Maga. Give the 
  players Handout #1: Sheila Heidmarch’s Letter (Scintillating 
  Halls). A small map of Kaer Maga is folded along with the 
  letter, with the location of Regnald Ardoc’s (LN male human 
  wizard 5) workshop in Bis clearly marked. Once the PCs have 
  read the letter, they have a short time to make purchases 
  before receiving transport to Kaer Maga via a teleport spell. 
  The teleport spell takes the PCs to just outside Kaer Maga’s 
  walls, atop the plateau that allows the city to tower over the 
  GMs can add flourishes and details that suggest the growing 
  influence of the Dark Tapestry on Kaer Maga in these 
  story arcs. The alien energies gathered in the Halls have 
  begun to creep out and affect portions of the city, and as a 
  result the atmosphere of Kaer Maga and the vaults during 
  the Scintillating Halls story arcs should feel oppressive 
  and strange. Players should feel like there is something 
  distinctly wrong, but the nature of that wrongness is elusive 
  and difficult to identify. The residents of Kaer Maga seem 
  more suspicious than usual. GMs should consider talking 
  about how the PCs feel like they’re being watched or that 
  they have sudden shivering or creeping sensations as they 
  progress closer to the source of the trouble.
  Capturing the feel of the 
  Scintillating Halls story arcs
  
  PATHFINDER SOCIETY SCENARIO
  8
  surrounding landscape. On their way into the city, the PCs 
  pass through an open-air meat market called Meatgate, where 
  poor farmers sell their wares for affordable prices. Just past 
  Meatgate, the PCs reach the Gap, a massive hole in Kaer Maga’s 
  walls. Here, all manner of guides, porters, and runners size up 
  all new arrivals in hopes of turning a quick profit. Several of 
  these individuals approach the PCs, offering to show the PCs 
  the sites of the city, including the best places to find food, 
  entertainment, and rest. 
  The PCs may wish to hire a guide, either when they first 
  arrive or later in the scenario. The guides recognize that the 
  PCs are wealthy, so they charge a relatively steep fee of 2 gp 
  per day (or 10 gp in Subtier 6–7). The PCs can cut the cost in 
  half with an Average Diplomacy check. Roll 1d4 to determine 
  what sort of guide the PCs have hired on the table below. The 
  PCs cannot hire two guides at once—the guides consider 
  such arrangements disrespectful to their fellows.
  KAER MAGA GUIDES
   1d4 Guide 
  Effect
   1 
  Knowledgeable guide 
  The guide provides information 
  as if the PCs had received a 
  result of 20 on their Knowledge 
  (local) or Diplomacy check 
  to gather information about 
  Kaer Maga (see page 9). 
  Additionally, they receive a +2 
  bonus on their skill checks to 
  gather rumors.
   2 
  Personable guide 
  This guide is a social butterfly. 
  She gives the PCs a +2 
  bonus on their skill checks 
  against Nuregore and the 
  Duskwardens.
   3 
  Rambler 
  The guide doesn’t know much 
  information that is useful to 
  the PCs’ mission. She tries to 
  cover for these gaps in his 
  knowledge by rambling on 
  about things with which he is 
  more familiar (such as inns).
   4 
  Pickpocket 
  This NPC is a pickpocket. If all 
  of the PCs fail a Hard Perception 
  check, the pickpocket takes 
  20 gp from them (or 75 gp in 
  Subtier 6–7) before they notice. 
  She then leaves the party at 
  the first opportunity. If the 
  PCs catch her, she throws the 
  money into the street and does 
  her best to run away—armed 
  only with a dagger, she isn’t 
  willing to risk combat.
  On the other side of the Gap, the PCs enter the Warren 
  district, which is the poorest part of the city. The district’s 
  name comes from the maze of makeshift shanties and 
  haphazard constructions that its residents have cobbled 
  together with limited resources. Anyone who is willing to 
  put the work in to help the community survive is welcome, 
  from humans and halflings to goblins, orcs, and wererats. 
  These residents pay little attention to the PCs unless the PCs 
  approach them directly. A PC who succeeds at an Average 
  Sense Motive check can tell that many of the people are on 
  edge. The PCs are likely to speak to a resident of the Warren 
  at some point if they gather rumors around the city (see 
  Rumors on page 10).
   The transition between the Warren and Bis to the south 
  is stark. In Bis, Kaer Maga’s thick walls are in good repair. 
  A stone ceiling hangs over the entire district, casting it 
  in perpetual twilight lit by a kaleidoscope of shimmering 
  lamps. Massive, buttressed platforms soar off the sides of 
  the walls, each holding a small collection of homes and 
  businesses. A network of pulley-drawn elevators provides 
  transportation between the platforms. Fortunately, the Kiln 
  is easy to find, and any citizen of Bis can point the PCs in the 
  right direction. The Kiln is a massive stone fortress that is 
  simultaneously a thriving factory and a seat of government. 
  Once the PCs arrive at the Kiln, they have little trouble 
  finding Regnald’s personal workshop. 
  Sparks fill the air, accompanied by the ring of metal striking metal 
  that echoes throughout this section of the building. Utilitarian and 
  functional, the foundry is full of craftspeople working diligently in 
  the red glow of heated metal. Most of the workers are human or 
  dwarven, but here and there golems and other constructs assist 
  in the work.
  A tall, muscular man strikes a glowing iron rod with his hammer 
  and mutters a few words, causing a blue glow to momentarily 
  envelop the iron. He hooks his hammer to his belt and then begins 
  speaking, his eyes focused on the anvil and his work as he talks.
  “I appreciate your coming, Pathfinders. I’ll get right to the 
  point. There’s something wrong in the Warren. Normally the Ardoc 
  family avoids exerting our influence in that district so as to not 
  cause any political disruption, but whatever is going on now is 
  getting in the way of food shipments, and that is not something 
  we can let slide by.” He takes the metal rod and digs it into the 
  nearby furnace while a mechanical creature pumps the bellows. 
  “I’d like you to figure out what’s going on and take care of the 
  issue if you can. My guess is that it has something to do with the 
  damned vaults under the city. If that’s the case, you’ll need to 
  speak with the Duskwardens eventually. Tell them I sent you and 
  they’ll cooperate. From what your venture-captain told me, your 
  organization is foolish enough to want to explore the vaults.
  “If the people of the Warren don’t tell you enough, you could 
  always try the Augurs. They provide uncannily accurate prophecies. 
  For a sufficient donation of coin, of course.”
  
  Maran
  9
  BEYOND THE HALFLIGHT PATH
  “This should go without saying, but do not forget that I expect 
  a full report once you have eliminated the problem.”
  Regnald is willing to answer questions.
  Any idea of what’s causing the disruptions? “Not for 
  certain. I’ve heard all kinds of rumors. Rumors of murderers 
  on the loose and people afraid to leave their homes, as well 
  rumors of mysterious creatures on the streets attacking 
  people. Of course, that’s in addition to the tales of 
  rampant assault and thievery that filter out of the 
  district. The Warrens don’t have people like my 
  family to keep them safe.”
  When did the trouble start? “I’m not sure 
  exactly, but it’s been at least a couple of weeks.”
  Where do you recommend we begin? “Head 
  into the Warren and talk to people. A little 
  bit of gold can go a long way in 
  there for information, and if your 
  organization’s reputation is 
  true, you shouldn’t have much 
  trouble at all.”
  Who are the Augurs? “They 
  are a group of troll mystics. 
  Have 
  ever 
  heard 
  of 
  doing 
  augury with a bird’s intestines? 
  Well, the Augurs read the future in 
  their own intestines. When they are 
  finished, they return the intestines to their 
  normal position and wait for their natural 
  regeneration to repair the wound.”
  What makes you suspect the vaults? “It 
  doesn’t happen very often, but once in a while 
  something escapes the Duskwardens and starts 
  causing trouble aboveground. I hope that’s not it, but the 
  sudden change fits the history.”
  GATHER INFORMATION (DIPLOMACY) OR KNOWLEDGE (LOCAL)
  Based on the result of a Diplomacy or Knowledge (local) 
  check, the PCs might know more about Kaer Maga and 
  its people. The PCs learn all of the following information 
  whose DC is less that or equal to the result of their check.
  10+: Kaer Maga is a massive ring of stone unbroken 
  except in one place: the Warren. Some unknown calamity 
  appears to have blown an enormous hole in the city’s ring 
  there. Otherwise, the majority of the city is actually housed 
  within the ring’s multileveled honeycomb of lantern-lit 
  chambers and caverns.
  15+: The Warren is home to the poorest residents of Kaer 
  Maga but also serves as the natural main entrance to the city 
  for locals and visitors alike.
  20+: Kaer Maga’s government is decentralized. A 
  collection of powerful factions controls various portions of 
  the city. The Ardoc family of golem-crafters controls the Bis 
  district, famed for its balconies lining the walls. The Ankar-
  Te district is known for its many undead servants and treats 
  Horus Ilaktya as its de facto leader. A newer faction, the 
  Freemen, is led by Halman Wright and operates out of the 
  Bottoms, a stronghold of democracy. A group of peaceful 
  trolls lives in the city, many of them skilled in augury. The 
  Duskwardens patrol the tunnels underneath the city, where 
  they strive to keep nosy visitors out of the 
  vaults and creatures in the vaults from 
  getting out.
  25+: Those who want to know 
  anything worth knowing in Kaer 
  Maga talk to the residents of the 
  Warren, for despite their low 
  status, they know a great deal of 
  what’s happening in the city.
  KNOWLEDGE (ARCANA OR 
  HISTORY)
  Based on the result of a 
  Knowledge (arcana or history) 
  check, the PCs might know 
  about the deeply magical 
  history of Kaer Maga. The 
  PCs learn all of the following 
  information whose DC is less that 
  or equal to the result of their check.
  10+: The city of Kaer Maga was here 
  before the Thassilonian empire even began.
  15+: The very first Runelord of Greed used 
  Kaer Maga as a prison for his enemies.
  20+: When he first took control of the city, the first 
  Runelord of Greed made a deal with the caulborn, a 
  mysterious race of prophets and record-keepers residing in 
  the city. They agreed to become wardens and historians of 
  the city.
  25+: After millennia of service, the caulborn predicted the 
  arrival of the Starstone and fled deep beneath the surface to 
  escape destruction.
  30+: The caulborn carved out a series of caverns, passages, 
  and even a city far beneath Kaer Maga. The caulborn used 
  some of these places to as homes and others as storage vaults 
  for their many treasures.
  INVESTIGATION
  The first part of the scenario involves investigating and 
  pinning down two elements: the possible nature of the threat 
  in the scenario, and the location of the vault the PCs must 
  investigate to deal with the threat. The PCs can approach the 
  three sections below (Rumors, Troll Augur, and Duskwarden) 
  in any order. The Rumors section deals with the nature of the 
  threat, while Troll Augur and Duskwardens narrow down the 
  location of the vault. 
  
  Talbren
  PATHFINDER SOCIETY SCENARIO
  10
  RUMORS
  The PCs can gather details about the nature of the threat 
  by picking up rumors around town. Refer to Appendix 14 
  on page 90 for the possible rumors. One of the rumors is 
  specifically relevant to the PCs’ current adventure. The other 
  rumors tie to other story arcs and locations, hinting at other 
  adventures possible in future playthroughs. Use Maran as 
  one of the sources.
  The information the PCs discover depends upon the 
  result of their Diplomacy check to gather information. If 
  the PCs meet or exceed the Hard DC to gather information, 
  they receive the rumor that corresponds to their story arc, 
  one other unrelated rumor, and a rumor that corresponds 
  to one of the Independent Major or Independent Minor 
  encounters that they will face. If they succeed at the 
  Average DC but not the Hard DC, they receive the rumor 
  that corresponds to their story arc and two other random 
  rumors. If they do not succeed at the Average DC, they 
  receive three random rumors, none of which can be the 
  relevant rumor or rumor 10 on the table. 
  The PCs can use aid another to assist 
  each other on this skill check, or they can 
  roll separately. If the PCs roll separately, 
  provide three rumors from the 
  chart based upon the 
  best 
  result, 
  rather 
  than generating three 
  rumors for each 
  PC—too many rumors is likely to overwhelm the PCs. Feel 
  free to embellish the rumors with other gossipy details from 
  the lives of Kaer Magans, so long as it is clear that they are not 
  leads that the PCs are expected to follow.
  The PCs may wish to attempt Diplomacy checks to 
  gather information more than once. They can try one 
  additional time. However, the residents of the Warrens 
  grow increasingly skittish about the PCs’ intense interest in 
  morbid topics, and the PCs take a –5 penalty on their skill 
  checks in this second attempt.
  TROLL AUGURS
  The PCs may decide to seek out the services of troll augurs. 
  Normally this search takes an hour, but a successful Easy 
  Diplomacy check to gather information or a Knowledge (local) 
  check reduces this time to 15 minutes. They find Nuregore (N 
  female troll), an augur who is willing to help. The price she 
  charges depends upon how much relevant information the 
  PCs can give her. If the PCs did not gather the rumor relevant 
  to the story arc and only provide her with the information 
  from Ardoc, she frowns. “Your path has many branches,” she 
  explains, “It will take much searching for me to narrow down 
  which of these paths fate has decreed for you. If you wish for 
  me to divine all of the details in your stead, the process shall 
  be more complicated. Complicated, and perhaps perilous, as 
  some information wishes desperately to remain hidden.” In 
  this case, she asks the PCs for a hefty fee of 125 gp (500 gp in 
  Subtier 6–7) and tells them to return in 4 hours after she has 
  had time to meditate and prepare. In 
  secret, the augur speaks to several of 
  her contacts to gather insight into the 
  situation at hand,  focusing her divinations. 
  On the other hand, if the PCs succeeded at the 
  Average DC gather information check and provide her with 
  the rumors they have heard, she charges 25 gp (100 gp in 
  Subtier 6–7). If they succeeded at the Hard DC check to gather 
  information and share their knowledge, she is impressed by 
  their legwork and lowers the fee to 5 gp (20 gp in Subtier 6–7). 
  The PCs may attempt to haggle with the augur. If they 
  succeed at a Hard Diplomacy check or Average Profession 
  (merchant) check, Nuregore cuts her price in half.
  When the time comes for her to perform her divination, 
  read or paraphrase the following.
  “I can tell you something of where you should go,” says the 
  troll, who then kneels on the ground, draws a long knife from 
  her belt and, with a powerful swipe, slices the blade across her 
  belly. She carefully reaches inside her abdomen and draws forth 
  her glistening internal organs, lifting them to her eye level. She 
  does not respond to the powerful odor that wells forth, and 
  instead studies her intestines intently. “They change colors,” she 
  breathes quietly, “shifting about in the light.” She looks intently at 
  the party. “The place you search for. A place beneath and below. 
  
  HALFLIGHT CHARM
  PRICE
  2,500 GP
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint divination
  CONSTRUCTION REQUIREMENTS
  COST 1,250
  11
  BEYOND THE HALFLIGHT PATH
  But there is more here,” she turns her head to the side like a 
  curious bird. With the claw on her smallest finger, she pierces the 
  intestine and watches carefully at what oozes out. “The waters 
  are changed.” She shivers and hesitates a moment, “They carry 
  something from far beyond.”
  With careful skill, Nuregore shoves her innards back and 
  presses the skin together. Her greenish hide knits together quickly 
  and she stands. “Those are the visions I see.”
  This description alone isn’t enough to for the PCs to 
  identify the vault, but it does provide sufficient information 
  for the Duskwardens to pinpoint the location (see below).
  TALKING TO THE DUSKWARDENS
  Finding the Duskwardens is easy enough; 
  almost anyone in town can point the PCs 
  to the Duskwarden’s Guildhouse in Bis.
  The Guildhouse is a squat structure 
  with a placard bearing the group’s 
  twisted-arch ins`ion Regnald Ardoc’s 
  name gain entrance. Duskwarden guards 
  escort the PCs inside the hall to a small 
  office where they meet with Talbren (NG female 
  half-elf ranger 3). Read or paraphrase the following 
  if the PCs mention their mission.
  “We’re always glad to have competent help around 
  here. Things have definitely seemed more riled up 
  than usual down by the Undercity,” Talbren says. 
  “How can I help, Pathfinders?”
  Depending upon where they are in their investigation, 
  the PCs may ask some of the following questions.
  What do the Duskwardens do? “Mostly we patrol the 
  Halflight Path. That’s the underground passage leading 
  from the bottom of the cliff up to the surface of Kaer Maga. 
  We fight all kinds of threats and keep the path usable.”
  What kinds of threats are there along the path? “Along 
  the path there usually isn’t much beyond the usual danger 
  in the form of treacherous terrain, and if you take it slowly 
  you’ll be fine. Once in a while, though, a creature creeps out 
  of a vault and onto the path. That’s where we step in.”
  Can you help us find the vault we need to explore? “If 
  you’re on a mission for one of the power brokers here 
  in town, of course. We don’t want to take sides in their 
  squabbles and prefer to help everyone. I have a list here of 
  some vaults where we’ve noticed disturbances or unusual 
  levels of activity. Maybe that will help narrow it down.” 
  Give the players Handout #4: Narrowed List of Possible 
  Vaults. If the PCs do not have the clues from the troll 
  augur, Talbren hands them the list and asks them to use it 
  to guide their further investigation. On the other hand, if 
  the PCs have already gathered clues from Nuregore, they 
  have enough information to pick out the 
  Scintillating Halls. If the players do not 
  make the connection, have each PC attempt 
  an Average Knowledge (dungeoneering) 
  check. On a success, the PC remembers the 
  relevant details from Nuregore’s prophecy.
  If the PCs are stuck, Talbren asks guiding questions 
  about the augur’s prophecy and pieces the solution together 
  for them. However, the fact that the PCs were unable to 
  make such deductions themselves concerns her. Unless the 
  PCs succeed at a Hard Diplomacy or Bluff check to mollify 
  her concerns, she requires them to put forth a payment of 50 
  gp per PC (150 gp each in Subtier 6–7) before taking them to 
  the vault. She explains that this fee is to help cover the cost 
  of recovering the PCs’ bodies and possessions should they 
  perish in the depths.
  TRAVELING TO THE VAULT
  Once the PCs have identified the correct vault, Talbren gives 
  them permission to travel the Halflight Path and guides them 
  to the vault’s entrance whenever they are ready. During the 
  journey, which takes several hours, Talbren insists that the 
  PCs remain silent to avoid drawing unnecessary attention 
  from lurking monsters. As they arrive at the entrance to the 
  vault, Talbren stops the group. 
  Talbren raises a hand and stops abruptly. Reaching in to her 
  uniform pocket, she withdraws a handful of glowing crystals on 
  leather cords. She whispers, “These crystals are called Halflight 
  charms. Each of you should carry one with you. They provide 
  a bit of light, but that is not their primary function. If you find 
  Duskwardens lend Halflight charms to travelers in the 
  Undercity for their protection. This charm originally appeared 
  in Pathfinder Adventure Path #63: The Asylum Stone.
  Halflight Charm
  This amulet is a small crystal at the end of a simple 
  leather strap. It glows brightly from within, shedding light 
  equivalent to that of a torch. Once per day, the amulet’s 
  bearer can clutch the object and call for help. Doing so 
  immediately contacts the three closest Duskwardens and 
  gives them intimate knowledge of the pendant’s location, 
  as per the locate object spell, out to a distance of a mile.
  Craft Wondrous Item, light, locate object
  
  A. Scintillating Halls
  +0
  +15
  +10
  +15
  +0
  +10
  +5
  +20
  -10
  +10
  1 square = 5 feet
  A1
  A2
  A3
  A3
  A6
  A8
  A8
  A9
  A10
  A7
  A5
  A4
  Pathfinder Flip-Mat: Bigger Cavern
  N
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  BEYOND THE HALFLIGHT PATH
  yourself in dire straits, clutch the amulet and call for help. The 
  nearest Duskwardens will learn your location and come to assist.” 
  The Duskwarden leans closer. “Do not call for us lightly. The 
  disturbance in this vault provides me and my fellow Duskwardens 
  with an opportunity to see the mettle of the Pathfinder Society for 
  ourselves. However, if your life is truly in danger, don’t let pride 
  get in the way of good sense. Activate the charm and flee.”
  If the PCs activate the charm during the adventure, a 
  group of Duskwardens arrives several minutes later. These 
  Duskwardens are not strong enough to defeat the challenges 
  of the Scintillating Halls, but they are able to cover the 
  PCs retreat before fleeing themselves. See the scenario’s 
  conclusion on page 14 for further ramifications of activating 
  the charm. 
  A. THE SCINTILLATING HALLS
  The caulborn once used the Scintillating Halls to store items 
  even they did not fully understand: items that had either 
  fallen from the skies, or that they had themselves unearthed 
  but whose origins they did not know. Since that time, the 
  strange energies of these items has seeped into the caverns 
  themselves. PCs who spend any amount of time here notice 
  a faint tingling sensation on their skin. 
  The steps throughout the cavern provide gentle changes 
  to the elevation. These changes are marked on the map, 
  measured in feet.
  Hazard: The water throughout the Scintillating Halls 
  glows slightly, shedding dim, bluish-green light within 
  5 feet. It also poses a danger to travelers due to the 
  otherworldly influence of the nearby creatures from the 
  Dark Tapestry: a character who touches this water must 
  succeed at an Average Will save or become fatigued as 
  their energy is sapped. A character who swims in or drinks 
  the water takes a –2 penalty on the saving throw. This is a 
  mind-affecting effect.
  A1. THE HOWLING HOLE
  A cool breeze flows from a hole near the center of the floor here, 
  sounding a mournful wail as the air forces its way into the cavern. 
  Just southwest of this hole is a shallow pool of water glows faintly.
  The hole in the floor is 5 feet wide and drops 3 feet before 
  narrowing to a fissure too small to fit a hand through. A 
  natural spring slowly refreshes the shallow pool.
  The pool is also home to tiny, pale cave frogs with two 
  sets of eyes and small, whip-like tentacles growing from 
  their heads. A PC who succeeds at an Average Knowledge 
  (arcana) or Knowledge (nature) identifies the cause of 
  this mutation as an unknown magical energy. They seem 
  indifferent to the PCs’ presence, even if the PCs grab or 
  poke at them.
  A2. ANCIENT SHRINE
  The air in this room is musty and still. At the eastern end, it opens 
  into a larger chamber with ceilings reaching 20 feet high. Small 
  brown fungi grow along the floors and walls, and a patch of 
  purple crystals is embedded in the ground near a still pool in the 
  northeast. Shattered fragments of an ancient statue lie in a heap 
  on the eastern wall, a multitude of deep-set eyes still visible as 
  they stare sightlessly into the room.
  With an Average Knowledge (planes) or Knowledge 
  (religion) check, the PCs can identify the broken statue as an 
  idol of Azathoth. The caulborn brought it here as a curiosity, 
  but it fell to pieces some time ago.
  A3. NATURAL BRIDGE
  A burbling stream of dimly glowing water bisects this room at 
  a sharp angle, casting dim light near the water’s edge. In the 
  center of the cavern, the water passes beneath a natural bridge of 
  stone that arches slightly, as if hesitant to touch the liquid. Small 
  growths of crystals fill many of the room’s nooks and crannies.
  The course of the water has eroded this room over time, 
  but it once held the caulborn’s largest treasures.
  PC who succeeds at an Easy Perception check hears the 
  rush of a waterfall to the southwest. The water is 10 feet 
  below the floor in this room and is 5 feet deep.
  A4. CROSSROADS
  The stench of rotten fish and damp earth permeates the room. 
  The floors, walls, and ceiling all shine with moisture, and the air 
  is heavy and damp.
  The energies of the Dark Tapestry have altered the floor in 
  this chamber, giving it the consistency of a wet sponge. As a 
  result, the floor counts as difficult terrain.
  Many of the froglike creatures in A1 pass through this 
  room. The PCs can spot smaller versions of them climbing 
  along the walls with an Easy Perception check.
  A5. CRYSTALS FROM BEYOND
  A kaleidoscope of ever-changing yet somehow indefinite colors 
  fills this room, radiating from masses of crystalline growths that 
  protrude from the walls and ceiling like grasping, clawed fingers. 
  Narrow walkways pass through and between sparkling arches, and 
  a slightly musical humming—one moment harmonious and the 
  next discordant—echoes from what sounds like a great distance.
  The crystals in this room are all that is left of a device the 
  caulborn found crashed on the surface of Golarion long ago. 
  
  PATHFINDER SOCIETY SCENARIO
  14
  It was once used to communicate between far-flung worlds 
  by its alien makers through a link established between its 
  crystals and those on another world. The device broke apart 
  and its crystals became embedded in the walls here long ago. 
  The crystals still occasionally resonate with faint traces of 
  messages from deep in the Dark Tapestry.
  Characters who succeed at an Average Perception check 
  can hear tiny fragments of messages in Aklo. Example 
  phrases include “in his house,” “be praised indeed,” and 
  “felled with hope.” GMs are encouraged to create others. 
  Characters who succeed at the Perception check and speak 
  Aklo are automatically affected by the hazard below (no save).
  Hazard: The strange, otherworldly energies in the room 
  are disruptive to humanoid thought patterns. Anyone 
  spending more than 1 minute adjacent to the crystals in 
  this room must succeed at a Hard Fortitude save or take a –1 
  on attack rolls, saving throws, and skill checks for 1 hour as 
  the humming noise infests the victim’s mind and disrupts 
  concentration. This is a mind-effecting sonic effect.
  A6. SLUGGISH POOL
  A pond of luminescent liquid fills the area, fed by a stream to the 
  northeast that slowly tumbles down a set of falls before emptying 
  into the pool. Mucilaginous and thick, the substance roils about 
  slowly, squelching as it moves.
  This liquid is responsible for the mutation of the cave 
  frogs seen in A1. Many of them are here at the edges of the 
  water where they hunt small insects.
  The pool smoothly descends from the shore to a depth 
  of 10 feet at the center. The liquid empties through cracks 
  at the bottom, dripping deeper into areas beyond. The thick 
  liquid imposes a –5 penalty on Swim checks within the pool.
  A7. EMBEDDED IN THE WALLS
  Two clumps of crystals light this room with inner radiance, 
  flickering like greenish torches.
  Some time ago, a band of goblins managed to gain access 
  to the Scintillating Halls. Enamored of the shining gems 
  growing from the walls in this room, they started trying to 
  pry them out, realizing too late that the crystals themselves 
  feed on living things. Now two goblin skeletons have fused 
  within the clumps of crystals on the northwest and eastern 
  walls, the crystals having grown around the unfortunate 
  creatures as they fed.
  A PC who succeeds at an Easy Perception check notices the 
  skeletons. A PC who succeeds at a Hard Knowledge (planes) 
  check knows that the crystals are not native to Golarion but 
  occur naturally on Eox, the sixth planet in Golarion’s solar 
  system and home of countless undead.
  Hazard: Anyone who touches the crystal formations in 
  this room must succeed at an Average Reflex save or be 
  trapped as the crystals send tiny barbs into the creature’s 
  skin, affixing the creature to the crystal’s surface. Creatures 
  trapped in this way are considered grappled. After every 
  full round of being attached in this way, a creature takes 1 
  point of Constitution drain. Affixed creatures can attempt 
  an Average Escape Artist check or an Average Strength check 
  to break free. Alternatively, the PCs can break the crystals 
  with weapon attacks. They have a break DC of 20, hardness 
  6, and 20 hit points.
  A8. THE DRIPPING CAVERNS
  The perpetual sound of dripping water fills this room as it drops 
  from tiny, daggerlike projections from the ceiling that lend the 
  appearance of a massive piscine maw to the area.
  The floors of this area are slippery from all the moisture. 
  The DCs of Acrobatics checks are increased by 5.
  A9. FUNGAL BLOOM
  Dull brown mushrooms grow from the floor in many places 
  throughout this room, but they have completely covered the 
  southern wall, obscuring the stone. Scattered remnants of 
  tiny cages, complete with miniature iron bars now rusted and 
  crumbling, are piled to the west.
  An Average Perception check reveals that many of the 
  mushrooms on the southern wall have stalks that look to 
  have grown in the shape of tiny faces, mouths open in a 
  scream of agony.
  This room once stored tiny fey prisoners the caulborn 
  had gathered to study. These unfortunate creatures died 
  long ago, but the echo of their suffering has infused the 
  mushrooms here and given shape to their pain. Despite 
  their appearance, the mushrooms are harmless and edible.
  A10. RIVER ACCESS
  Water swiftly rushes past the southern end of the room here, five 
  feet below the level of the floor. Sparkling crystals emerge from 
  the stone.
  The water in the squares directly south of this room is 
  relatively safe and do not cause the fatigue effect associated 
  with the rest of the water in the Scintillating Halls. The 
  passageway across the water soon becomes a dead end.
  CONCLUSION
  Once the PCs return to Regnald Ardoc, he asks them about 
  the nature of the threat they faced and its location. As long as 
  
  15
  BEYOND THE HALFLIGHT PATH
  the PCs have defeated the story threat, Ardoc is pleased with 
  their success. His comments depend upon the story arc. 
  Cultists: Ardoc says, “The influence of the Dark Tapestry 
  is a force of chaos, nonsense, and unmaking. It disgusts me 
  to think that people would throw their lives into spreading 
  its corruption, and that they would murder in its name.”
  Alien Infection: Ardoc says, “So an alien beast was behind 
  all of this? I can’t even begin to comprehend what was going 
  through its mind when it decided to carry out those attacks. 
  What I do know is that the people of the Warrens stood little 
  chance against such a creature without help.”
  Alien Art Recovery: Ardoc says, “Those foul creatures 
  made a mockery of the art of experimentation and 
  invention. Risking sentient lives without rigorous testing 
  first is repugnant.”
  Regardless of the story arc, Ardoc continues. “It seems 
  the Pathfinders do indeed live up to their reputation. I look 
  forward to working with you and your organization in the 
  future. I will be sending an appraisal of your performance 
  on to Sheila Heidmarch so that you may be commended for 
  your work here today.” 
  On the other hand, if the PCs did not remove the threat, 
  Ardoc is disappointed. “Either Heidmarch insulted me by 
  sending an inferior team or you are, in her leadership and 
  estimation, the best the Pathfinder Society has to offer. For 
  your sake, I will assume the second. Nonetheless, you have 
  failed to meet my expectations, and are therefore not worthy 
  of any more of my time. I will be sending an appraisal of 
  your performance on to Sheila Heidmarch so that she can 
  assess the situation for herself.” For her part, after receiving 
  the abrasive letter, Heidmarch contacts the PCs. She asks 
  them not to trouble themselves too much with Ardoc’s harsh 
  words and instead to report what they did manage to find. 
  If the PCs activated the Halflight charm, the three nearest 
  Duskwardens cover the PCs’ retreat through the tunnels 
  beneath the city. Within the next few days, Duskwardens 
  launch a major expedition into the Scintillating Halls to 
  retrieve the bodies of any slain PCs and seal off the vault; 
  PCs do not need to pay the typical Prestige Point cost for 
  body recovery.
  As long as the PCs defeated the story threat, each PC receives 
  the Duskwarden’s Favor boon on her Chronicle sheet.
  PRIMARY SUCCESS CONDITIONS
  The PCs achieve their primary success condition if they defeat 
  the story threat. Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve their secondary success condition if they 
  defeat at least three encounters in the vault, report the alien 
  nature of the threat to Regnald Ardoc, and do not call upon 
  the Duskwardens to help them escape the vault. Doing so 
  earns each PC 1 additional Prestige Point.
  SHINING DEEP
  The poorly constructed nature of the Shining Deep is 
  especially strange considering the caulborn’s prescient 
  abilities. This messy construction could mean that their 
  powers were more limited than what was widely believed 
  at the time, or that they intended for the Shining Deep to 
  eventually collapse and bury the implements left within. 
  Either way, the place remains dangerous, even beyond the 
  creatures that have recently rediscovered it.
  STORY ARCS
  The following details provide specific background to each 
  story arc. Story arcs are listed in order of increasing difficulty.
  RECOVERING IMPLEMENTS
  In the recovering implements story arc, two brothers—
  Daven and Lodif—entered the Shining Halls in search of 
  treasure and managed to find a device capable of tunneling 
  through worked stone easily. They made the mistake, 
  however, of tunneling into several homes in the Ankar-Te 
  district, leading to a great deal of property destruction as 
  well as several deaths. They have since returned to the vault 
  to hide. Despite Ilaktya’s reputation for carefully sourcing 
  his undead, they are afraid that he may see fit to punish their 
  transgression against them by killing them and secretly 
  turning them into undead servants. 
  Treasure for Story Threat: In both subtiers, the treasure 
  is the NPCs’ gear. Daven and Lodif possess a metallic 
  tube 2 feet long and 2 inches in diameter. It radiates faint 
  transmutation magic but its powers appear to have faded. 
  It was this device the twins used to break into buildings 
  in Kaer Maga. The only treasure from this encounter that 
  appears on the Chronicle sheet is the six tangle arrows (as 
  tangle bolt from Pathfinder RPG Ultimate Equipment 162) in 
  Subtier 6–7. 
  Treasure for Linked Threat: In both subtiers, the treasure 
  is the NPCs’ gear. The following items from this encounter 
  appear on the Chronicle sheet: two tangle arrows (as tangle 
  bolt from Pathfinder RPG Ultimate Equipment 162) and three +1 
  flaming arrows in Subtier 3–4 only. 
  Additional Treasure: In Subtier 3–4, the Shining Deep also 
  contains a mind sentinel medallion (Pathfinder RPG Ultimate 
  Equipment 259) and two potions of protection from evil. In 
  Subtier 6–7, add a potion of cure serious wounds and a ring of 
  spell knowledge II (Pathfinder RPG Ultimate Equipment 174) that 
  contains bull’s strength.
  RAISING THE DEAD
  In the raising the dead story arc, a necromancer named Verazaz 
  entered a crumbling secondary entrance to the Shining Deep 
  on one of her trips up the Halflight Path. There she found 
  a device capable of wresting control of created undead away 
  from their creators and began to do just that in the Ankar-Te 
  
  PATHFINDER SOCIETY SCENARIO
  16
  district of Kaer Maga. Unfortunately for everyone involved, 
  the disruption of control affected a larger area than Verazaz 
  intended, and while she managed to steal a few undead and 
  head back to the Shining Deep in search of other, even more 
  powerful treasures, several undead ran amok and caused 
  both injuries and property damage before they had to be 
  destroyed for public safety.
  Treasure for Story Threat: In both subtiers, the treasure is 
  Verazaz’s equipment. In addition, she possesses a steel rod 
  covered in runes of unknown origin. This is the item she has 
  used to break into crypts in Kaer Maga, although its powers 
  have faded. The following items from this encounter appear 
  on the Chronicle sheet: scroll of restore corpse (Pathfinder RPG 
  Ultimate Magic 235), wand of spectral hand (10 charges), and 
  headband of vast intelligence +2 (Subtier 6–7 only).
  Treasure for Linked Threat: In Subtier 3–4, the treasure is 
  a cloak of resistance +1 and a set of pipes of haunting. In Subtier 
  6–7, the treasure is a cloak of resistance +1 and a malleable 
  symbol (Pathfinder RPG Ultimate Equipment 309).
  Additional Treasure: In Subtier 3–4, the PCs find 2 potions 
  of bear’s endurance, a potion of bull’s strength, 3 potions of cure 
  moderate wounds, a potion of lesser restoration, and a ring of 
  protection +1. In Subtier 6–7, the additional treasure is instead 
  a glowing glove (Pathfinder RPG Ultimate Equipment 238), a grim 
  lantern (Pathfinder RPG Ultimate Equipment 301), a potion of 
  haste, a potion of lesser restoration, a potion of remove disease, and 
  a ring of protection +2.
  SUMMONING GONE WRONG
  In the summoning gone wrong story arc, a small band 
  of 
  demon-worshipers 
  purchased 
  information 
  about 
  a crumbling vault from an off-duty Duskwarden and, 
  believing it to be a match for a weakened spot between the 
  planes they’d been researching, traveled there to conduct a 
  summoning. Their guess about the weakness was correct, but 
  the connection was to a far deeper and more primal section 
  of the Abyss than they intended. What climbed through the 
  rift was not a demon but a qlippoth. This creature promptly 
  tore the cultists to pieces. In addition, a shockwave from 
  the planar breach caused significant damage to several 
  buildings in Ankar-Te, and Horus wants to determine the 
  origins of the damage.
  Treasure for Story Threat: In Subtier 3–4, the treasure 
  is a lesser extend metamagic rod. In Subtier 6–7, the treasure 
  is an extend metamagic rod and a ring of summoning affinity 
  (qlippoth, Pathfinder RPG Advanced Class Guide 220). There 
  are also bloody and torn robes as well as human remains 
  scattered in the room, signs of the summoning gone wrong. 
  Several holys symbol of the demon lord Orcus lie among 
  their remains.
  Treasure for Linked Threat: In Subtier 3–4, the treasure is 
  a cloak of resistance +1 and a pearl of power (1st). In Subtier 6–7 
  ,the treasure is a cloak of resistance +2 and a pearl of power (3rd).
  Additional Treasure: In Subtier 3–4, the Shining Deep also 
  contains a masterwork morningstar, a suit of masterwork 
  splint mail, three potions of cure moderate wounds, two potions 
  of protection from evil, and a scroll of summon monster I. In 
  Subtier 6–7, the morningstar is a +1 morningstar and the 
  splint mail is a suit of +1 splint mail. The healing potions are 
  potions of cure serious wounds, and the scroll instead contains 
  summon monster III.
  GETTING STARTED
  The PCs receive a letter from Sheila Heidmarch explaining 
  the details of their mission; the GM may also use whichever 
  other NPCs she wishes to direct the PCs to Kaer Maga. Give 
  the players Handout #2: Sheila Heidmarch’s Letter (Shining 
  Deep). A small map of Kaer Maga is folded along with the 
  letter, with the location of Horus Ilaktya’s store in Ankar-Te 
  clearly marked. Once the PCs have read the letter, they have 
  a short time to make purchases before receiving transport to 
  Kaer Maga via a teleport spell. 
  The teleport spell takes the PCs to just outside Kaer Maga’s 
  walls, atop the plateau that allows the city to tower over the 
  surrounding landscape. On their way into the city, the PCs 
  pass through an open-air meat market called Meatgate, 
  where poor farmers sell their wares for affordable prices. 
  Just past Meatgate, the PCs reach the Gap, a massive hole 
  in Kaer Maga’s walls. Here, all manner of guides, porters, 
  and runners size up all new arrivals in hopes of turning a 
  quick profit. Several of these individuals approach the PCs, 
  offering to show the PCs the sites of the city, including the 
  best places to find food, entertainment, and rest. 
  The PCs may wish to hire a guide, either when they first 
  arrive or later in the scenario. The guides recognize that 
  the PCs are wealthy, so they charge a relatively steep fee of 
  2 gp per day (or 10 gp in Subtier 6–7). The PCs can cut the 
  cost in half with an Average Diplomacy check. Roll 1d4 to 
  determine what sort of guide the PCs have hired on the table 
  below. The PCs cannot hire two guides at once—the guides 
  consider such arrangements disrespectful to their fellows.
  Some PCs may object to working with Horus, especially 
  if they can detect his alignment or know much about his 
  business. It should be clear from the PCs’ briefing, however, 
  that he is the leader of a significant faction within Kaer Maga, 
  and assaulting him (or worse) would lead to exactly the 
  kind of disruption of balance within the city the Pathfinder 
  Society hopes to avoid. Evil though he is, his request is one 
  that leads to greater safety for everyone in Kaer Maga. GMs 
  should make it clear to players that attacking him could put 
  their mission—as well as their health—at risk.
  Working with 
  Horus Ilaktya
  
  17
  BEYOND THE HALFLIGHT PATH
  KAER MAGA GUIDES
   1d4 Guide 
  Effect
   1 
  Knowledgeable guide 
  The guide provides information 
  as if the PCs had received a 
  result of 20 on their Knowledge 
  (local) or Diplomacy check 
  to gather information about 
  Kaer Maga (see page 18). 
  Additionally, they receive a +2 
  bonus on their skill checks to 
  gather rumors.
   2 
  Personable guide 
  This guide is a social butterfly. 
  She gives the PCs a +2 
  bonus on their skill checks 
  against Nuregore and the 
  Duskwardens.
   3 
  Rambler 
  The guide doesn’t know much 
  information that is useful to 
  the PCs’ mission. She tries to 
  cover for these gaps in his 
  knowledge by rambling on 
  about things with which he is 
  more familiar (such as inns).
   4 
  Pickpocket 
  This NPC is a pickpocket. If all 
  of the PCs fail a Hard Perception 
  check, the pickpocket takes 
  20 gp from them (or 75 gp in 
  Subtier 6–7) before they notice. 
  She then leaves the party at 
  the first opportunity, such as 
  when they are talking to the 
  troll augurs. If the PCs catch 
  her, she throws the money into 
  the street and does her best to 
  run away—armed only with a 
  dagger, she isn’t willing to risk 
  combat against the PCs. 
  On the other side of the Gap, the PCs enter the Warren 
  district, which is the poorest part of the city. The district’s 
  name comes from the maze of makeshift shanties and 
  haphazard constructions that its residents have cobbled 
  together with limited resources. Anyone who is willing to 
  put the work in to help the community survive is welcome, 
  from humans and halflings to goblins, orcs, and wererats. 
  These residents pay little attention to the PCs unless the PCs 
  approach them directly.
   The transition between the Warren and the rest of the 
  city is stark. Everywhere else, Kaer Maga’s thick walls are 
  in good repair. All of the city’s districts except the Warren 
  are situated in a multilevel complex of massive, vaulted 
  chambers, cast in perpetual twilight lit by a kaleidoscope of 
  shimmering lamps.
  Even by the standards of Kaer Maga as a whole, Ankar-Te 
  is a district known for accepting all manner of beliefs and 
  philosophies that rarely appear in polite society. Mindless 
  undead servants are a common sight in its streets. A 
  perpetual fog of incense covers any odor that may otherwise 
  emanate from the flesh of the working zombie hordes.
  Once the PCs arrive in Ankar-Te, they have little trouble 
  finding the Last Rites, and, within it, Horus Illakyta (NE 
  male human cleric of Urgathoa 9).
  The interior of the shop named Last Rites has far from the somber 
  appearance its name suggests. Fresh-cut flowers stand in vases 
  throughout the room, filling the air with a pleasant fragrance. The 
  walls are painted light green, and multiple still life paintings hang 
  in gilded frames from the walls.
  A tall, thin, middle-aged man stands near a long marble table 
  in the center of the room. He smiles and gestures at the finely 
  crafted mahogany chairs around the table before settling himself 
  into the one at the end. He then picks up a tiny bell and rings it. 
  At the far end of the room, a door opens and a figure dressed as 
  a servant enters, carrying a tray. The figure’s movements are stiff 
  and its eyes stare straight ahead as it sets a tray with a decanter 
  of deep red wine and several glasses down gently. The creature 
  then turns and leaves the room.
  “Pathfinders!” says the man at the table, as he offers the wine. 
  “How pleasant that you could come. I am Horus Ilaktya, owner 
  of this establishment and a leader of the Ankar-Te district. Your 
  Venture-Captain—that is the correct term, yes?—Sheila Heidmarch 
  promised to send some of her most capable agents. I am sure I 
  will be pleased with what you have to offer. But on to business.
  “I would like you to investigate a problem in my district. Just 
  the other day I began to hear reports of property damage in 
  the district, but I have not had time to investigate these reports 
  myself. Since I knew I had Pathfinders on the way, I thought I’d 
  leave it up to you to determine the cause of this damage and 
  eliminate any threat to Ankar-Te’s wellbeing, even should it take 
  you beneath the city and into the vaults. 
  “See what you can find in the streets. I’d also recommend 
  talking to the Augurs. Their command of prophecy is quite 
  impressive. When you have dealt with the threat, return to me 
  and we will discuss your findings.”
  A PC who succeeds at a DC 5 Knowledge (religion) check 
  recognizes that the servant is an unusually well-preserved 
  zombie. Horus is willing to answer questions. He does his 
  best to avoid reacting to any obvious clergy of Pharasma, 
  Sarenrae, or Iomedae in the PCs’ midst. However, a PC who 
  succeeds at a Hard Sense Motive check discerns that he finds 
  their beliefs amusing and quaint. Horus is openly friendly 
  toward any PC who carries a holy symbol of Urgathoa or who 
  is accompanied by undead.
  Any idea of what the damage is? “I’ve heard multiple 
  stories. Some of them claim entire buildings have collapsed, 
  
  Gindalee
  PATHFINDER SOCIETY SCENARIO
  18
  while others say it was only a few walls. I’m not asking you 
  to make a full appraisal of the extent of the damage. I don’t 
  need your expertise for that. Focus  your efforts on making 
  sure it doesn’t happen again.
  Where do you recommend we begin? “Talk to people on 
  the streets and in the shops. If you run into much resistance 
  just mention my name. That should clear up any confusion.”
  Do you suspect the vaults? “Oh, it certainly could 
  be related to them. Most of the truly significant 
  problems in this city connect to the vaults in 
  one way or another. If you mention you’re 
  working for me and have an idea where 
  you’re going, the Duskwardens will 
  certainly aid you.”
  Who are the Augurs? “They are a 
  group of troll prophets with quite a 
  fascinating way of reading the future. It’s 
  not an experience a newcomer will soon 
  forget.” Horus chuckles.
  GATHER INFORMATION (DIPLOMACY) OR 
  KNOWLEDGE (LOCAL)
  Based on the result of a Diplomacy 
  or Knowledge (local) check, the PCs 
  might know more about Kaer Maga 
  and its people. The PCs learn all of the 
  following information whose DC is less 
  that or equal to the result of their check.
  10+: Kaer Maga is a massive ring of 
  stone unbroken except in one place: the 
  Warren. Some unknown calamity appears to have blown 
  an enormous hole in the city’s ring there. Otherwise, the 
  majority of the city is housed within the ring’s multileveled 
  honeycomb of lantern-lit chambers and caverns.
  15+: The Warren is home to the poorest residents of Kaer 
  Maga but also serves as the natural main entrance to the 
  city for locals and visitors alike.
  20+: Kaer Maga’s government is decentralized. A 
  collection of powerful factions controls various portions 
  of the city. The Ardoc family of golem-crafters controls the 
  Bis district, famed for its balconies lining the walls. The 
  Ankar-Te district is known for its many undead servants 
  and treats Horus Ilaktya as its de facto leader. A newer 
  faction, the Freemen, is led by Halman Wright and operates 
  out of the Bottoms, a stronghold of democracy. A group of 
  peaceful trolls lives in the city, many of them skilled in 
  augury. The Duskwardens patrol the tunnels underneath 
  the city, where they strive to keep nosy visitors out of the 
  vaults and creatures in the vaults from getting out.
  25+: Those who want to know anything worth knowing 
  in Kaer Maga talk to the residents of the Warren, for 
  despite their low status, they know a great deal of what’s 
  happening in the city.
  KNOWLEDGE (ARCANA OR HISTORY)
  Based on the result of a Knowledge (arcana or history) check, 
  the PCs might know about the deeply magical history of Kaer 
  Maga. The PCs learn all of the following information whose 
  DC is less that or equal to the result of their check.
  10+: The city of Kaer Maga was here before the Thassilonian 
  empire even began.
  15+: The very first Runelord of Greed used Kaer Maga 
  as a prison for his enemies.
  20+: When he first took control of the city, 
  the first Runelord of Greed made a deal with 
  the caulborn, a mysterious race of prophets 
  and record-keepers residing in the city. They 
  agreed to become wardens and historians of 
  the city.
  25+: After millennia of service, the 
  caulborn predicted the arrival of the 
  Starstone and fled deep beneath the 
  surface to escape.
  30+: The caulborn carved out 
  a series of caverns, passages, 
  and even a city far beneath 
  Kaer Maga. The caulborn used 
  some of these places to as homes 
  and others as storage vaults for their 
  many treasures.
  INVESTIGATION
  The first part of the scenario involves 
  investigating and pinning down two 
  elements: the possible nature of the threat in 
  the scenario, and the location of the vault the 
  PCs must investigate to deal with the threat. The 
  PCs can approach the three sections below (Rumors, Troll 
  Augur, and Duskwarden) in any order. The Rumors section 
  deals with the nature of the threat, while Troll Augur and 
  Duskwardens narrow down the location of the vault. 
  RUMORS
  The PCs can gather details about the nature of the threat 
  by picking up rumors around town. Refer to Appendix 14 
  on page 90 for the possible rumors. One of the rumors is 
  specifically relevant to the PCs’ current adventure. The other 
  rumors tie to other story arcs and locations, hinting at other 
  adventures possible in future playthroughs. Use Gindalee as 
  one of the sources.
  The information the PCs discover depends upon the 
  result of their Diplomacy check to gather information. If 
  the PCs meet or exceed the Hard DC to gather information, 
  they receive the rumor that corresponds to their story arc, 
  one other unrelated rumor, and a rumor that corresponds 
  to one of the Independent Major or Independent Minor 
  encounters that they will face. If they succeed at the Average 
  
  Talbren
  19
  BEYOND THE HALFLIGHT PATH
  DC but not the Hard DC, they receive the rumor that 
  corresponds to their story arc and two other random rumors. 
  If they do not succeed at the Average DC, they receive three 
  random rumors, none of which can be the relevant rumor or 
  rumor 10 on the table. 
  The PCs can use aid another to assist each other on 
  this skill check, or they can roll separately. If the PCs roll 
  separately, provide three rumors from the chart based upon 
  the best result, rather than generating three rumors for each 
  PC—too many rumors is likely to overwhelm the PCs. Feel 
  free to embellish the rumors with other gossipy details from 
  the lives of Kaer Magans, so long as it is clear that they are not 
  leads that the PCs are expected to follow.
  The PCs may wish to attempt Diplomacy checks to gather 
  information more than once. They can try one additional 
  time. However, the residents of the neighborhood grow 
  increasingly suspicious about the PCs’ intense interest in the 
  area, and the PCs take a –5 penalty on their skill checks in this 
  second attempt.
  TROLL AUGURS
  The PCs may decide to seek out the services of troll augurs. 
  Normally this search takes an hour, but a successful Easy 
  Diplomacy check to gather information or a Knowledge (local) 
  check reduces this time to 15 minutes. They find Nuregore (N 
  female troll), an augur who is willing to help. The price she 
  charges depends upon how much relevant information the 
  PCs can give her. If the PCs did not gather the rumor relevant 
  to the story arc and only provide her 
  with the information from Ilaktya, 
  she frowns. “Your path has many 
  branches,” she explains, “It will take 
  much searching for me to narrow down which 
  of these paths fate has decreed for you. If you wish for 
  me to divine all of the details in your stead, the process shall 
  be more complicated. Complicated, and perhaps perilous, as 
  some information wishes desperately to remain hidden.” In 
  this case, she asks the PCs for a hefty fee of 125 gp (500 gp in 
  Subtier 6–7) and tells them to return in 4 hours after she has 
  had time to meditate and prepare. In secret, the augur speaks 
  to several of her contacts to gather insight into the situation 
  at hand, allowing her to focus her divinations. 
  On the other hand, if the PCs succeeded at the Average 
  Diplomacy check to gather information and provide her 
  with the rumors they have heard, she charges 25 gp (100 gp 
  in Subtier 6–7). If they succeeded at the Hard check to gather 
  information and share their knowledge, she is impressed by 
  their legwork and lowers the fee to 5 gp (20 gp in Subtier 6–7). 
  The PCs may attempt to haggle with the augur. If they 
  succeed at a Hard Diplomacy check or Average Profession 
  (merchant) check, Nuregore cuts her price in half.
  When the time comes for her to perform her divination, 
  read or paraphrase the following.
  “I can tell you something of where you should go,” says the 
  troll, who then kneels on the ground, draws a long knife from 
  her belt and, with a powerful swipe, slices the blade across her 
  belly. She carefully reaches inside her abdomen and draws forth 
  her glistening internal organs, lifting them to her eye level. She 
  does not respond to the powerful odor that wells forth, and 
  instead studies her intestines intently. The troll frowns and her 
  eyes narrow. She sets her knife and intestines on the ground 
  then reaches deeper into her abdomen, finally drawing out her 
  stomach. She palpates it gently as if feeling for something. “The 
  walls are weak and it crumbles easily, the place you seek. A 
  place beneath and below, yet there is much light.” A rumbling 
  groan originates from her stomach, the gurgle startlingly loud. 
  Nuregore raises her eyebrows and looks at the group. “It falls 
  apart. Beware.”
  With careful skill, Nuregore shoves her innards back and 
  presses the skin together. Her greenish hide knits together quickly 
  and she stands. “Those are the visions I see.”
  This description alone isn’t enough to for the PCs to identify 
  the vault, but it does provide sufficient 
  information for the Duskwardens to 
  pinpoint the location (see page 20).
  
  HALFLIGHT CHARM
  PRICE
  2,500 GP
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint divination
  CONSTRUCTION REQUIREMENTS
  COST 1,250
  PATHFINDER SOCIETY SCENARIO
  20
  TALKING TO THE DUSKWARDENS
  Finding the Duskwardens is easy 
  enough; almost anyone in town can 
  point the PCs to the Duskwarden’s 
  Guildhouse in the Bis district. The multilevel 
  structure within the rest of Kaer Maga’s walls has 
  collapsed in Bis, leaving only the walls and the highest 
  ceiling. Buttressed platforms soar off the sides of the walls, 
  each holding a small collection of homes and businesses. 
  A hodgepodge network of pulley-drawn elevators provides 
  transportation between the platforms.
  The Guildhouse itself is a squat and solid structure 
  with a placard bearing the group’s twisted-arch insignia 
  in blue and gold. PCs who succeed at an Easy Diplomacy 
  check or mention Horus Ilaktya’s name gain entrance. 
  Duskwarden guards escort the PCs inside the hall to a 
  small office where they meet with Talbren (NG female 
  half-elf ranger 3). Read or paraphrase the following if the 
  PCs mention their mission.
  “We’re always glad to have competent help around here. Things 
  have definitely seemed more riled up than usual down by the 
  Undercity,” Talbren says. “How can I help, Pathfinders?”
  Depending upon where they are in their investigation, 
  the PCs may ask some of the following questions.
  What do the Duskwardens do? “Mostly we patrol the 
  Halflight Path. That’s the underground passage leading 
  from the bottom of the cliff up to the surface of Kaer Maga. 
  We fight all kinds of threats and keep the path usable.”
  What kinds of threats are there along the path? “Along 
  the path there usually isn’t much beyond the usual danger 
  in the form of treacherous terrain, and if you take it slowly 
  you’ll be fine. Once in a while, though, a creature creeps 
  out of a vault and onto the path. That’s where we step in.”
  Can you help us find the vault we need to explore? “If 
  you’re on a mission for one of the power brokers here 
  in town, of course. We don’t want to take sides in their 
  squabbles and prefer to help everyone. I have a list here of 
  some vaults where we’ve noticed disturbances or unusual 
  levels of activity. Maybe that will help narrow it down.” 
  Give the players Handout #4: Narrowed List of Possible 
  Vaults. If the PCs do not have the clues from the troll 
  augur, Talbren hands them the list and asks them to 
  use it to help guide their further investigation. 
  On the other hand the PCs have already 
  gathered clues from the troll augur, they 
  have enough information to pick out the 
  Shining Deep. If the players do not make 
  the connection, have each PC attempt 
  an Average Knowledge (dungeoneering) 
  check. On a success, the PC remembers the 
  relevant details from Nuregore’s prophecy.
  If the PCs are stuck, Talbren asks guiding 
  questions about the augur’s prophecy and pieces 
  the solution together for them. However, the 
  fact that the PCs were unable to make such 
  deductions themselves concerns her. Unless 
  the PCs succeed at a Hard Diplomacy or Bluff 
  check to mollify her concerns, she requires them 
  to put forth a payment of 50 gp per PC (150 gp each in 
  Subtier 6–7) before taking them to the vault. She explains 
  that this fee is to help cover the cost of recovering the PCs’ 
  bodies and possessions should they perish in the depths.
  TRAVELING TO THE VAULT
  Once the PCs have identified the correct vault, Talbren gives 
  them permission to travel the Halflight Path and guides them 
  to the vault’s entrance whenever they are ready. During the 
  journey, which takes several hours, Talbren insists that the 
  PCs remain silent to avoid drawing unnecessary attention 
  from lurking monsters. As they arrive at the entrance to the 
  vault, Talbren stops the group. 
  Talbren raises a hand and stops abruptly. Reaching in to her 
  uniform pocket, she withdraws a handful of glowing crystals on 
  leather cords. She whispers, “These crystals are called Halflight 
  charms. Each of you should carry one with you. They provide 
  a bit of light, but that is not their primary function. If you find 
  yourself in dire straits, clutch the amulet and call for help. The 
  nearest Duskwardens will learn your location and come to assist.” 
  The Duskwarden leans closer. “Do not call for us lightly. The 
  disturbance in this vault provides me and my fellow Duskwardens 
  Duskwardens lend Halflight charms to travelers in the 
  Undercity for their protection. This charm originally appeared 
  in Pathfinder Adventure Path #63: The Asylum Stone.
  Halflight Charm
  This amulet is a small crystal at the end of a simple 
  leather strap. It glows brightly from within, shedding 
  light equivalent to that of a torch. Once per day, the 
  amulet’s bearer can clutch the object and call for 
  help. Doing so immediately contacts the three closest 
  Duskwardens and gives them intimate knowledge of 
  the pendant’s location, as per the locate object spell, 
  out to a distance of a mile.
  Craft Wondrous Item, light, locate object
  
  B. Shining Deep
  +0
  +15
  +10
  +15
  +0
  +10
  +5
  +20
  -10
  +10
  1 square = 5 feet
  B1
  B2
  B3
  B3
  B6
  B8
  B8
  B7
  B7
  B5
  B4
  Pathfinder Flip-Mat: Bigger Cavern
  N
  21
  BEYOND THE HALFLIGHT PATH
  
  PATHFINDER SOCIETY SCENARIO
  22
  with an opportunity to see the mettle of the Pathfinder Society for 
  ourselves. However, if your life is truly in danger, don’t let pride 
  get in the way of good sense. Activate the charm and flee.”
  If the PCs activate the charm during the adventure, a 
  group of Duskwardens arrives several minutes later. These 
  Duskwardens are not strong enough to defeat the challenges 
  of the Shining Deep, but they are able to cover the PCs retreat 
  before fleeing themselves. See the scenario’s conclusion on 
  page 23 for further ramifications of activating the charm.
  B. SHINING DEEP
  The caulborn constructed this series of caverns to hold 
  many of the implements and tools they used or had 
  gathered over centuries. Much of the construction was 
  done hastily in preparation for the destruction they 
  foresaw in the approach of the Starstone, and this shoddy 
  construction means many parts of the Shining Deep have 
  become rather unstable.
  The steps throughout the cavern provide gentle changes 
  to the elevation. These changes are marked on the map, 
  measured in feet.
  Unless otherwise noted, the ever-present crystals 
  embedded in the walls, ceilings, and floors throughout the 
  area provide dim light to the rooms. PCs can harvest the 
  gems with a successful Average Profession (miner) or similar 
  skill, or with a Hard Strength check and appropriate tools. 
  It takes 2d6 minutes to gather a handful of the gems, which 
  shed light as a candle for 1 hour.
  The stream running throughout the caverns enters past 
  B10 before traveling down a waterfall and into the pool in 
  B6. From there it drains away into numerous small cracks 
  in the floor. The stream averages 5 feet deep, and the current 
  is strong enough that Small and Medium creatures are 
  moved downstream at a rate of 10 feet per round. A PC must 
  succeed at a DC 15 Swim check to remain in one place or 
  make progress against the current, but a DC 10 Swim check 
  is sufficient to remain above water while being carried by 
  the current.
  Hazard: Certain walls and ceilings in the Shining Deep 
  are prone to sudden collapse. If a PC succeeds at an Average 
  Knowledge (engineering) or Profession (stonemasonry), 
  she notices this instability and grants the entire party 
  a +2 bonus on checks within the Shining Deep to avoid 
  damage from falling rocks and other instabilities. This 
  hazard is specifically noted in rooms in which it appears. 
  In such chambers, any digging (magical or otherwise) or 
  use of spells with the sonic descriptor have a 20% chance to 
  trigger a partial collapse of the room, dealing 2d6 points of 
  bludgeoning damage to all creatures in the room in Subtier 
  3–4, or 4d6 points of bludgeoning damaged to all creatures 
  in the room in Subtier 6–7. Creatures can attempt a Hard 
  Reflex save to take half damage.
  B1. SIGNS OF INSTABILITY
  The walls of this chamber are smooth in the western end except 
  for where part of the ceiling has collapsed, creating a rubble pile 
  that reaches towards the center of the room. Just to the east of this 
  pile, a natural chimney’s low whistling hints at fresh air entering 
  the cavern from somewhere below. A shallow pool southwest of 
  this hole is slowly refreshed by a steady drip of water from above.
  The natural chimney quickly narrows into a crack that 
  does not open into another cavern for several hundred feet.
  B2. UNSTABLE ROOM
  Piles of rubble encroach upon the middle of this room. Glowing 
  gems glitter to the northeast, their light reflecting off a small pool 
  of water and casting rainbow patterns on the ceiling.
  This room was once roughly square in shape, but collapses 
  over the years have almost sealed the eastern end entirely.
  Hazard: This room is prone to collapse (see the description 
  of this hazard in area B).
  B3. ERODED FLOOR AND CRUMBLING BRIDGE
  The burbling sounds of water echo throughout this large room 
  wending its way from north to south. A bridge formed out of the 
  stone floor arcs gracefully over the stream.
  Although the stream was here when the caulborn shaped 
  the room, it has since slowly eaten away at much of the rock 
  near the water’s edge.
  Hazard: All squares adjacent to the water’s edge, including 
  the squares of the bridge, are unstable. They break if any 
  creature of size Small or larger stands on them. A PC who 
  succeeds at an Easy Reflex save can leap away from the edge 
  and avoid tumbling into the stream.
  B4. MUSHROOMS AND GEMS
  Several patches of dull mushrooms grow in the dampness of this 
  room, their caps illuminated by tiny sparkling gems embedded in 
  the floor and walls.
  This room is relatively stable, although the stairs leading 
  to area B6 are slippery and require characters to either move 
  at half speed or attempt a DC 5 Acrobatics check to avoid 
  falling prone.
  B5. RAINBOW CRYSTALS
  Massive crystals of rainbow hues fill this entire area and grow 
  from all the walls and from the ceiling above.
  
  23
  BEYOND THE HALFLIGHT PATH
  Unlike much of the Shining Deep, this room is 
  brightly lit. A PC who succeeds at an Average Knowledge 
  (dungeoneering) knows the origin of the crystals to be a 
  natural, albeit rare, variety of mineral usually found deep in 
  the Darklands. The PCs can snap off a crystal without much 
  effort. A crystal emits light equivalent to a torch for 1 hour 
  before the light fades permanently.
  B6. GLIMMERING POND
  Clear water fills most of this room, fed by a quickly moving 
  waterfall to the east. Shimmering light from glowing gems 
  embedded in the rock beneath the water provide a hypnotic, 
  glittering luminance to the chamber.
  The pool is 10 feet deep in the center and quite cold, 
  averaging 45° F. The water level remains constant, draining 
  away through small fissures in the bottom of the pool. PCs 
  swimming in this water take 1d6 points of nonlethal cold 
  damage every 10 minutes.
  B7. UNSTABLE PASSAGE
  The crystalline growth in the northwestern corner of the room has 
  weakened the structural integrity of the walls there, making the 
  entire area particularly unstable. 
  Hazard: The room is unstable and the chance of a partial 
  collapse (as described in area B) is increased to 60%.
  B8. RUBBLE-FILLED ROOM
  This large room is filled with a massive pile of fallen rocks in the 
  center. On a relatively flat section of wall in the southeastern 
  corner, an ancient set of metal shelves hangs attached to the wall, 
  mostly turned to rust or broken by rockslides.
  This chamber was once the largest in the vault, but hurried 
  construction doomed it to collapse. The shelves are adhered 
  to the wall rather than anchored. Removing them requires 
  either an application of universal solvent or a DC 25 Strength 
  check. Successfully pulling them off with a Strength check 
  automatically causes a partial collapse, as described in area 
  B (see page 22).
  CONCLUSION
  Once the PCs return to Horus Ilaktya, he asks them about 
  the nature of the threat they faced and its location. As long 
  as the PCs have overcome the story threat, Horus is pleased 
  with their success. His comments on the situation depend 
  upon the story arc. 
  Recovering Implements: Horus’s reaction to this story 
  arc depends upon how much information the PCs learned 
  about Daven and Lodif’s motivations. If the PCs mention 
  the brothers’ fear of being turned into undead, he snorts. 
  “I’m not sure which is more offensive—that they engaged 
  in careless destruction of property in my district, or that 
  they thought I would grant them the gift of a second life 
  for their fumbling.” Otherwise, he is simply glad that the 
  PCs have found and put a stop to the property damage, and 
  somewhat amused at its source.
  Raising the Dead: Horus is disgusted by Verazaz. “Those 
  of us who have the power to grant a second life should know 
  above all else the responsibility that entails. Twice-Born 
  who cannot care for themselves rely on us to curb their 
  more destructive impulses. Otherwise they become a threat 
  to public safety and must, unfortunately, be destroyed.”
  Summoning Gone Wrong: “A qlippoth, you say? Those 
  creatures are opposed to everything that moves, living or 
  unliving. Thank you for getting to the bottom of this mess 
  and destroying that creature before it could pose a threat 
  to my citizens.”
  Regardless of the story arc, Ilaktya continues. “It seems 
  the Pathfinders do indeed live up to their reputation. I look 
  forward to working with you and your organization in the 
  future. I will send my regards to your venture-captain.” 
  On the other hand, if the PCs did not remove the threat, 
  Ilaktya is disappointed. “From the way Sheila Heidmarch 
  portrayed your organization, I expected better from you. 
  Ah, well. Giving you the chance to try to help didn’t cost me 
  much, and I’ll never fault someone for the mercantile spirit 
  of upselling her wares.” After the PCs leave Kaer Maga, 
  Heidmarch contacts them and requests a report on what 
  they did manage to find. 
  If the PCs activated the Halflight charm, the three nearest 
  Duskwardens cover the PCs’ retreat through the tunnels 
  beneath the city. Within the next few days, Duskwardens 
  launch a major expedition into the Shining Deep to 
  retrieve the bodies of any slain PCs and seal off the vault; 
  PCs do not need to pay the typical Prestige Point cost for 
  body recovery.
  As long as the PCs defeated the scenario’s story threat, 
  each PC receives the Duskwarden’s Favor boon on her 
  Chronicle sheet.
  PRIMARY SUCCESS CONDITIONS
  The PCs achieve their primary success condition if they 
  defeat the scenario’s story threat. Doing so earns each PC 1 
  Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve their secondary success condition if they 
  defeat at least three encounters in the vault, report the 
  nature of the threat to Horus Ilaktya, and do not call the 
  Duskwardens to help them escape the vault. Doing so earns 
  each PC 1 additional Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  24
  SPARKLEGRIM PASSAGE
  The caulborn knew as they delved deeper beneath Kaer 
  Maga that they could eventually run the risk of breaching 
  fully into the Darklands and drawing attention to their 
  own lands. To that end, they designed the area now called 
  Sparklegrim Passage as a trap to draw in, ensnare, and destroy 
  any deep dwellers that might enter it. They filled the vault 
  with treasures to act as bait and powerful magical traps to 
  kill any that found their way here. What what those motives 
  might be remains the subject of speculation. Unfortunately 
  for the current residents of Kaer Maga, a series of localized 
  earthquakes only a few months ago cracked the vault and 
  broke these traps, leaving behind a tempting and mostly 
  unguarded vault.
  Several days ago, a group of former slaves who had 
  escaped Nidal disappeared on their journey up the Halflight 
  Path. These escapees had hoped to find a new home in the 
  City of Strangers, and a Duskwarden named Drellis was 
  leading the group up to the city. However, when a collection 
  of dangerous creatures attacked, he realized that the fight 
  was beyond his abilities. He told his charges to run while 
  he held the assailants off to buy them time. The group tried 
  to retrace their steps back to the beginning of the path, 
  but became lost on the difficult trail, eventually stumbling 
  into Sparklegrim Passage. Once they realized they were 
  lost, they activated their Halflight charms (see page 29), but 
  the shielded nature of Sparklegrim passage (see area C) 
  prevented the nearest Duskwardens from being notified. 
  The new residents of Sparklegrim Passage captured these 
  travelers and stripped them of their gear. The Duskwardens, 
  knowing the composition of the group of missing escapees 
  but unable to find any trace of them, sent word to Halman 
  Wright (NG human male ranger 7), leader of the Freemen. 
  STORY ARCS
  The following details provide specific background to each 
  story arc.
  EVIL SEEKS SACRIFICES
  In the evil seeks sacrifices story arc, an antipaladin named 
  Zareen has come to Sparklegrim Passage following visions 
  from her god, Ahriman. Once a paladin of Sarenrae, Zareen 
  feel from grace after a series of harrowing events and failures 
  of her faith at the Worldwound, and now harbors a passionate 
  desire to wipe out hope wherever she finds it. To that end, 
  she plans to sacrifice as many intelligent humanoids as she 
  can capture. Together with her foul servants, she captured 
  the escaped slaves. When the PCs arrive, all six captives are 
  terrified but otherwise unharmed.
  Treasure for Story Threat: In both subtiers, the treasure is 
  Zareen’s equipment. She also possesses a burned and cracked 
  holy symbol of Sarenrae, a sign of her old faith. None of the 
  treasure from this encounter appears on the Chronicle sheet. 
  Treasure for Linked Threat: In Subtier 3–4, the treasure 
  is a set of manacles of cooperation, two potions of cure moderate 
  wounds, and a potion of lesser restoration. In Subtier 6–7 
  the treasure is a horn of goodness/evil, a set of manacles of 
  cooperation, two potions of cure serious wounds, a potion of lesser 
  restoration, and a potion of remove disease.
  Additional Treasure: In Subtier 3–4, Sparklegrim Passage 
  also contains a masterwork glaive, +1 breastplate, a cloak of 
  resistance +1, a pair of deathwatch eyes, a knight’s pennon of 
  honor, three potions of cure moderate wounds, two potions of 
  protection from evil, a wand of mage armor (10 charges), and 304 
  gp in coins and gems. In Subtier 6–7, it contains all of those 
  items, except the glaive is a +1 flaming glaive, the cloak is a 
  cloak of resistance +2, the healing potions are potions of cure 
  serious wounds, and the vault contains a fully charged wand 
  of false life. Finally, the value of the loose coins and gems is 
  increased to 622 gp.
  KOBOLD TESTING GROUNDS
  In the kobold testing grounds story arc, a small clan of 
  kobolds named the Shardstings broke through one of the 
  sealed entrances to the Darklands and began investigating 
  the caverns beyond. They found items both mundane and 
  magical stored by the caulborn long ago and, naturally, 
  worked to weaponize everything they could. They have since 
  spent time building traps. When the escaped slaves wandered 
  into their newfound trove, the kobolds captured them. Soon 
  the kobolds plan to use these captives as test subjects for 
  their projects. When the PCs arrive, one of the captives has 
  already perished facing a trial run of the kobolds’ new traps, 
  but the other five are unharmed.
  Treasure for Story Threat: In both subtiers, the treasure is 
  the kobolds’ equipment. In Subtier 3–4, the Chronicle sheet 
  lists an elixir of fire breath and a circlet of persuasion. None of the 
  treasure from Subtier 6–7 is listed on the Chronicle sheet.
  Treasure for Linked Threat: In Subtier 3–4, the treasure is 
  a masterwork longsword, a potion of cure moderate wounds, a 
  potion of delay poison, and a ring of protection +1. In Subtier 6–7, 
  the treasure is a ring of protection +2.
  Additional Treasure: In Subtier 3–4, Sparklegrim Passage 
  also contains a masterwork breastplate, a cloak of resistance 
  +1, three potions of cure moderate wounds, two potions of spider 
  climb, a scroll of levitate, and a fully charged wand of summon 
  monster I, as well as 450 gp worth of trapmaking materials. In 
  Subtier 6–7, the vault instead contains a cloak of resistance +2, 
  a deck of illusions, two potions of cure serious wounds, a potion of 
  haste, and 521 gp worth of trapmaking materials.
  DROW RAIDERS
  In the drow raiders story arc, a raiding party of dark elves 
  made their way into Sparklegrim Passage after learning of the 
  place’s existence from a captured duergar who’d been there 
  briefly. The grey dwarf’s description matched the vision the 
  
  25
  BEYOND THE HALFLIGHT PATH
  drow’s matron had provided the raiders, and they pursued 
  the lead. They did, in fact, find texts describing fleshwarping 
  techniques sacred to the demon lord Haagenti, and shortly 
  thereafter captured the escaped slaves who’d taken a wrong 
  turn. Believing this to be a sign of their own importance, the 
  raiding party’s ambitious leader has decided to remain in 
  the area for a while in hopes of learning secrets that can help 
  her unseat the matron and take power. When the PCs arrive, 
  the six captives are malnourished and chained to wall.
  Treasure for Story Threat: In both subtiers, the treasure 
  is the drow’s equipment. The following treasure items 
  appear on the Chronicle sheet. In Subtier 3–4, the Chronicle 
  sheet lists 3 doses of drow poison and four pieces of +1 frost 
  ammunition. In Subtier 6–7, it lists 6 doses of drow poison 
  and 10 +1 elemental ammunition, which represents the myriad 
  enchanted arrows the PCs can recover from this encounter. 
  The amount of drow poison that the PCs can purchase on 
  the Chronicle sheet is less than the total amount in the 
  encounter to limit the proliferation of this powerful toxin.
  Treasure for Linked Threat: In Subtier 3–4, the treasure 
  is a belt of incredible dexterity +2 and a wand of daylight 
  (10 charges). In Subtier 6–7, add a headband of ponderous 
  recollection (Ultimate Equipment 251).
  Additional Treasure: In Subtier 3–4, Sparklegrim Passage 
  also contains two potions of cure moderate wounds, two potions 
  of delay poison, and a set of sacred texts of Haagenti worth 
  500 gp to the right buyer. In Subtier 6–7, the vault contains 
  the same items, except the healing potions are potions of cure 
  serious wounds instead and the vault additional holds a potion 
  of haste.
  GETTING STARTED
  The PCs receive a letter from Sheila Heidmarch explaining 
  the details of their mission; the GM may also use whichever 
  other NPCs she wishes to direct the PCs to Kaer Maga. 
  Give the players Handout #3: Sheila Heidmarch’s Letter 
  (Sparklegrim Passage). A small map of Kaer Maga is folded 
  along with the letter, with the location of the Freemen’s 
  headquarters, a tavern called the Common House, clearly 
  marked. Once the PCs have read the letter, they have a short 
  time to make purchases before receiving transport to Kaer 
  Maga via a teleport spell. 
  The teleport spell takes the PCs to just outside Kaer Maga’s 
  walls, atop the plateau that allows the city to tower over the 
  surrounding landscape. On their way into the city, the PCs 
  pass through an open-air meat market called Meatgate, 
  where poor farmers sell their wares for affordable prices. 
  Just past Meatgate, the PCs reach the Gap, a massive hole 
  in Kaer Maga’s walls. Here, all manner of guides, porters, 
  and runners size up all new arrivals in hopes of turning a 
  quick profit. Several of these individuals approach the PCs, 
  offering to show the PCs the sites of the city, including the 
  best places to find food, entertainment, and rest. 
  The PCs may wish to hire a guide, either when they first 
  arrive or later in the scenario. The guides recognize that 
  the PCs are wealthy, so they charge a relatively steep fee of 
  2 gp per day (or 10 gp in Subtier 6–7). The PCs can cut the 
  cost in half with an Average Diplomacy check. Roll 1d4 to 
  determine what sort of guide the PCs have hired on the table 
  below. The PCs cannot hire two guides at once—the guides 
  consider such arrangements disrespectful to their fellows.
  KAER MAGA GUIDES
   1d4 Guide 
  Effect
   1 
  Knowledgeable guide 
  The guide provides information 
  as if the PCs had received a 
  result of 20 on their Knowledge 
  (local) or Diplomacy check 
  to gather information about 
  Kaer Maga (see page 26). 
  Additionally, they receive a +2 
  bonus on their skill checks to 
  gather rumors.
   2 
  Personable guide 
  This guide is a social butterfly. 
  She gives the PCs a +2 
  bonus on their skill checks 
  against Nuregore and the 
  Duskwardens.
   3 
  Rambler 
  The guide doesn’t know much 
  information that is useful to 
  the PCs’ mission. She tries to 
  cover for these gaps in his 
  knowledge by rambling on 
  about things with which he is 
  more familiar (such as inns).
   4 
  Pickpocket 
  This NPC is a pickpocket. If all 
  of the PCs fail a Hard Perception 
  check, the pickpocket takes 
  20 gp from them (or 75 gp in 
  Subtier 6–7) before they notice. 
  She then leaves the party at 
  the first opportunity, such as 
  when they are talking to the 
  troll augurs. If the PCs catch 
  her, she throws the money into 
  the street and does her best to 
  run away—armed only with a 
  dagger, she isn’t willing to risk 
  combat against the PCs. 
  On the other side of the Gap, the PCs enter the Warren 
  district, which is the poorest part of the city. The district’s 
  name comes from the maze of makeshift shanties and 
  haphazard constructions that its residents have cobbled 
  together with limited resources. Anyone who is willing to 
  put the work in to help the community survive is welcome, 
  
  PATHFINDER SOCIETY SCENARIO
  26
  from humans and halflings to goblins, orcs, and wererats. 
  These residents pay little attention to the PCs unless the PCs 
  approach them directly.
   The transition between the Warren and the rest of the 
  city is stark. Everywhere else, Kaer Maga’s thick walls are in 
  good repair. All of the city’s districts except the Warren are 
  situated in a multilevel complex of massive chambers, cast in 
  perpetual twilight lit by a kaleidoscope of shimmering lamps.
  The Bottoms is a working-class district of craftspeople 
  and laborers. Its people value hard work, but they also place a 
  significant value on leisure. Many of its residents are former 
  slaves, making freedom a central value of civic life. The 
  streets are humming with activity. Glass windows in many 
  of the buildings reveal small workshops, where experienced 
  craftspeople teach their trade to a new generation.
  The Common House is a popular building. In addition 
  to being the Freemen’s base of operations, it is a thriving 
  temple of Cayden Cailean, where stories, song, and ale 
  flow at all hours. Within, Halman Wright (NG male human 
  ranger 7) is eager to talk to the PCs. Two other high-ranking 
  members of the Freemen join him.
  As the doors to the Common House swing open, the sound of 
  music, drinking, and merriment flows into the streets. A team 
  of servers rushes among clusters of tables, delivering pitchers 
  of ale to grateful patrons. In the center of the hall, on top of a 
  long table, a team of fiddlers dances and plays a cheerful tune. 
  Near the performers, a small group of armed individuals sits at a 
  table with a conspicuous row of empty seats. One of the armed 
  people stands and beckons. “Pathfinders! Thank you for coming. 
  Over here, please. We’ve saved you seats.” Indicating his two 
  companions, he says. “This is Anva and this is Joelle. They’re fellow 
  councilors. I’m Halman Wright. We have the honor of representing 
  the interests of all of the fine folks of the Bottoms.” He gestures 
  for everyone to sit. “Your venture-captain speaks highly of you. 
  I’m glad, as the job I have for you is very important. Yesterday 
  one of the Duskwardens reported to me that a group of travelers 
  had disappeared along the Halflight Path on their way here. While 
  any such disappearances are terrible, what makes it my business 
  is that they were headed here to join the Freemen. You see, they 
  were—until recently—slaves in Nidal. I shudder to think of what 
  horrors they endured there, but to be so close to their destination 
  and just vanish,” he trails off and lowers his head.
  Joelle speaks up, “We hope you are able to find these lost 
  travelers and return them to us. All we know is that they vanished 
  along the Halflight Path and that the Duskwardens never received 
  a message from the Halflight charms the travelers carried. Please 
  use whatever means you have at your disposal to find them and 
  bring them safely here.”
  “I suggest you start by talking to people around town,” adds 
  Anva. “I’ve heard a few stories of other disappearances. Maybe 
  there’s a connection. And try getting a meeting with one of the 
  Augurs if you can.”
  Halman, Anva, and Joelle are willing to answer questions.
  Do you know where along the path they disappeared? 
  “No, we only have a rough idea. The Duskwardens could 
  likely give you a list to narrow down.”
  Could it be a group of slavers who are unhappy with the 
  Freemen? “It’s possible, of course, but we have a truce of 
  sorts right now. That’s mostly why I want the Pathfinders 
  to deal with this rather than us directly. We don’t want to 
  upset the balance of power unless it’s to our advantage.”
  Who are the Freemen? “We are. We freed ourselves from 
  slavery almost twenty years ago now, and we’ve managed to 
  build quite a community here.”
  Do you think the travelers are still underground 
  somewhere? “Most likely. There really aren’t any other ways 
  up beyond the Halflight Path, and the Duskwardens assure 
  us they did not pass the exit up here.” 
  What’s a Halflight charm? “Its a magical token the 
  Duskwardens give to travelers on the Halflight Path. People 
  carrying the token can activate it to send out a distress 
  signal to the nearest Duskwardens.”
  Who are the Augurs? “They’re a group of trolls with a 
  deep knowledge of the city and a real talent for prophecy. 
  Their services don’t always come cheap, but they are often 
  worth the coin.”
  Why are you all armed? Halman laughs, “I could ask 
  the same of you. But to answer your question, we have to 
  be ready to protect our people at a moment’s notice. We 
  wouldn’t be proper leaders if we asked any of our citizens 
  to take risks we weren’t willing to take ourselves.”
  GATHER INFORMATION (DIPLOMACY) OR KNOWLEDGE (LOCAL)
  Based on the result of a Diplomacy or Knowledge (local) 
  check, the PCs might know more about Kaer Maga and 
  its people. The PCs learn all of the following information 
  whose DC is less that or equal to the result of their check.
  10+: Kaer Maga is a massive ring of stone unbroken 
  except in one place: the Warren. Some unknown calamity 
  appears to have blown an enormous hole in the city’s ring 
  there. Otherwise, the majority of the city is actually housed 
  within the ring’s multileveled honeycomb of lantern-lit 
  chambers and caverns.
  15+: The Warren is home to the poorest residents of Kaer 
  Maga but also serves as the natural main entrance to the 
  city for locals and visitors alike.
  20+: Kaer Maga’s government is decentralized. A 
  collection of powerful factions controls various portions 
  of the city. The Ardoc family of golem-crafters controls the 
  Bis district, famed for its balconies lining the walls. The 
  Ankar-Te district is known for its many undead servants 
  and treats Horus Ilaktya as its de facto leader. A newer 
  faction, the Freemen, is led by Halman Wright and operates 
  out of the Bottoms, a stronghold of democracy. A group 
  of peaceful trolls lives in the city, many of them skilled in 
  
  Talbren
  27
  BEYOND THE HALFLIGHT PATH
  augury. The Duskwardens patrol the tunnels underneath 
  the city, where they strive to keep nosy visitors out of the 
  vaults and creatures in the vaults from getting out.
  25+: Those who want to know anything worth knowing 
  in Kaer Maga talk to the residents of the Warren, for 
  despite their low status, they know a great deal of what’s 
  happening in the city.
  KNOWLEDGE (ARCANA OR HISTORY)
  Based on the result of a Knowledge (arcana or history) check, 
  the PCs might know about the deeply magical history of Kaer 
  Maga. The PCs learn all of the following information whose 
  DC is less that or equal to the result of their check.
  10+: The city of Kaer Maga was here before the Thassilonian 
  empire even began.
  15+: The very first Runelord of Greed used Kaer Maga as a 
  prison for his enemies.
  20+: When he first took control of the city, the first Runelord 
  of Greed made a deal with the caulborn, a mysterious race of 
  prophets and record-keepers residing in the city. They agreed 
  to become wardens and historians of the city.
  25+: After millennia of service, the caulborn predicted the 
  arrival of the Starstone and fled deep beneath the surface to 
  escape destruction.
  30+: The caulborn carved out a series of caverns, passages, 
  and even a city far beneath Kaer Maga. The caulborn used 
  some of these places to as homes and others as storage vaults 
  for their many treasures.
  INVESTIGATION
  The first part of the scenario involves 
  investigating and pinning down two 
  elements: the possible nature of the threat in 
  the scenario, and the location of the vault the PCs must 
  investigate to deal with the threat. The PCs can approach the 
  three sections below (Rumors, Troll Augur, and Duskwarden) 
  in any order. The Rumors section deals with the nature of the 
  threat, while Troll Augur and Duskwardens narrow down the 
  location of the vault. 
  RUMORS
  The PCs can gather details about the nature of the threat by 
  picking up rumors around town. Refer to Appendix 14 on 
  page 90 for the possible rumors and rumormongers. One 
  of the rumors is specifically relevant to the PCs’ current 
  adventure. The other rumors tie to other story arcs and 
  locations, hinting at other adventures possible in future 
  playthroughs. Use the merchant Ulgan Trask (see art on 
  page 31) as one of the sources.
  The information the PCs discover depends upon the 
  result of their Diplomacy check to gather information. If 
  the PCs meet or exceed the Hard DC to gather information, 
  they receive the rumor that corresponds to their story arc, 
  one other unrelated rumor, and a rumor that corresponds 
  to one of the Independent Major or Independent Minor 
  encounters that they will face. If they succeed at the 
  Average DC but not the Hard DC, they receive the rumor 
  that corresponds to their story arc and two other random 
  rumors. If they do not succeed at the Average DC, they 
  receive three random rumors, none of which can be the 
  relevant rumor or rumor 10 on the table. 
  The PCs can use aid another to assist each other on 
  this skill check, or they can roll separately. If the PCs roll 
  separately, provide three rumors from the chart based upon 
  the best result, rather than generating three rumors for each 
  PC—too many rumors is likely to overwhelm the PCs. Feel 
  free to embellish the rumors with other gossipy details from 
  the lives of Kaer Magans, so long as it is clear that they are 
  not leads that the PCs are expected to follow.
  Regardless of what the PCs roll, the merchant Ulgan 
  Trask provides one of the rumors.
  The PCs may wish to attempt Diplomacy checks to gather 
  information more than once. They can try one additional 
  time. However, the residents of the 
  Warrens grow increasingly skittish 
  about the PCs’ intense interest in 
  morbid topics, and the PCs take 
  a –5 penalty on their 
  skill checks in this 
  second attempt.
  
  PATHFINDER SOCIETY SCENARIO
  28
  TROLL AUGURS
  The PCs may decide to seek out the services of troll augurs. 
  Normally this search takes an hour, but a successful Easy 
  Diplomacy check to gather information or a Knowledge (local) 
  check reduces this time to 15 minutes. They find Nuregore (N 
  female troll), an augur who is willing to help. The price she 
  charges depends upon how much relevant information the 
  PCs can give her. If the PCs did not gather the rumor relevant 
  to the story arc and only provide her with the information 
  from Wright, she frowns. “Your path has many branches,” she 
  explains, “It will take much searching for me to narrow down 
  which of these paths fate has decreed for you. If you wish for 
  me to divine all of the details in your stead, the process shall 
  be more complicated. Complicated, and perhaps perilous, as 
  some information wishes desperately to remain hidden.” In 
  this case, she asks the PCs for a hefty fee of 125 gp (500 gp in 
  Subtier 6–7) and tells them to return in 4 hours after she has 
  had time to meditate and prepare. In secret, the augur speaks 
  to several of her contacts to gather insight into the situation 
  at hand, allowing her to focus her divinations. 
  On the other hand, if the PCs succeeded at the Average 
  Diplomacy check to gather information and provide her 
  with the rumors they have heard, she charges 25 gp (100 gp 
  in Subtier 6–7). If they succeeded at the Hard check to gather 
  information and share their knowledge, she is impressed by 
  their legwork and lowers the fee to 5 gp (20 gp in Subtier 6–7). 
  The PCs may attempt to haggle with the augur. If they 
  succeed at a Hard Diplomacy check or Average Profession 
  (merchant) check, Nuregore cuts her price in half.
  When the time comes for her to perform her divination, 
  read or paraphrase the following.
   “I can tell you something of where you should go,” says the troll, 
  who then kneels on the ground, draws a long knife from her belt 
  and, with a powerful swipe, slices the blade across her belly. 
  She carefully reaches inside her abdomen and draws forth her 
  glistening internal organs, lifting them to her eye level. She does 
  not respond to the powerful odor that wells forth, and instead 
  studies her intestines intently. 
  Nuregore runs the intestines through her hands like a slimy 
  rope, examining them carefully. She continues to do this and soon 
  a pile of them lies before her on the ground. She then stops as she 
  reaches her large intestine. “It goes on a long way and reaches far 
  beneath the surface,” she says with a frown, “this place you seek. 
  It would be easy to become lost there, and it likely draws dangers 
  from the darkest depths.”
  With careful skill, Nuregore shoves her innards back and presses 
  the skin together. Her greenish hide knits together quickly and she 
  stands. “Those are the visions I see.”
  This description alone isn’t enough to for the PCs to 
  identify the vault, but it does provide sufficient information 
  for the Duskwardens to pinpoint the location.
  TALKING TO THE DUSKWARDENS
  Finding the Duskwardens is easy enough; almost anyone in 
  town can point the PCs to the Duskwarden’s Guildhouse in 
  the Bis district. The multilevel structure within the rest of 
  Kaer Maga’s walls has collapsed in Bis, leaving only the walls 
  and the highest ceiling. Buttressed platforms soar off the 
  sides of the walls, each holding a small collection of homes 
  and businesses. A network of pulley-drawn elevators provides 
  transportation between the platforms.
  The Guildhouse itself is a squat and solid structure, with a 
  placard bearing the group’s twisted-arch insignia in blue and 
  gold hanging outside. A successful Easy Diplomacy check, 
  a mention of Horus Ilaktya’s name, or the PCs identifying 
  themselves as Pathfinders working with some of the city’s 
  leaders is enough to gain entrance. Duskwarden guards escort 
  the PCs inside the hall to a small office where they meet with 
  Talbren (NG female half-elf ranger 3). Read or paraphrase the 
  following if the PCs mention their mission.
  The half-elf’s expression darkens “As Duskwardens, we do our 
  best to protect travelers. In the case you are referencing, we 
  do not know exactly what happened. There was a Duskwarden 
  assigned to watch over that group, but he never returned.”
  Depending upon where they are in their investigation, the 
  PCs may ask some of the following questions.
  What do the Duskwardens do? “Mostly we patrol the 
  Halflight Path. That’s the underground passage leading from 
  the bottom of the cliff up to the surface of Kaer Maga. We 
  fight all kinds of threats and keep the path usable.”
  What kinds of threats are there along the path? “Along the 
  path there usually isn’t much beyond the usual danger in the 
  form of treacherous terrain, and if you take it slowly you’ll be 
  fine. Once in a while, though, a creature creeps out of a vault 
  and onto the path. That’s where we step in.”
  Who was the Duskwarden who was escorting the group? 
  “His name was Drellis. He was a human man in his early 
  thirties with black hair that always stuck up in the back in 
  a funny cowlick.” She bows her head. “Finding him is our 
  responsibility, not yours. That being said, if you do find him, 
  we would be most grateful if you could return his body to us.”
  Can you help us find the vault we need to explore? “If 
  you’re on a mission for one of the power brokers here in 
  town, of course. We don’t want to take sides in their squabbles 
  and prefer to help everyone. I have a list here of some vaults 
  where we’ve noticed disturbances or unusual levels of activity. 
  Maybe that will help narrow it down.” 
  Give the players Handout #4: Narrowed List of Possible 
  Vaults. If the PCs do not have the clues from the troll augur, 
  Talbren hands them the list and asks them to use it to help 
  guide their further investigation. On the other hand the PCs 
  have already gathered clues from the troll augur, they have 
  enough information to pick out the Shining Deep. If the 
  
  HALFLIGHT CHARM
  PRICE
  2,500 GP
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint divination
  CONSTRUCTION REQUIREMENTS
  COST 1,250
  29
  BEYOND THE HALFLIGHT PATH
  players do not make the connection, have each PC attempt an 
  Average Knowledge (dungeoneering) check. On a success, the 
  PC remembers the relevant details from Nuregore’s prophecy.
  If the PCs are stuck, Talbren asks guiding questions about 
  the augur’s prophecy and pieces the solution together for 
  them. However, the fact that the PCs were unable to make 
  such deductions themselves concerns her. Unless the PCs 
  succeed at a Hard Diplomacy or Bluff check to mollify her 
  concerns, she requires them to put forth a payment of 50 
  gp per PC (150 gp each in Subtier 6–7) before taking them to 
  the vault. She explains that this fee is to help cover the cost 
  of recovering the PCs’ bodies and possessions should they 
  perish in the depths.
  TRAVELING TO THE VAULT
  Once the PCs have identified the correct 
  vault, Talbren gives them permission 
  to travel the Halflight Path and guides 
  them to the vault’s entrance whenever 
  they are ready. During the journey, 
  which takes several hours, Talbren 
  insists that the PCs remain silent to avoid 
  drawing attention from lurking monsters. As 
  they arrive at the entrance to the vault, Talbren 
  stops the group. 
  Talbren raises a hand and stops abruptly. Reaching 
  in to her uniform pocket, she withdraws a handful 
  of glowing crystals on leather cords. She whispers, 
  “These crystals are called Halflight charms. Each of 
  you should carry one with you. They provide a bit of 
  light, but that is not their primary function. If you find yourself 
  in dire straits, clutch the amulet and call for help. The nearest 
  Duskwardens will learn your location and come to assist.” 
  The Duskwarden leans closer. “Do not call for us lightly. The 
  disturbance in this vault provides me and my fellow Duskwardens 
  with an opportunity to see the mettle of the Pathfinder Society for 
  ourselves. However, if your life is truly in danger, don’t let pride 
  get in the way of good sense. Activate the charm and flee.”
  She pauses for a moment before adding, “Normally, I would be 
  able to guarantee that the signal would reach us, but given the 
  circumstances, try to wait until you’ve fled the vault proper before 
  activating the charm. Otherwise, we may have the same trouble 
  finding you as we’ve had locating the other group.”
  If the PCs activate the charm during the adventure, a 
  group of Duskwardens arrives several minutes later. These 
  Duskwardens are not strong enough to defeat the challenges 
  of the Shining Deep, but they are able to cover the PCs retreat 
  before fleeing themselves. See the scenario’s conclusion on 
  page 32 for further ramifications of activating the charm.
  It is possible that the PCs can discern more of what 
  happened to the group of former slaves. A PC who succeeds 
  Duskwardens lend Halflight charms to travelers in the 
  Undercity for their protection. This charm originally appeared 
  in Pathfinder Adventure Path #63: The Asylum Stone.
  Halflight Charm
  This amulet is a small crystal at the end of a simple 
  leather strap. It glows brightly from within, shedding light 
  equivalent to that of a torch. Once per day, the amulet’s 
  bearer can clutch the object and call for help. Doing so 
  immediately contacts the three closest Duskwardens and 
  gives them intimate knowledge of the pendant’s location, 
  as per the locate object spell, out to a distance of a mile.
  Craft Wondrous Item, light, locate object
  at a Hard Survival check can follow their 
  footprints from where they entered the 
  vault all the way to the place where they first 
  started to flee. At that site, they find the signs 
  of a pitched battle, as well as the corpse of 
  Drellis. His body is covered in claw marks. 
  C. SPARKLEGRIM PASSAGE
  The earthquake that split the main chamber of Sparklegrim 
  Passage in two broke most of the powerful enchantments laid 
  upon it to capture invaders from the Darklands, but not all. 
  Casting detect magic in any of its rooms and corridors reveals 
  strong, auras of abjuration, conjuration, and evocation magic 
  imbued in the walls, floors, and ceilings.. Divinations cannot 
  pass in to or out of Sparklegrim Passage.
  Travelers in Sparklegrim Passage feel drawn toward C5. At 
  one time this mental pull was much stronger and compelled 
  those entering to move to that chamber, but today it is merely 
  a feeling of curiosity drawing the traveler onward. 
  Some rooms in the area have sparkling, multicolored gems 
  embedded in the floors, walls, and ceiling. These gems do not 
  shed light unless otherwise noted.
  Hazard: The feelings of curiosity in Sparklegrim Passage 
  are distracting and impose a –2 penalty on Perception checks. 
  After the PCs reach area C5, the curiosity fades and the penalty 
  disappears. This is a mind-affecting effect.
  C1. GEMS BY THE POOLSIDE
  A scattering of sparkling gemstones illuminates a small pool of 
  clear water in the northwest end of this room.
  
  C. Sparklegrim Passage
  1 square = 5 feet
  C7
  C8
  C6
  C5
  C4
  C1
  C2
  C3
  Pathfinder Flip-Mat: Bigger Cavern
  N
  PATHFINDER SOCIETY SCENARIO
  30
  
  Ulgan Trask
  31
  BEYOND THE HALFLIGHT PATH
  The gems shed light equivalent to a candle. The captured 
  travelers’ six Halflight charms are scattered on the ground here.
  C2. SIGNS OF COLLAPSE
  The stone walls of this room are riddled with small cracks. The 
  eastern wall is partially collapsed, its component stones scattered 
  throughout the room and passage to the east.
  Despite its questionable appearance, a PC who succeeds 
  at an Average Knowledge (dungeoneering or geography) 
  or Profession (miner) realizes the wall is structurally 
  sound. Squares with rubble are difficult terrain.
  C3. BLASTED ROOM
  Every surface of this room is 
  blackened with soot and several 
  inches of ash coat the floor. The 
  room is also noticeably warmer 
  than the surrounding areas.
  This room was one of the 
  last lines of defense against the 
  Darklands. In case any invaders 
  managed to bypass the negative 
  energy in C5, this room relied 
  instead on the cleansing power 
  of fire. Magical fires once filled 
  the room, incinerating those 
  who entered. Today, the soot, ash, 
  and residual heat are the only clues to its former powers.
  C4. STORAGE VAULTS
  Numerous shelves have been built into the stone walls of this 
  room, shaped rather than carved. Spidery fractures in the stone 
  run across every surface. The gentle sounds of water lapping echo 
  throughout the chamber.
  The caulborn created this room as a repository for all 
  manner of treasures they thought Darklands dwellers might 
  likely seek. They designed the room to be open to observation 
  via divination magic. Today the effect is limited to divination 
  magic cast within the chamber: any divination spell cast 
  within this area operates as if the caster had used an extend 
  metamagic rod. The effect works a total of 3 times per day.
  The pools of water in this room are 10 feet deep.
  C5. SHATTERED ROOM
  The entire southwest half of this massive room is ten feet lower 
  than the northeast portion, broken and split as if snapped in two. 
  Countless bones from a variety of creatures lie about the room in 
  forbidding piles.
  A PC who succeeds at an Average Knowledge 
  (dungeoneering or geography) check determines that the 
  current state of the room is due to an earthquake in the last 
  few years.
  This chamber served as the primary 
  trap for explorers and invaders from the 
  Darklands. It worked in two ways. First, 
  a powerful gravitational shift pulled 
  creatures to the center of the room. 
  Then, once the creatures were held 
  in place, pulses of negative 
  energy 
  withered 
  away 
  their life force.
  Hazard: An echo of 
  the original trap remains. 
  All of the squares that the 
  cliff passes through are 
  dangerous. 
  Characters 
  who begin their turn 
  in one of these squares 
  are hit with a pulse 
  of 
  negative 
  energy 
  that deals 1d6 points 
  of damage (3d6 points of 
  damage in Subtier 6–7). A 
  character who succeeds at an Average 
  Will save takes half damage.
  These squares also pull creatures 
  toward them. If a PC steps into one of the squares adjacent to 
  the squares that deal negative energy damage, she is subject 
  to a gravitational shift. This acts as a drag combat maneuver 
  with a +10 CMB (+15 in Subtier 6–7). A successful maneuver 
  moves the target 5 feet into one of the squares suffused 
  with negative energy and holds the target in that square. 
  As a standard action, a character can attempt to break free 
  of this pull with a successful Hard combat maneuver check 
  or Average Escape Artist check. Alternatively, a PC can pull 
  one of her allies free of the hazard with a successful DC 16 
  Strength check (DC 18 in Subtier 6–7). Note that attempting to 
  free an ally may expose the assisting PC to the hazard.
  C6. SHRINKING CAVE
  This cave narrows both in width and height drastically from north 
  to south. Sharp, glittering stone spikes protrude from the walls 
  and ceiling.
  The caulborn designed this room to appear as a normal 
  passageway until a creature reached the middle, at which 
  point stone spears grew from the walls and ceilings and 
  
  PATHFINDER SOCIETY SCENARIO
  32
  the tunnel compressed tightly. When the earthquake 
  shattered Sparklegrim Passage’s defenses, the room froze 
  in mid-transformation.
  Hazard: Any creature who is pushed or thrown against the 
  wall or ceiling suffers 1d6 points of piercing damage.
  C7. PATH TO THE DARKLANDS
  A thin, low whistling of wind emanates from the northeast corner 
  of this room, accompanied by a stiff breeze blowing through a 
  narrow passage beyond. The floor in the room feels tacky. Here 
  and there lie skeletons half buried in the rock of the floor.
  As a first part of the enchanted trap these caverns were 
  designed to be, the floor itself adhered to explorers from the 
  Darklands, and the ancient skeletons are all that remain of 
  these raiders from long ago. An Average Heal or Knowledge 
  (local) is enough to identify the remains as those of Darklands 
  races: drow, duergar, goblins, and others. Although the 
  earthquakes have mostly broken the magical entrapment in 
  the room, the sticky floor provides difficult terrain.
  The passage to the northeast continues for several hundred 
  feet and angles downward. Eventually it narrows and becomes 
  a maze of passages that travel to the Darklands. The passages 
  and where they lead are beyond the scope of this adventure.
  C8. FLOODING CAVE
  The smell of mold and mildew fill this room. Small, multicolored 
  mushrooms grow from every surface and water trickles down the 
  walls in tiny rivulets.
  Originally this room sealed itself and filled with water to 
  drown trespassers, but now it merely keeps the walls damp.
  CONCLUSION
  Once the PCs return to Halman Wright, he asks them about 
  what they found. If the PCs have the former slaves with 
  them, he apologizes and asks them to wait a moment while 
  he makes sure that they have everything that they need. 
  He apologizes to the group from Nidal for the horrible 
  experience that they had in reaching Kaer Maga, and 
  promises on behalf of all of the Freemen that they do what 
  he can to help them find their footing. Anva takes over from 
  here, insisting that Halman talk to the Pathfinders and leave 
  the logistics to her. In a whirlwind of activity throughout 
  the Common House, she arranges for the group of former 
  captives to receive food, lodging, clothing, and treatment for 
  their wounds. Meanwhile, Halman listens intently to what 
  the PCs have to say. His next comments depend upon the 
  story arc.
  Evil Seeks Sacrifices: Wright says, “Those who fall from grace 
  can be dangerous indeed. I’m relieved that nothing terrible had 
  happened to them, but I shudder to think of what their fate 
  may have been if you hadn’t acted so quickly and decisively.”
  Kobold Testing Facility: Wright says, “Some people 
  underestimate kobolds, but they can be quite dangerous in 
  familiar territory, and the ones you faced sound tougher than 
  most.” He shakes his head, “They used the poor man to test 
  their traps? If you hadn’t acted quickly, I’m sure that more 
  than one of the travelers would have lost their lives.”
  Drow Raiders: Wright says, “Drow society is built around 
  slavery and exploitation. If you hadn’t arrived when you did, 
  those people would have almost certainly become slaves 
  again, after all that they went through, and all the risks they 
  took to find freedom. But thanks to you, they can finally lead 
  their own lives.”
  Regardless of the story arc, Wright continues. “You have 
  done admirably here today. I would be happy to welcome 
  you among our number, but I know you are busy with your 
  work as Pathfinders. Still, all of you are certainly welcome to 
  visit the Bottoms whenever you like. I will let your venture-
  captain know that she has convinced me fully of the skill of 
  your organization.”
  On the other hand, if the PCs did not recover the captives, 
  he says. “Thank you for giving this mission your best effort. 
  The courage it took for you to put your lives on the line is 
  commendable. We will arrange another rescue attempt. In 
  the meantime, though, remember that even though we can’t 
  always make things right, even though we can’t always save 
  everyone, the fight is worth it.” After the PCs leave Kaer Maga, 
  Heidmarch contacts them and requests a report of what they 
  did manage to find. 
  If the PCs activated the Halflight charm outside of the vault, 
  the three nearest Duskwardens cover the PCs’ retreat. Within 
  the next few days, Duskwardens launch a major expedition 
  into the Scintillating Halls to retrieve the bodies of any slain 
  PCs and seal off the vault; PCs do not need to pay the Prestige 
  Point cost for body recovery.
  If the PCs find and return Drellis’s body, the Duskwardens 
  are grateful. They refund any money that the PCs paid to them 
  during the investigation and also fully compensate them for 
  the fees they paid Nuregore.
  As long as the PCs defeated the story threat, each PC receives 
  the Duskwarden’s Favor boon on her Chronicle sheet.
  PRIMARY SUCCESS CONDITIONS
  The PCs achieve their primary success condition if they defeat 
  the story threat. Doing so earns each PC 1 Prestige Point. 
  SECONDARY SUCCESS CONDITIONS
  The PCs achieve their secondary success condition if they 
  defeat at least three encounters in the vault, return the 
  captives to the Freemen, and do not call the Duskwardens 
  to help them escape the vault. Doing so earns each PC 1 
  additional Prestige Point.
  
  33
  BEYOND THE HALFLIGHT PATH
  Player Handout #1: Sheila Heidmarch’s Letter (scintillating Halls) 
  Greetings Friends,
  For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers. 
  The Society would love to gain access to the many vaults carved beneath the city long ago. However, because 
  of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone 
  to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders 
  to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with 
  their endorsement. They want us to prove that we are willing to work as partners to a faction and that we 
  will not upset the city’s existing balance of power.
  After receiving the Duskwardens’ reply, I reached out to the leaders of several of the city’s largest factions 
  with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However, 
  Regnald Ardoc, a member of the powerful Ardoc family, took a greater interest. The Ardocs own one of the 
  Inner Sea’s greatest golem-crafting operations and rule Kaer Maga’s Bis district. Regnald has asked me to 
  send a group of agents to investigate a strange malady taking over a section of the city. 
  A word of caution—very few in Kaer Maga are beacons of morality. For their part, the members of the 
  Ardoc family are harsh enforcers of the law, and they expect the citizens of Bis to pay handsomely for the 
  privilege of their protection. For your own safety, as well as for the reputation of the Society, show Regnald 
  respect while you are in his presence.
  Sincerely,
  Sheila Heidmarch
  
  PATHFINDER SOCIETY SCENARIO
  34
  Player Handout #2: Sheila Heidmarch’s Letter (Shining Deep)
  Greetings Friends,
  For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers. 
  The Society would love to gain access to the many vaults carved beneath the city long ago. However, because 
  of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone 
  to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders 
  to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with 
  their endorsement. They want us to prove that we are willing to work as partners to a faction and that we 
  will not upset the city’s existing balance of power.
  After receiving the Duskwarden’s reply, I reached out to the leaders of several of the city’s largest factions 
  with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However, 
  Horus Ilaktya took a greater interest. Illyakta is the de facto leader of the Ankar-Te District. He has 
  asked me to send a group of agents to investigate a recent event that has caused property damage in his district.
  A word of caution—very few in Kaer Maga are beacons of morality. In Ankar-Te, necromancy is respected, 
  and people openly walk the streets with their undead servants. Horus is the owner of a shop called the Last 
  Rites, the district’s largest purveyor of mindless undead, or, as they locals euphemistically call them, Twice-Born. 
  Horus lives by his own code, a code that should make it safe for you to interact with him as long as you 
  don’t interfere with his merchandise. He doesn’t kill people, and he only uses corpses that he purchases from 
  the families of the deceased. In keeping with his faith in Urgathoa, he sees these “rebirths” as a gift, and is 
  unlikely to react well to any suggestions to the contrary.
  I understand some of you may find his occupation and methods distasteful, but please keep the larger mission 
  in mind and avoid causing any diplomatic incidents.
  Sincerely,
  Sheila Heidmarch
  
  35
  BEYOND THE HALFLIGHT PATH
  Player Handout #3: Sheila Heidmarch’s Letter (Sparklegrim Passage)
  Player Handout #4: Narrowed List of Possible Vaults
  Greetings Friends,
  For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers. 
  The Society would love to gain access to the many vaults carved beneath the city long ago. However, because 
  of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone 
  to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders 
  to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with 
  their endorsement. They want us to prove that we are willing to work as partners to a faction and that we 
  will not upset the city’s existing balance of power.
  After receiving the Duskwarden’s reply, I reached out to the leaders of several of the city’s largest factions 
  with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However, 
  Halman Wright, the leader of the Freemen faction, took a greater interest. A few years ago, Wright led a 
  successful slave revolt, and his followers took control of the Bottoms district. Since then, the Freemen have 
  maintained the Bottoms as a safe haven for former slaves. They also do everything they can to promote the 
  cause of freedom without Kaer Maga without disrupting society enough to unite other factions against them. 
  Halman has requested that I send a team immediately to investigate the disappearance of a group of his allies. 
  He did not provide further details. Before you go, you should know that very few in Kaer Maga are beacons 
  of morality. Halman’s Freemen are perhaps the most upstanding organization in the city. I would rather secure 
  an alliance with them than any of the alternatives. Do your best to prove yourselves to them.
  Sincerely,
  Sheila Heidmarch
  Based on the information we’ve gathered so far, the following vaults seem most likely 
  to be the source of the problems. 
  Blighted Well: Spiral stairway cut into rock leading to unknown depth.
  Burrower’s Delve: Tunnels carved by unknown creature. Passages very smooth.
  Frall’s Wake: Crypt-like. Perpetual low moaning throughout. Source unknown.
  Scintillating Halls: Greenish-gray glow to the water. Large crystalline structures.
  Scrivener’s Despair: Words written down disappear from pages and reappear on walls.
  Shallow Dive: Partially submerged. Waters very clear.
  Shining Deep: Numerous luminescent crystals throughout. Several cave-ins.
  Sparklegrim Passage: Probable connection to the Darklands. Many disappearances 
  nearby.
  Torturer’s Pain: Prone to collapse in places. Unidentified metal devices on walls.
  Vexing Grove: Fully-grown maple trees with unusual growths on leaves.
  
  36
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  Armies of the Abyss © 2002, Green Ronin Publishing; Authors: Erik Mona and Chris Pramas.
  The Avatar’s Handbook © 2003, Green Ronin Publishing; Authors: Jesse Decker and Chris 
  Thomasson.
  Book of the Righteous © 2002, Aaron Loeb.
  Legions of Hell © 2001, Green Ronin Publishing; Author: Chris Pramas.
  The Unholy Warrior’s Handbook © 2003, Green Ronin Publishing; Author: Robert J. Schwalb.
  Caryatid Column from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Jean Wells.
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  and distributed by Frog God Games; Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth.
  Deathtrap Ooze from Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.
  com. All rights reserved.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene and Clark Peterson, based on 
  material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.
  Phycomid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene. 
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Society Scenario #9–09: Beyond the Halflight Path © 2017, Paizo Inc.; Author: 
  Brian Duckwitz.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM 
  #
  GM Character 
  #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9-09: 
  Beyond the Halflight Path
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  630
  1,604
  —
  1,117
  1,259
  3,207
  —
  2,233
  Out of
  Subtier
  Pathfinder Society Scenario #9-09: 
  Beyond the Halflight Path
  Duskwarden’s Favor: Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you 
  some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to 
  gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you 
  already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground 
  environments for the remainder of the scenario.
  Items on this Chronicle Sheet: The list of items on this Chronicle sheet reflects all of the possible rewards that a 
  character could earn in this scenario, depending upon which encounters the GM uses. In one playthrough, it is only 
  possible to earn a few of these items. GMs who apply this Chronicle sheet to one of their characters gain access to 
  all items on this Chronicle sheet that are appropriate for their character’s subtier, regardless of which story arc they 
  ran. Items with the superscript UE appear in Pathfinder RPG Ultimate Equipment. Consult the index on page 392 for 
  page references.
  Core Campaign
  Subtier 3–4
  Subtier 6–7
  +1 flaming ammunition (166 gp each, limit 3)
  +1 frost ammunition (166 gp each, limit 4)
  aegis of recoveryUE (1,500 gp)
  amulet of natural armor +1 (2,000 gp)
  belt of incredible dexterity +2 (4,000 gp)
  circlet of persuasion (4,500 gp)
  deathwatch eyes UE (2,000 gp)
  drow poison (75 gp each, limit 3)
  dust of acid consumptionUE (1,600 gp)
  elixir of fire breath (1,100 gp)
  extend metamagic rod (lesser, 3,000 gp)
  eyes of the eagle (2,500 gp)
  glowing gloveUE (2,000 gp)
  handy haversack (2,000 gp)
  headband of ponderous recollectionUE (Knowledge 
  [dungeoneering]; 5,100 gp)
  knight’s pennon (honor; 2,200 gp)
  manacles of cooperation UE (2,000 gp)
  mind sentinel medallionUE (3,500 gp)
  pipes of haunting (6,000 gp)
  poisoner’s glovesUE (5,000 gp)
  ring of protection +1 (2,000 gp)
  ring of sustenance (2,500 gp)
  scroll of restore corpse (25 gp; Pathfinder RPG Ultimate  
  Magic 235)
  tangle arrow (arrow that functions as a tangle boltUE; 226 gp, 
  limit 2)
  void dustUE (4,500 gp)
  wand of bless (10 charges; 150 gp, limit 1)
  wand of color spray (20 charges; 300 gp, limit 1)
  wand of daylight (10 charges; 2,250 gp, limit 1)
  wand of mage armor (10 charges; 150 gp, limit 1)
  wand of spectral hand (10 charges; 900 gp, limit 1)
  +1 elemental ammunition (PC’s choice of flaming, frost, or shock 
  for each arrow upon purchase; 166 gp each, limit 10)
  bag of tricks (tan, 16,000 gp)
  belt of incredible dexterity +2 (4,000 gp)
  cloak of resistance +2 (4,000 gp)
  deathwatch eyesUE (2,000 gp)
  deck of illusions (8,100 gp)
  deliquescent glovesUE (8,000 gp)
  drow poison (75 gp each; limit 6)
  extend metamagic rod (11,000 gp)
  eye of the voidUE (10,000 gp)
  eyes of the owlUE (4,000 gp)
  glowing gloveUE (2,000 gp)
  grim lanternUE (5,800 gp)
  headband of ponderous recollectionUE (Knowledge 
  [dungeoneering]; 5,100 gp)
  headband of vast intelligence +2 (Spellcraft; 4,000 gp)
  horn of goodness/evilUE
  howling bracers (7,000 gp; Pathfinder RPG Advanced Class 
  Guide 230)
  knight’s pennon (honor; 2,200 gp)
  malleable symbolUE (10,000 gp)
  manacles of cooperationUE (2,000 gp)
  mind sentinel medallionUE (3,500 gp)
  pearl of power (3rd; 9,000 gp)
  poisoner’s glovesUE (5,000 gp)
  potion of greater magic fang (CL 8th; 1,200 gp, limit 1)
  ring of protection +2 (8,000 gp)
  ring of spell knowledge IIUE (6,000 gp)
  ring of summoning affinity (qlippoth; 8,600 gp; Pathfinder RPG 
  Advanced Class Guide 220)
  ring of swarming stabsUE (6,000 gp)
  scroll of restore corpse (25 gp; Pathfinder RPG Ultimate  
  Magic 235)
  tangle arrow (arrow that functions as a tangle boltUE; 226 gp each, 
  limit 6)
  verdant vineUE (6,000 gp)
  vest of surgeryUE (3,000 gp)
  void dustUE (4,500 gp)
  wand of bless (10 charges; 150 gp, limit 1)
  wand of color spray (20 charges; 300 gp, limit 1)
  wand of daylight (10 charges; 2,250 gp, limit 1)
  wand of false life (4,500 gp)
  wand of mage armor (10 charges; 150 gp, limit 1)
  wand of spectral hand (10 charges; 900 gp, limit 1)
  
  PATHFINDER SOCIETY SCENARIO
  38
  APPENDIX 1: BUILDING YOUR ADVENTURE
  The tables below provide the information necessary to run this scenario. By the time you have finished building this adventure, 
  you will have an adventure location, a story arc, and a total of five encounters. Two of these encounters are tied directly to the story: 
  the story threat and the linked threat. There are also three encounters that are independent of story arc choice: one independent 
  major threat, one independent minor threat, and one environmental threat. Use the tables on the following pages to either select 
  or randomly determine each element.
  STEP 1: CHOOSE A LOCATION
  First, determine the vault to serve as the adventure’s primary encounter location, either by choosing one or by rolling randomly. 
  More information about these locations appears in the scenario’s introduction.
  Difficulty: In keeping with its horror theme, the Scintillating Halls tends to be more challenging than other vaults.
  LOCATION
  1d6 
  Vault
  1–2 
  Scintillating Halls 
  3–4 
  Shining Deep
  5–6 
  Sparklegrim Passage
  STEP 2: CHOOSE A STORY ARC
  Each vault has three possible story arcs. Roll or choose one of the following story arcs. Each story arc has a unique story threat, 
  which represents the most challenging threat that the PCs face and the source of the recent problems facing Kaer Maga. 
  Additionally, each story arc has a linked threat that is thematically tied to the story threat. Finally, each story arc has a list of 
  treasure to provide the PCs during the course of play.
  For more information on the background of each story arc, see page 6–7 for arcs in the Scintillating Halls, page 15–16 for arcs 
  in the Shining Deep, or page 24–25 for arcs in Sparklegrim Passage.
  SCINTILLATING HALLS STORY ARCS
  If you chose the Scintillating Halls as your vault, select one of the following story arcs. These arcs are listed in rough order of 
  difficulty, from least to most challenging.
  SCINTILLATING HALLS STORY ARCS
  1d6 
  Story Arc
  1–2 
  Cultists
  3–4 
  Alien infection
  5–6 
  Alien art recovery
   
  For adventures in the Scintillating Halls, refer to Appendix 3 for Subtier 3–4 creature statistics, Appendix 4 for Subtier 6–7 
  creature statistics, and Appendix 13 for the haunt’s statistics in either subtier.
  SCINTILLATING HALLS STORY THREATS AND LINKED THREATS SUBTIER 3–4
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
  Cultists 
  Balthazin, Edwin Malcor, 
  Remove Gretta 
  Lullaby of Azathoth 
  Weaken lullaby of Azathoth 
   
  and Gretta Whisperscale 
   
  haunt 
  haunt*
  Alien infection 
  1 chaos beast 
  Apply sickened condition 
  2 akatas and 2 void 
  Remove 1 void zombie 
   
   
   
  zombies 
   
   
  Alien art recovery 
  1 mi-go and 1 phantom 
  Remove phantom fungus 
  1 ochre jelly 
  Apply 1 negative level
  *Reduce the DC to resist the haunt’s effects by 2.
  SCINTILLATING HALLS STORY THREATS AND LINKED THREATS SUBTIER 6–7
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
  Cultists 
  Balthazin, Edwin Malcor, 
  Remove Gretta 
  Dark dance of Azathoth  
  Weaken dark dance of  
   
  and Gretta Whisperscale 
   
  haunt 
  Azathoth haunt1
  
  39
  BEYOND THE HALFLIGHT PATH
  Alien infection 
  1 neh-thalggu and 
  Remove 2 phycomids 
  1 despair emotion ooze  
  1 advanced despair  
   
   
  4 phycomids 
  and 1 fear emotion ooze emotion ooze
  Alien art recovery 
  2 mi-go and 4 albino  
  Remove 2 solifugids 
  1 moonflower 
  Apply sickened condition 
   
  cave solifugids 
  1 Reduce the DC to resist the haunt’s effects by 2.
  2 For quick adjustment, increase the ooze’s hit points to 103, add 4 to its AC and CMD, and add 2 to its touch and flat-footed AC. Increase 
  its attack to slam +13 (1d8+10 plus emotional scarring) and the DC of its compel emotion ability to 23. 
  SHINING DEEP STORY ARCS
  If you chose the Shining Deep as your vault, select one of the following story arcs. These arcs are listed in rough order of difficulty, 
  from least to most challenging.
  SHINING DEEP STORY ARCS
  1d6 
  Story Arc
  1–2 
  Recovering implements
  3–4 
  Raising the dead
  5–6 
  Summoning gone wrong
  For adventures in the Shining Deep, refer to Appendix 5 for Subtier 3–4 creature statistics or Appendix 6 for Subtier 6–7 
  creature statistics.
  SHINING DEEP STORY THREATS AND LINKED THREATS SUBTIER 3–4
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
  Recovering   
  Daven, Lodif and 
  Remove wolves 
  Abrelin and Drixel  
  Apply implements 
  sickened condition 
  2 wolves
  Raising the dead 
  Verazaz and 2 juju 
  Replace juju zombies with 
  2 necrocrafts 
  Apply sickened condition 
   
  zombies 
  human zombies
  Summoning gone   1 shoggti qlippoth 
  Apply 1 negative level 
  2 howlers 
  Weaken howlers* 
   
  wrong
  *The howlers lose their quill attack. They retain their quill defense ability.
  SHINING DEEP STORY THREATS AND LINKED THREATS SUBTIER 6–7
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
  Recovering  
  Daven, Lodif, and  
  Remove dire wolves 
  Abrelin and Drixel 
  Apply implements 
   
  sickened condition 
  2 dire wolves
  Raising the dead 
  Verazaz and 2 mummies Remove 1 mummy 
  2 kurobozu 
  Weakened; remove Sage’s  
   
   
   
   
  Bane
  Summoning gone  
   1 nyogoth qlippoth 
  Weaken nyogoth1 
  1 advanced shoggti 
  Remove advanced  
   
  wrong 
   
   
  qlippoth 
  template2
  1 Reduce the nyogoth’s DR to 5/lawful and the duration of its horrific appearance to 1d4 rounds. Additionally, reduce its Charisma by 4. 
  This lowers the save DCs on all of its spells and abilities by 2.
  2 See Appendix 5 for the statistics of a standard shoggti.
  SPARKLEGRIM PASSAGE STORY ARCS
  If you chose the Shining Deep as your vault, select one of the following story arcs. These arcs are listed in rough order of difficulty, 
  from least to most challenging.
  SPARKLEGRIM PASSAGE STORY ARCS
  1d6 
  Story Arc
  1–2 
  Evil seeks sacrifices
  3–4 
  Kobold testing grounds
  5–6 
  Drow raiders
  
  PATHFINDER SOCIETY SCENARIO
  40
  When running a Sparklegrim Passage arc, refer to Appendix 7 for Subtier 3–4 creature statistics, Appendix 8 for Subtier 6–7 
  creature statistics, and Appendix 13 for trap statistics in either subtier.
  SPARKLEGRIM PASSAGE STORY THREATS AND LINKED THREATS SUBTIER 3–4
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
   
  Linked Threat (4  
   
   
   
   
   
  players)
  Evil seeks sacrifices Zareen and 2 huecuvas 
  Remove one huecuva 
  2 abrikandilu demons 
   
  Apply 1 negative  
   
   
   
   
   
  level to demons
  Kobold testing 
  1 kobold blade and  
  Remove kobold blade 
  2 camouflaged pit traps 
   
  Replace with 
  grounds 
  1 kobold guilecaster 
   
   
   
  1 wall scythe 
   
   
   
   
   
  trap 
  Drow raiders 
  4 drow house guards 
  Remove drow scouts 
  2 grothlut fleshwarps 
   
  Apply sickened  
   
  and 2 drow scouts 
   
   
   
  condition
  SPARKLEGRIM PASSAGE STORY THREATS AND LINKED THREATS SUBTIER 6–7
  Story Arc 
  Story Threat 
  Story Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
  Evil seeks sacrifices Zareen and 2 ghuls 
  Remove 1 ghul 
  2 babau demons 
  4 abrikandilu demons
  Kobold testing  
  1 kobold blade, 2 kobold  2 kobold blades and 1 
  1 camouflaged spiked  
  1 frost fangs trap 
   
  grounds 
  master trappers, and 1 
  kobold yapper 
  pit trap 
   
   
   
   
  kobold yapper
  Drow raiders 
  1 drow house captain,  
  Remove drow master scout 
  1 drider and 2 giant 
  Remove black widows 
   
  4 drow house guards, 
   
  black widow spiders 
   
   
   
   
  1 drow master scout, 
   
   
   
   
   
   
  and 1 drow priest 
  STEP 3: CHOOSE INDEPENDENT MAJOR THREAT
  After you have determined the story threat and linked threat, roll on the following table to choose an additional encounter. This 
  encounter should be relatively challenging for the PCs, but not as difficult as the story threat. Lower numbers are typically easier 
  encounters than higher numbers, and encounter 6 is particularly difficult. Statistics for Subtier 3–4 appear in Appendix 9, while 
  statistics for Subtier 6–7 appear in Appendix 10.
  INDEPENDENT MAJOR THREATS
  1d6 
  Subtier 3–4 
  Subtier 3–4 (4 players) 
  Subtier 6–7 
  Subtier 6-7 (4 players)
  1 
  2 caryatid columns 
  Remove Shatter Weapons 
  1 deathtrap ooze 
  Reduce acid damage to 1d6  
   
   
   
   
  and maximum trap form CR  
   
   
   
   
  to 6
  2 
  2 lamhigyn 
  Remove Poison 
  Intellect devourer 
  Weaken creature1
  3 
  3 derros 
  2 derros 
  3 rock trolls 
  2 rock trolls
  4 
  1 hungry fog 
  Weaken creature2 
  2 caulborn 
  Weaken creatures3
  5 
  2 myceloid 
  Weaken creatures4 
  2 chaos beasts 
  Weaken creatures5
  6 
  1 caulborn 
  Weaken creature3 
  1 lead golem 
  Remove Retributive Miasma
  1 Change the intellect devourers’ confusion and daze monster spell-like abilities from at will to 1/day.
  2 The hungry fog’s enveloping mists ability does not cause the affected creature to become staggered.
  3 Reduce the caulborn’s 3/day spells to 1/day.
  4 Remove the myceloids’ spore cloud and spore domination abilities.
  5 Decrease the chaos beasts’ Constitution scores by 4 This reduces their hit points to 67, their Fortitude save bonuses to +7, and the DC of 
  their corporeal instability to 15. Additionally, reduce their SR to 15.
  STEP 4: CHOOSE INDEPENDENT MINOR THREAT
  Next, roll on the following table to choose an additional encounter. Lower numbers are typically easier encounters than higher 
  numbers. Refer to Appendix 11 for statistics for Subtier 3–4, and Appendix 12 for Subtier 6–7.
  
  41
  BEYOND THE HALFLIGHT PATH
  MINOR CUSTOM THREATS
  1d6 
  Subtier 3–4 
  Subtier 3–4 (4 players) 
  Subtier 6–7 
  Subtier 6–7 (4 players)
   1 
  2 ettercaps 
  Apply sickened condition 
  1 dark naga 
  Weaken creature1
   2 
  3 ghouls 
  2 ghouls 
  3 zuvembies 
  2 zuvembies
   3 
  1 gray ooze 
  Weaken creature2 
  1 black pudding 
  Weaken creature3
   4 
  2 morlocks 
  Remove leap attack 
  2 trolls 
  Apply sickened condition
   5 
  1 dark stalker 
  Weaken creature4 
  3 dark stalkers 
  2 dark stalkers
   6 
  4 goblin sneaks 
  3 goblin sneaks 
  4 goblin firestarters 
  3 goblin firestarters
  1 Reduce all the dark naga’s spells per day by 3 and reduce the Fortitude save DC of the poison to 15.
  2 Reduce the gray ooze’s acid damage to 1 and the Fortitude save DC of the acid to 16.
  3 Remove the black pudding’s split ability and reduce all save DCs against its acid by 3.
  4 Remove the poison from the dark stalker’s weapon.
  STEP 5: CHOOSE ENVIRONMENTAL THREAT
  Next, roll on the following table to choose an environmental threat, which may be a trap or hazard. Lower numbers are typically 
  easier encounters than higher numbers. Statistics for all of these hazards, traps, and other threats appear in Appendix 13.
  ENVIRONMENTAL THREATS
  1d6 
  Subtier 3–4 
   
  Subtier 6–7
  1 
  Bad air (flammable)  
  Dweomersink
  2 
  Electric arc trap 
   
  Wyvern arrow trap
  3 
  Green slime 
   
  Yellow mold
  4 
  Wall scythe trap 
   
  Frost fangs trap
  5 
  Fireball trap 
   
  Camouflaged spiked pit trap
  6 
  Falling block trap 
   
  Blade barrier trap
  STEP 6: PLACE ENCOUNTERS AND TREASURE
  Once you have determined your vault, story arc, and encounters, review the map for your chosen vault and place each encounter 
  on the map, using the guidelines in Running This Scenario on page 4. Then determine the treasure allotted for your subtier and 
  story arc, as detailed in the description of the story arc you have chosen, and place it throughout the vault in areas appropriate to 
  their respective encounters. 
  
  PATHFINDER SOCIETY SCENARIO
  42
  APPENDIX 2: SAMPLE GM PREP
  The following example details the process of choosing all of 
  the elements in this scenario. Sharon is building an adventure 
  for some of her regular players who are playing 6th- and 7th-
  level characters. 
  She wants to select a vault rather than rolling randomly, 
  so for Step 1 she starts by reading through the backgrounds 
  for each of the vaults. After reviewing them all, she settles 
  on the Scintillating Halls, because Dark Tapestry–themed 
  horror appeals to her. She wants a creepy alien encounter, 
  so she choses the alien art recovery story arc in Step 2. In 
  Step 3, she consults the Scintillating Halls Story Threats and 
  Linked Threats tables on page 38 and sees that this arc pits 
  the PCs against a story threat of two mi-go and four albino 
  cave solifugids, with a linked threat of a moonflower. Happy 
  with these choices, she continues to select encounters. She 
  doesn’t have a preference for the independent major threat 
  (Step 3), so she rolls randomly and writes down the encounter 
  for her result of a 2: one intellect devourer. Next, she reviews 
  the Independent Minor Threats table for Step 4. She knows 
  that one of her players is playing a priest of Pharasma who 
  cherishes every opportunity to destroy undead, so she 
  selects the zuvembie encounter. Finally, for Step 5 she rolls 
  randomly on the Environmental Threats table and gets a 5: a 
  camouflaged spiked pit trap. With a chuckle, she writes that in 
  her notebook, and then reviews her five encounters: two mi-
  go and four albino cave solifugids, a moonflower, an intellect 
  devourer, three zuvembies, and a camouflaged spiked pit trap.
  Next, Sharon familiarizes herself further with the creatures 
  she has chosen, using their statistics as presented in 
  Appendices 4, 10, 12, and 13. She knows she doesn’t need to 
  print any of the other appendices, since the rest of them are for 
  GMs using a different vault or running Subtier 3–4. With the 
  creatures prepared, she turns her attention to the Scintillating 
  Halls map. She places each encounter in a different room, 
  careful to set them evenly around the map. First, she places 
  the mi-go and the albino cave solifugids in area A8, so that 
  the PCs will have to pass through other chambers before 
  reaching this encounter. She knows this group of players 
  likes a challenge, and she notes that the slippery floors in that 
  room will synergize well with the mi-go’s Combat Reflexes 
  feat to make mobility tricky. Next, she looks for a place to put 
  the moonflower. It’s a Huge creature, and she wants to give it 
  room to move, so she puts it in area A3. She puts the intellect 
  devourer in area A5 and the zuvembies near the entrance, in 
  area A1. Finally, she looks for a good chokepoint for the pit 
  trap, ultimately deciding to put it in the southern part of area 
  A3. Selections made, she then selects the appropriate pawns 
  from her collection.
  With the encounters placed, she looks for places to put 
  the scenario’s treasure. She finds the treasure listed under 
  the alien art recovery story arc. She distributes the mi-
  go’s treasure among the four creatures and scatters the 
  moonflower’s treasure among area A5’s strange crystals. 
  She then looks at the additional treasure section. She 
  distributes this gear between several fresh corpses, such as 
  the body of a hapless wizard who once wielded the wand 
  of color spray and fell prey to the intellect devourer, and a 
  rogue whose poisoner’s gloves offered him no aid against the 
  relentless zuvembies. 
  At this point, Sharon feels ready to run the dungeon 
  portion of the scenario, so she reads through the 
  investigation. She familiarizes herself with the rumors in 
  Appendix 14, as well as the rumormongers. She decides 
  that she wants to use Gindalee, Havar, and Maran to deliver 
  information to the PCs.
  
  43
  BEYOND THE HALFLIGHT PATH
  APPENDIX 3: SCINTILLATING HALLS 
  ENCOUNTERS (SUBTIER 3–4)
  This section contains the creature stat blocks for the 
  Scintillating Halls story arc major and linked threats. The 
  haunt appears in Appendix 13 on page 88.
  AKATA
  This hairless blue lion has twin tentacular tails. Dozens more thick 
  tentacles quiver and twitch where its mane should be.
  AKATA 
  CR 1
  Pathfinder RPG Bestiary 2 23
  N Medium aberration
  Init +6; Senses darkvision 120 ft., scent; Perception +1
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 15 (2d8+6)
  Fort +3, Ref +2, Will +4
  Defensive Abilities no breath; Immune cold, disease, poison; 
  Resist fire 30
  Weaknesses deaf, vulnerable to salt water
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +2 (1d6+1 plus void bite), 2 tentacles –3 (1d3)
  TACTICS
  During Combat Akatas team up to take down foes, flanking when 
  possible. 
  Morale Akatas fights to the death.
  STATISTICS
  Str 12, Dex 15, Con 16, Int 3, Wis 12, Cha 11
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Improved Initiative
  Skills Acrobatics +6 (+10 when jumping), Climb +9, Stealth +10; 
  Racial Modifiers +4 Stealth
  SQ hibernation
  SPECIAL ABILITIES
  Deaf (Ex) Akatas cannot hear. They are immune to spells and 
  effects that rely on hearing to function, but they also cannot 
  make Perception checks to listen.
  Hibernation (Ex) Akatas can enter a state of hibernation for 
  an indefinite period of time when food is scarce. When an 
  akata wishes to enter hibernation, it seeks out a den and 
  surrounds itself in a layer of fibrous material excreted from 
  its mouth—these fibers quickly harden into a dense, almost 
  metallic cocoon. While hibernating, an akata does not need 
  to drink or eat. The cocoon has hardness 10 and 60 hit points, 
  and is immune to fire and bludgeoning (including falling) 
  damage. As long as the cocoon remains intact, the akata 
  within remains unharmed. The akata remains in a state of 
  hibernation until it senses another living creature within 10 
  feet or is exposed to extreme heat, at which point it claws 
  its way to freedom in 1d4 minutes as its cocoon degrades to 
  fragments of strange metal.
  Salt Water Vulnerability (Ex) Salt water acts as an extremely 
  strong acid to akatas. A splash of salt water deals 1d6 points of 
  damage to an akata, and full immersion in salt water deals 4d6 
  points of damage per round.
  Void Bite (Ex) Akatas hold hundreds of invisibly small larval 
  young within their mouths, spreading these parasitic creatures 
  to hosts through their bite. Only humanoids make suitable 
  hosts for akata young—all other creature types are immune 
  to this parasitic infection. The disease itself is known as void 
  death (see below).
  Disease (Ex) Void Death: Bite—injury; save Fort DC 12; onset 1 
  hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage; 
  an infected creature who dies rises as a void zombie 2d4 hours 
  later (see page 47); cure 2 consecutive saves.
  BALTHAZIN
  This sunken-eyed human swaths his muscular form in heavy robes 
  adorned with eight-pointed stars.
  BALTHAZIN (SUBTIER 3–4) 
  CR 3
  Male human cleric of Azathoth 4
  CN Medium humanoid (human)
  Init +5; Senses Perception +2
  DEFENSE
  AC 17, touch 13, flat-footed 16 (+4 armor, +2 deflection, +1 Dex)
  hp 29 (4d8+8)
  Fort +5, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk warhammer +9 (1d8+6/×3)
  Ranged light crossbow +4 (1d8/19–20)
  Special Attacks channel negative energy 3/day (DC 12, 2d6), 
  destructive smite (+2, 5/day)
  Domain Spell-Like Abilities (CL 4th; concentration +6)
  5/day—vision of madness (+/–2)
  Cleric Spells Prepared (CL 4th; concentration +6)
  2nd—aid, cure moderate wounds, hold person (DC 14), touch 
  of idiocyD
  1st—cause fear (DC 13), cure light wounds, magic weapon, 
  shield of faith, true strikeD
  0 (at will)—bleed (DC 12), detect magic, guidance, resistance
  D domain spell; Domains Destruction, Madness
  TACTICS
  Before Combat Balthazin casts shield of faith on himself. The 
  bonuses from this spell are included in his statistics. If he has 
  a good idea of when the PCs will arrive, he also activates his 
  wand of bless.
  During Combat Balthazin issues forth a loud prayer to Azathoth 
  that begins semi-coherent but descends into incomprehensible 
  gibberish. He casts hold person on a dangerous-looking target 
  and then closes to melee. 
  Morale Guided by haunting visions of Azathoth, Balthazin fights to 
  the death.
  
  PATHFINDER SOCIETY SCENARIO
  44
  STATISTICS
  Str 18, Dex 13, Con 12, Int 8, Wis 14, Cha 10
  Base Atk +3; CMB +7; CMD 18
  Feats Improved Initiative, Lightning Reflexes, Weapon Focus 
  (warhammer)
  Skills Knowledge (planes) +4, Knowledge (religion) +4, Sense 
  Motive +7, Spellcraft +4
  Languages Common
  Combat Gear potion of bear’s endurance, scroll of invisibility 
  purge, wand of bless (10 charges); Other Gear mwk chain 
  shirt, light crossbow with 20 bolts, mwk warhammer, silver 
  unholy symbol of Azathoth, spell component pouch, 226 gp
  CHAOS BEAST
  This thing is a horrid mass of barbed tentacles, glaring eyes, and 
  gnashing teeth, twisting upon itself and reshaping into new forms.
  CHAOS BEAST 
  CR 7
  Pathfinder RPG Bestiary 2 54
  CN Medium outsider (chaotic, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 85 (9d10+36)
  Fort +9, Ref +8, Will +4
  Defensive Abilities amorphous, resistant to transformation; SR 18
  OFFENSE
  Speed 20 ft.
  Melee 4 claws +13 (1d6+3 plus corporeal instability)
  TACTICS
  During Combat The chaos beast attacks with full attack actions 
  when possible, but changes targets every 1d3 rounds.
  Morale The chaos beast fights to the death.
  STATISTICS
  Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11
  Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (claw)
  Skills Acrobatics +14 (+10 when jumping), Climb +15, Escape 
  Artist +14, Perception +13, Stealth +14, Swim +15
  SPECIAL ABILITIES
  Corporeal Instability (Su) Claw—contact (curse); save Fort DC 
  17; effect amorphous body and 1 Wisdom drain per round (see 
  below); cure 3 consecutive saves. The save DC is Con-based.
  A creature cursed with an amorphous body becomes a spongy, 
  shapeless mass. Unless the victim manages to control the effect 
  (see below), its shape constantly melts, flows, writhes, and 
  boils. An affected creature is unable to hold or use any item. 
  Clothing, armor, helmets, and rings become useless. Large 
  items worn or carried—armor, backpacks, even shirts—hamper 
  more than help, reducing the victim’s Dexterity score by 4. 
  Speed is reduced to 10 feet or one-quarter normal, whichever 
  is less. The victim gains the amorphous quality, but cannot 
  cast spells or use magic items, and it attacks blindly, unable 
  to distinguish friend from foe (–4 penalty on attack rolls and a 
  50% miss chance, regardless of the attack roll).
  A victim can temporarily regain its own shape by taking a 
  standard action to attempt a DC 15 Will save (this check DC 
  does not vary for a chaos beast with different Hit Dice or ability 
  scores). A success reestablishes the creature’s normal form 
  for 1 minute. Spells that change the victim’s shape (such as 
  alter self, beast shape, elemental body, and polymorph) do 
  not remove the curse, but hold the creature in a stable form 
  (which might not be its own form, depending on the spell) 
  and prevent additional Wisdom drain for the duration of the 
  spell; shapechange and stoneskin have a similar effect. The 
  victim takes 1 point of Wisdom drain from mental shock every 
  round that it ends its turn in an amorphous shape—upon being 
  drained to 1 Wisdom, further Wisdom drain ceases and the 
  amorphous body effect is permanent until removed via magic 
  (no further number of saving throws can cure the condition at 
  this time).
  Resistant to Transformation (Ex) Transmutation effects, such as 
  polymorphing or petrification, force a chaos beast into a new 
  shape, but at the start of its next turn, it immediately returns to 
  its normal form as a free action.
  EDWIN MALCOR
  This gaunt and dour human man’s eyes dance, as if he were witness 
  to countless shadows and apparitions.
  EDWIN MALCOR (SUBTIER 3–4) 
  CR 3
  Investigator wizard (Pathfinder RPG NPC Codex 179)
  Human diviner 4
  CN* Medium humanoid (human)
  Init +8; Senses Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 22 (4d6+6)
  Fort +2, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee club +1 (1d6–1)
  Ranged light crossbow +4 (1d8/19–20)
  Arcane School Spell-Like Abilities (CL 4th; concentration +8)
  7/day—diviner’s fortune (+2)
  Diviner Spells Prepared (CL 4th; concentration +8)
  2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
  1st—comprehend languages, feather fall, mage armor, magic 
  missile (2)
  0 (at will)—dancing lights, detect magic, detect poison, 
  message
  Opposition Schools illusion, necromancy
  TACTICS
  Before Combat The wizard casts mage armor.
  
  45
  BEYOND THE HALFLIGHT PATH
  During Combat If surprised, the wizard uses forewarned to cast 
  cat’s grace in the surprise round. He casts color spray, sleep, or 
  web against targets to incapacitate them so his companions can 
  finish them off.
  Morale Edwin fights to the death for Azathoth.
  Base Statistics Without mage armor, Edwin’s statistics are AC 14, 
  touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
  Base Atk +2; CMB +1; CMD 15
  Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll
  Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, 
  Knowledge (geography, history, nobility, religion) +8, Perception 
  +5, Sense Motive +5, Spellcraft +11
  Languages Common, Draconic, Dwarven, Elven, Orc
  SQ arcane bond (ring of protection +1), forewarned
  Combat Gear potion of cure moderate wounds, scroll of detect 
  thoughts, scroll of knock, scroll of locate object, scrolls of 
  sleep (2), wand of color spray (20 charges); Other Gear club, 
  light crossbow with 20 bolts, ring of protection +1, manacles, 
  spellbook, 125 gp
  *In the original source, the wizard’s alignment was LN.
  GRETTA WHISPERSMILE
  As this dwarven woman’s hands clutch the hilt of her vicious waraxe, 
  her face twists into a malevolent smile.
  GRETTA WHISPERSMILE (SUBTIER 3–4) 
  CR 3
  Dwarf fighter 4
  CE Medium humanoid (dwarf)
  Init +2; Senses darkvision 60 ft.; Perception +5 (+7 to notice 
  unusual stonework)
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 38 (4d10+12)
  Fort +8, Ref +4, Will +4 (+1 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft.
  Melee mwk dwarven waraxe +8 (1d10+5/×3)
  Ranged light crossbow +6 (1d8/19–20)
  Special Attacks hatred
  TACTICS
  During Combat Gretta targets enemy spellcasters first, using Step 
  Up to threaten them.
  Morale Overcome by the call of Azathoth, Gretta fights to 
  the death.
  STATISTICS
  Str 15, Dex 14, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +4; CMB +6 (+8 bull rush); CMD 18 (24 vs. bull rush, 22 
  vs. trip)
  Feats Improved Bull Rush, Power Attack, Step Up, Weapon Focus 
  (dwarven waraxe), Weapon Specialization (dwarven waraxe)
  Skills Acrobatics –1 (–4 when jumping), Appraise +0 (+2 to assess 
  nonmagical metals or gemstones), Climb +4, Intimidate +5, 
  Perception +5 (+7 to notice unusual stonework), Survival +9; 
  Racial Modifiers +2 Appraise to assess nonmagical metals or 
  gemstones, +2 Perception to notice unusual stonework
  Languages Common, Dwarven
  SQ armor training 1
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds; Other Gear mwk breastplate, light crossbow with 20 
  bolts, mwk dwarven waraxe, 116 gp
  MI-GO
  This unnaturally graceful creature has a bulbous fungoid lump for a 
  head, spiny insectoid wings, and a tangle of spiky, clawed legs.
  MI-GO 
  CR 6
  Pathfinder RPG Bestiary 4 193
  NE Medium plant
  Init +5; Senses blindsight 30 ft., low-light vision; Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 66 (7d8+35)
  Fort +10, Ref +7, Will +4
  DR 5/slashing; Immune cold, plant traits; Resist electricity 10, 
  fire 10
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee 4 claws +10 (1d4+3 plus grab)
  Special Attacks evisceration, grab, sneak attack +2d6
  TACTICS
  Before Combat The mi-go wears a large woolen cloak to disguise 
  its appearance. If it senses foes approaching, it hides.
  During Combat The mi-go prefers to focus its attacks on a single 
  target, flanking with the phantom fungus when it can. It cannot 
  continue its full attack after using its evisceration ability, so it 
  doesn’t use its grab ability on its first attack unless an opponent 
  is proving particularly hard to hit.
  Morale If reduced below 15 hit points, the mi-go flees.
  STATISTICS
  Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15
  Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip)
  Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
  Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, 
  Knowledge (arcana, geography) +14, Perception +12, Spellcraft 
  +14, Stealth +15; Racial Modifiers +4 Bluff, +4 Disguise
  Languages Aklo, Common, Mi-Go
  SQ deceptive, item creation, no breath, starflight
  SPECIAL ABILITIES
  Deceptive (Ex) A mi-go is a master of deception. It gains a +4 
  racial bonus on Bluff and Disguise checks. Bluff and Disguise are 
  always class skills for a mi-go.
  
  PATHFINDER SOCIETY SCENARIO
  46
  Evisceration (Ex) A mi-go’s claws are capable of swiftly and 
  painfully performing surgical operations upon helpless creatures 
  or those it has grappled. When a mi-go makes a successful 
  grapple check, in addition to any other effects caused by a 
  successful grapple, it deals sneak attack damage to the victim. 
  A creature that takes this damage must succeed at a DC 18 
  Fortitude save or take 1d4 points of ability damage from the 
  invasive surgery (the type of ability damage dealt is chosen by 
  the mi-go at the time the evisceration occurs). The save DC is 
  Dexterity-based.
  Item Creation (Ex) A mi-go possesses the ability to create strange 
  items that blur the line between magic and technology, given 
  time and resources. This ability allows a mi-go to ignore 
  all of the Item Creation feat requirements and spellcasting 
  requirements for creating a magic item; the resulting item is 
  always mi-go technology. A mi-go can use the Heal skill to craft 
  mi-go technology. When a mi-go uses this ability to craft an 
  item, it must use a larger amount of strange ingredients and 
  expendable resources—this effectively doubles the gp cost to 
  create the item.
  Starflight (Su) A mi-go can survive in the void of outer space. It 
  flies through space at incredible speeds. Although exact travel 
  times vary, a trip within a single solar system normally takes 
  3d20 months, while a trip beyond normally takes 3d20 years 
  (or more, at the GM’s discretion)—provided the mi-go knows 
  the way to its destination.
  OCHRE JELLY
  This yellow-orange amoeboid creature slithers across the ground, 
  pseudopods grasping ahead of its slow approach.
  OCHRE JELLY 
  CR 5
  Pathfinder RPG Bestiary 218
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 63 (6d8+36)
  Fort +8, Ref –3, Will –3
  Defensive Abilities split; Immune electricity, mind-affecting 
  effects, ooze traits, slashing and piercing damage
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +5 (2d4+3 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d4+3 plus 1d4 acid)
  TACTICS
  During Combat The jelly attacks the nearest creature.
  Morale The jelly fights to the death.
  STATISTICS
  Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped)
  Skills Climb +10
  SPECIAL ABILITIES
  Acid (Ex) An ochre jelly secretes a digestive acid that dissolves 
  only flesh (not bone) when it strikes a foe—creatures not made 
  of flesh (including most constructs and oozes, skeletal undead, 
  plants, and incorporeal creatures) are immune to the ochre 
  jelly’s acid damage.
  Split (Ex) Slashing weapons, piercing weapons, and electricity 
  attacks deal no damage to an ochre jelly. Instead the creature 
  splits into two identical jellies, each with half of the original 
  creature’s current hit point total, rounded down. A jelly with 10 
  hit points or less cannot be further split and dies if reduced to 0 
  hit points.
  PHANTOM FUNGUS
  Portions of this three-stalked fungoid monster’s body seem to fade in 
  and out of sight. A large maw gapes along its entire front.
  PHANTOM FUNGUS 
  CR 3
  Pathfinder RPG Bestiary 3 219
  N Medium plant
  Init +0; Senses blindsight 30 ft., low-light vision, tremorsense 60 ft.; 
  Perception +10
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +1
  Defensive Abilities phantom flesh; Immune plant traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (2d6+3)
  TACTICS
  Before Combat The phantom fungus remains invisible unless the 
  mi-go directs it to appear.
  During Combat The phantom fungus uses its phantom flesh 
  whenever possible in combat.
  Morale The phantom fungus fights to the death.
  STATISTICS
  Str 15, Dex 10, Con 16, Int 2, Wis 11, Cha 9
  Base Atk +3; CMB +5; CMD 15 (17 vs. trip)
  Feats Skill Focus (Perception), Skill Focus (Stealth)
  Skills Climb +10, Perception +10, Stealth +7; Racial Modifiers 
  +4 Stealth
  SPECIAL ABILITIES
  Phantom Flesh (Su) As a move action, a phantom fungus 
  can turn invisible as if using greater invisibility (caster 
  level 4th). A moment after it attacks with invisibility, the 
  creature appears briefly as a semi-transparent version of 
  its normal self. This allows any viewer with line of sight to 
  the phantom fungus to pinpoint its location at the time of 
  the attack (though if the creature moves after it attacks, 
  opponents have to pinpoint it again). An opponent can 
  ready an action to strike at the fungus when it momentarily 
  appears, in which case the creature only has concealment 
  
  47
  BEYOND THE HALFLIGHT PATH
  instead of invisibility (20% miss chance). The fungus can 
  turn completely visible as a move action, though it normally 
  remains invisible all the time. If killed while invisible, it 
  becomes visible 1d4 minutes later.
  ZOMBIE, VOID
  This walking corpse wears only a few soiled rags. A long, blue 
  tongue hangs out of its open mouth. as it dashes forward, 
  arms outstretched. 
  VOID ZOMBIE 
  CR 1
  Pathfinder RPG Bestiary 2 23, Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +2, Will +3
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee slam +4 (1d6+3), tongue –1 (1d6+1) or
  slam +4 (1d6+4)
  Special Attacks blood drain, quick strikes
  TACTICS
  During Combat The void zombie attacks the nearest foe
  Morale The void zombie fights to the death.
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SPECIAL ABILITIES
  Blood Drain (Ex) If a void zombie hits a living creature with its 
  tongue attack, it drains blood, dealing 2 points of Strength 
  damage before the tongue detaches.
  Quick Strikes (Ex) Whenever a void zombie takes a full-attack 
  action, it can make one additional slam attack at its highest 
  base attack bonus.
  
  PATHFINDER SOCIETY SCENARIO
  48
  APPENDIX 4: SCINTILLATING HALLS 
  ENCOUNTERS (SUBTIER 6–7)
  This section contains the creature stat blocks for the 
  Scintillating Halls story arc major and linked threats. The 
  haunt appears in Appendix 13 on page 88.
  BALTHAZIN
  This sunken-eyed human man swaths his muscular form in heavy 
  robes adorned with eight-pointed stars.
  BALTHAZIN (SUBTIER 6–7) 
  CR 6
  Human cleric of Azathoth 7
  CN Medium humanoid (human)
  Init +5; Senses Perception +2
  DEFENSE
  AC 19, touch 14, flat-footed 18 (+5 armor, +3 deflection, +1 Dex)
  hp 70 (7d8+35)
  Fort +9, Ref +6, Will +8
  OFFENSE
  Speed 30 ft.
  Melee +1 warhammer +13 (1d8+10/×3)
  Ranged light crossbow +6 (1d8/19–20)
  Special Attacks channel negative energy 3/day (DC 13, 4d6), 
  destructive smite (+3, 5/day)
  Domain Spell-Like Abilities (CL 7th; concentration +9)
  5/day—vision of madness (+/–3)
  Cleric Spells Prepared (CL 7th; concentration +9)
  4th—confusionD (DC 16), divine power
  3rd—cure serious wounds, dispel magic, rageD
  2nd—aid, bear’s endurance, bull’s strength, hold person (DC 
  14), touch of idiocyD
  1st—cause fear (DC 13), cure light wounds, entropic shield, 
  protection from law, shield of faith, true strikeD
  0 (at will)—bleed (DC 12), detect magic, guidance, resistance
  D domain spell; Domains Destruction, Madness
  TACTICS
  Before Combat Balthazin casts bear’s endurance, bull’s strength, 
  and shield of faith on himself. The benefits of these spells are 
  included in his statistics. If he has a good idea of when the PCs 
  will arrive, he also casts divine power and activates his wand 
  of bless.
  During Combat Balthazin issues forth a loud prayer to Azathoth 
  that begins semi-coherent but descends into incomprehensible 
  gibberish. Balthazin casts confusion on the largest group of PCs, 
  and then closes to melee.
  Morale Guided by haunting visions of Azathoth, Balthazin fights to 
  the death.
  Base Statistics Without bear’s endurance, bull’s strength, and 
  shield of faith, Balthazin’s statistics are AC 16, touch 11, 
  flat-footed 15; hp 56; Fort +7; Melee +1 warhammer +11 
  (1d8+7/×3); Str 18, Con 12; CMB +9; CMD 23.
  STATISTICS
  Str 22, Dex 13, Con 16, Int 8, Wis 14, Cha 10
  Base Atk +5; CMB +11; CMD 25
  Feats Improved Initiative, Lightning Reflexes, Power Attack, 
  Toughness, Weapon Focus (warhammer)
  Skills Knowledge (planes) +6, Knowledge (religion) +6, Sense 
  Motive +7, Spellcraft +6
  Languages Common
  Combat Gear potion of fly, scroll of invisibility purge, wand of 
  bless (10 charges); Other Gear +1 chain shirt, +1 warhammer, 
  light crossbow with 20 bolts, cloak of resistance +1, silver 
  unholy symbol of Azathoth, spell component pouch,126 gp
  EDWIN MALCOR
  This gaunt and dour halfling man’s eyes dance, as if he were witness 
  to countless shadows and apparitions.
  EDWIN MALCOR (SUBTIER 6–7) 
  CR 6
  Thunder wizard (Pathfinder RPG NPC Codex 182)
  Halfling evoker 7
  CN1 Small humanoid (halfling)
  Init +7; Senses Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, 
  +1 size)
  hp2 44 (7d6+17) 
  Fort +5, Ref +7, Will +10; +2 vs. fear
  DR 10/magic (ranged weapon attack only; 70 points)
  OFFENSE
  Speed 20 ft.
  Melee dagger +2 (1d3–2/19–20) or 
  quarterstaff +2 (1d4–2)
  Ranged dagger +7 (1d3–2/19–20)
  Special Attacks intense spells (+3 damage)
  Arcane School Spell-Like Abilities (CL 7th; concentration +10)
  6/day—force missile (1d4+3)
  Evoker Spells Prepared (CL 7th; concentration +10)
  4th—black tentacles, shout (DC 17)
  3rd—lightning bolt (2, DC 16), protection from energy, 
  empowered shocking grasp
  2nd—darkvision, mirror image, protection from arrows, 
  scorching ray (2)
  1st—color spray (DC 14), expeditious retreat, feather fall, mage 
  armor, shocking grasp (2)
  0 (at will)—dancing lights, flare (DC 13), mage hand, mending
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The wizard casts mage armor and protection from 
  arrows. The effects of these spells are included in his statistics. 
  He casts protection from energy (electricity) on Gretta to 
  protect her from his lightning bolt spells.
  During Combat Edwin tries to catch multiple opponents with 
  black tentacles, then follows up with a lightning bolt to hit as 
  many targets as possible. He uses ranged spells for as long as 
  possible, relying upon his touch spells as a last resort.
  
  49
  BEYOND THE HALFLIGHT PATH
  Morale Edwin fights to the death for Azathoth.
  Base Statistics Without mage armor or protection from arrows, 
  the wizard’s statistics are AC 15, touch 15, flat-footed 12.
  STATISTICS
  Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12
  Base Atk +3; CMB +0; CMD 14
  Feats Combat Casting, Empower Spell, Toughness2, Improved 
  Initiative, Iron Will, Scribe Scroll
  Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, 
  Knowledge (arcana) +13, Knowledge (dungeoneering) 
  +9, Knowledge (engineering) +7, Knowledge (planes) +8, 
  Perception +10, Spellcraft +13, Stealth +10, Use Magic 
  Device +5
  Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal
  SQ arcane bond (raven)
  Combat Gear pearl of power (1st level), potion of cure moderate 
  wounds, potion of lesser restoration, scroll of black tentacles, 
  scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of 
  mirror image (2), scroll of protection from energy; Other Gear 
  dagger, quarterstaff, cloak of resistance +1, ring of protection 
  +1, spellbook, 186 gp
  1 In the original source, the wizard’s alignment was LN.
  2 In the original source, the wizard had the Improved Familiar feat. 
  Edwin has the Toughness feat instead.
  EMOTION OOZE
  This viscous blob of brightly colored goo quivers and pulses in a 
  curious manner.
  DESPAIR EMOTION OOZE 
  CR 6
  Pathfinder RPG Bestiary 5 108
  N Medium ooze
  Init –3; Senses blindsense 120 ft.; Perception +2
  Aura emotion (DC 21)
  DEFENSE
  AC 13, touch 13, flat-footed 13 (+6 deflection, –3 Dex)
  hp 85 (9d8+45)
  Fort +14, Ref +6, Will +11
  DR 10/magic; Defensive Abilities amorphous; Immune mind-
  affecting effects, ooze traits; Resist cold 10
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +11 (1d8+7 plus emotional scarring)
  Special Attacks compel emotion, emotional scarring
  STATISTICS
  Str 20, Dex 5, Con 20, Int —, Wis 15, Cha 25
  Base Atk +6; CMB +11; CMD 16
  Skills Climb +13
  SQ compression, emotional attunement, empathic healing
  SPECIAL ABILITIES
  Compel Emotion (Su) As a move action, an emotion ooze can 
  release a pulse of psychic energy that causes intelligent 
  creatures within 60 feet to be overwhelmed by the emotion 
  ooze’s attuned emotion (Will DC 21 negates). Each emotion 
  has a special effect on affected creatures, which is described 
  in the corresponding emotional attunement entry (see 
  below). The effects of multiple emotion oozes attuned to the 
  same emotion don’t stack, but a creature can be under the 
  effects of different emotions from different types of emotion 
  oozes at the same time. 
  A creature affected by compel emotion retains the chosen 
  emotion for as long as it remains within 60 feet of the 
  emotion ooze and for 1d4 minutes thereafter. An affected 
  creature that takes a move action to try to control its emotions 
  can attempt another DC 21 Will save. Success on this Will save 
  removes the effect and grants the creature a +4 circumstance 
  bonus on future saves against that emotion ooze’s compel 
  emotion ability for 24 hours. This is a mind-affecting emotion 
  effect. The save DC is Charisma-based.
  Emotional Attunement (Su) Each emotion ooze is closely 
  attuned to a single emotion. The type of emotion affects its 
  physiology, altering its fundamental nature. An emotion ooze 
  attuned to despair is a pale, listless gray. Its Constitution and 
  Charisma scores increase by 2, and it has DR 10/magic and cold 
  resistance 10. A creature affected by a despair-attuned emotion 
  ooze’s compel emotion ability takes a –4 morale penalty on 
  attack rolls and damage rolls.
  Emotional Scarring (Ex) An emotion ooze’s slam attack deals an 
  additional 3d6 points of damage, which is mental damage like 
  that from mind thrust I. This is a mind-affecting emotion effect.
  Empathic Healing (Su) An emotion ooze gains fast healing 5 as 
  long as it is within 60 feet of a creature that is affected by its 
  compel emotion ability (or that is otherwise experiencing the 
  emotion to which the ooze is attuned). Though an emotion 
  ooze is otherwise immune to mind-affecting effects, it is healed 
  by emotion effects that match its emotion, regaining a number 
  of hit points equal to the caster level of the effect (or to the 
  ooze’s Hit Dice for abilities with no caster level). The ooze takes 
  an equal amount of damage if it fails a saving throw against an 
  effect that specifically counters its corresponding emotion (for 
  instance, remove fear for fear or good hope for despair).
  FEAR EMOTION OOZE 
  CR 6
  Pathfinder RPG Bestiary 5 108
  N Medium ooze
  Init –9; Senses blindsense 120 ft.; Perception +2
  Aura emotion (DC 20)
  DEFENSE
  AC 15, touch 15, flat-footed 13 (+6 deflection, –1 Dex)
  hp 76 (9d8+36)
  Fort +13, Ref +10, Will +11
  Defensive Abilities amorphous, evasion; Immune mind-affecting 
  effects, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  
  PATHFINDER SOCIETY SCENARIO
  50
  Melee slam +11 (1d8+7 plus emotional scarring)
  Special Attacks compel emotion, emotional scarring
  STATISTICS
  Str 20, Dex 9, Con 18, Int —, Wis 15, Cha 23
  Base Atk +6; CMB +11; CMD 18
  Feats Improved Initiative, Lightning Reflexes
  Skills Climb +13
  SQ compression, emotional attunement, empathic healing
  SPECIAL ABILITIES
  Compel Emotion (Su) As a move action, an emotion ooze can 
  release a pulse of psychic energy that causes intelligent 
  creatures within 60 feet to be overwhelmed by the emotion 
  ooze’s attuned emotion (Will DC 20 negates). Each emotion 
  has a special effect on affected creatures, which is described 
  in the corresponding emotional attunement entry (see 
  below). The effects of multiple emotion oozes attuned to the 
  same emotion don’t stack, but a creature can be under the 
  effects of different emotions from different types of emotion 
  oozes at the same time.
  A creature affected by compel emotion retains the chosen 
  emotion for as long as it remains within 60 feet of the 
  emotion ooze and for 1d4 minutes thereafter. An affected 
  creature that takes a move action to try to control its 
  emotions can attempt another DC 20 Will save. Success on 
  this Will save removes the effect and grants the creature a 
  +4 circumstance bonus on future saves against that emotion 
  ooze’s compel emotion ability for 24 hours. This is a mind-
  affecting emotion effect. The save DC is Charisma-based.
  Emotional Attunement (Su) Each emotion ooze is closely attuned 
  to a single emotion. The type of emotion affects its physiology, 
  altering its fundamental nature. An emotion ooze attuned 
  to fear is light gray, flecked with darker gray motes swirling 
  about its insides. Its Dexterity score increases by 4, it gains 
  Improved Initiative and Lightning Reflexes as bonus feats, and 
  it gains the evasion rogue class feature. A creature affected by 
  a fear-attuned emotion ooze’s compel emotion ability gains the 
  shaken condition.
  Emotional Scarring (Ex) An emotion ooze’s slam attack 
  deals an additional 3d6 points of damage, which is mental 
  damage like that from mind thrust I. This is a mind-affecting 
  emotion effect.
  Empathic Healing (Su) An emotion ooze gains fast healing 5 as 
  long as it is within 60 feet of a creature that is affected by its 
  compel emotion ability (or that is otherwise experiencing the 
  emotion to which the ooze is attuned). Though an emotion 
  ooze is otherwise immune to mind-affecting effects, it is 
  healed by emotion effects that match its emotion, regaining 
  a number of hit points equal to the caster level of the effect 
  (or to the ooze’s Hit Dice for abilities with no caster level). 
  The ooze takes an equal amount of damage if it fails a 
  saving throw against an effect that specifically counters its 
  corresponding emotion (for instance, remove fear for fear or 
  good hope for despair).
  GRETTA WHISPERSMILE
  As this dwarven woman’s hands clutch the hilt of her vicious waraxe, 
  her face twists into a malevolent smile.
  GRETTA WHISPERSMILE (SUBTIER 6–7) 
  CR 6
  Spell hunter (Pathfinder RPG NPC Codex 83)
  Dwarf fighter 7
  CE* Medium humanoid (dwarf)
  Init +2; Senses Perception +5
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
  hp 64 (7d10+21)
  Fort +9, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities bravery +2, defensive training 
  OFFENSE
  Speed 20 ft.
  Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3)
  Ranged mwk throwing axe +11 (1d6+5) 
  or mwk light crossbow +10 (1d8/19–20)
  Special Attacks hatred, weapon training (axes +1)
  TACTICS
  Before Combat Gretta drinks her potion of bull’s strength. The 
  effects of this potion are included in her statistics.
  During Combat Gretta targets enemy spellcasters first. She uses 
  the combination of Step Up and Disruptive to interrupt the 
  PCs’ spellcasting.
  Morale Overcome by the call of Azathoth, Gretta fights to 
  the death.
  Base Statistics Without bull’s strength, Gretta’s statistics are 
  Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3); 
  Ranged mwk throwing axe +11 (1d6+3); Str 15; CMB +9 
  (+13 bull rush); CMD 21 (27 vs. bull rush, 25 vs. trip); Skills 
  Climb +8.
  STATISTICS
  Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +7; CMB +12 (+16 bull rush); CMD 23 (29 vs. bull rush, 
  27 vs. trip)
  Feats Blind-Fight, Disruptive, Greater Bull Rush, Improved 
  Bull Rush, Power Attack, Step Up, Weapon Focus (dwarven 
  waraxe), Weapon Specialization (dwarven waraxe)
  Skills Climb +10, Intimidate +8, Perception +5 (+7 to notice 
  unusual stonework), Survival +10
  Languages Common, Dwarven
  SQ armor training 2
  Combat Gear oil of magic weapon (2), potion of aid, potion of 
  bull’s strength, potions of cure moderate wounds (2); Other 
  Gear+1 full plate, masterwork cold iron dwarven waraxe, 
  masterwork light crossbow with 20 bolts, masterwork 
  throwing axe, cloak of resistance +1, 46 gp
  *In the original source, the fighter’s alignment was LE.
  
  51
  BEYOND THE HALFLIGHT PATH
  MI-GO
  This unnaturally graceful creature has a bulbous fungoid lump for a 
  head, spiny insectoid wings, and a tangle of spiky, clawed legs.
  MI-GO 
  CR 6
  Pathfinder RPG Bestiary 4 193
  NE Medium plant
  Init +5; Senses blindsight 30 ft., low-light vision; Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 66 (7d8+35)
  Fort +10, Ref +7, Will +4
  DR 5/slashing; Immune cold, plant traits; Resist electricity 10, 
  fire 10
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee 4 claws +10 (1d4+3 plus grab)
  Special Attacks evisceration, grab, sneak attack +2d6
  TACTICS
  Before Combat The mi-go wear large woolen cloaks to disguise 
  their appearance and hide their features. When they notice 
  the PCs approaching, One of the mi-go stands in the open 
  while the other hides and waits in ambush.
  During Combat Mi-go single out a target, preferring those that 
  are stragglers or separated from the group. They prefer full 
  attacks and flank whenever possible. They cannot continue 
  their full attack after using their evisceration ability, so they 
  don’t use their grab ability on their first attack unless an 
  opponent is proving particularly hard to hit.
  Morale If reduced below 15 hit points, a mi-go flees.
  STATISTICS
  Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15
  Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip)
  Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
  Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, 
  Knowledge (arcana, geography) +14, Perception +12, Spellcraft 
  +14, Stealth +15; Racial Modifiers +4 Bluff, +4 Disguise
  Languages Aklo, Common, Mi-Go
  SQ deceptive, item creation, no breath, starflight
  SPECIAL ABILITIES
  Deceptive (Ex) A mi-go is a master of deception. It gains a +4 
  racial bonus on Bluff and Disguise checks. Bluff and Disguise 
  are always class skills for a mi-go.
  Evisceration (Ex) A mi-go’s claws are capable of swiftly and 
  painfully performing surgical operations upon helpless 
  creatures or those it has grappled. When a mi-go makes a 
  successful grapple check, in addition to any other effects 
  caused by a successful grapple, it deals sneak attack damage 
  to the victim. A creature that takes this damage must succeed 
  at a DC 18 Fortitude save or take 1d4 points of ability damage 
  from the invasive surgery (the type of ability damage dealt is 
  chosen by the mi-go at the time the evisceration occurs). The 
  save DC is Dexterity-based.
  Item Creation (Ex) A mi-go possesses the ability to create strange 
  items that blur the line between magic and technology, given 
  time and resources. This ability allows a mi-go to ignore 
  all of the Item Creation feat requirements and spellcasting 
  requirements for creating a magic item; the resulting item is 
  always mi-go technology. A mi-go can use the Heal skill to craft 
  mi-go technology. When a mi-go uses this ability to craft an 
  item, it must use a larger amount of strange ingredients and 
  expendable resources—this doubles the cost to create the item.
  Starflight (Su) A mi-go can survive in the void of outer space. It 
  flies through space at incredible speeds. Although exact travel 
  times vary, a trip within a single solar system normally takes 
  3d20 months, while a trip beyond normally takes 3d20 years—
  provided the mi-go knows the way to its destination.
  MOONFLOWER
  A twisted trunk clustered with bulbous blossoms holds up a gaping 
  mouth ready to swallow a victim whole.
  MOONFLOWER 
  CR 8
  Pathfinder RPG Bestiary 2 192
  N Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
  hp 104 (11d8+55); fast healing 5
  Fort +12, Ref +3, Will +4
  DR 10/slashing; Immune electricity, plant traits; Resist cold 10
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee bite +15 (2d6+9 plus grab), 2 tentacles +13 (1d8+4)
  Space 15 ft.; Reach 15 ft.
  Special Attacks light pulse, pod prison
  TACTICS
  Before Combat The moonflower waits until at least three foes are 
  within 50 feet before attacking unless it is attacked first.
  During Combat The moonflower begins combat with its light 
  pulse ability. After that, it attacks the nearest foe first.
  Morale The moonflower fights to the death.
  STATISTICS
  Str 28, Dex 10, Con 21, Int 5, Wis 12, Cha 17
  Base Atk +8; CMB +19 (+23 grapple); CMD 29 (can’t be tripped)
  Feats Blind-Fight, Improved Initiative, Improved Sunder, 
  Multiattack, Power Attack, Skill Focus (Stealth)
  Skills Perception +9, Stealth +4 (+20 in thick vegetation); Racial 
  Modifiers +16 Stealth in thick vegetation
  Languages telepathy (1 mile, other moonflowers only)
  SQ pod spawn
  SPECIAL ABILITIES
  Light Pulse (Su) As a standard action, a moonflower can release 
  a pulse of bright light. All creatures within a 50-foot burst that 
  can see the moonflower must make a DC 20 Fortitude save or 
  
  PATHFINDER SOCIETY SCENARIO
  52
  be blinded for 1d4 rounds. Moonflowers are immune to this 
  ability. The save DC is Constitution-based.
  Pod Prison (Ex) This works like the swallow whole ability, except 
  the moonflower can only use it once every 1d4 rounds, and 
  the swallowed creature is immediately wrapped in a tight 
  digestive cocoon and expelled into an adjacent square, where 
  it takes damage every round (2d6 bludgeoning and 2d6 acid, 
  AC 15, 25 hp). The cocooned target cannot use Escape Artist 
  to get out of the cocoon. Other creatures can aid the target by 
  attacking the cocoon with piercing or slashing weapons, but 
  the creature within takes half the damage from any attack 
  against the cocoon. Once the cocoon is destroyed, it deflates 
  and decays. Each creature swallowed by a moonflower is 
  encased in its own cocoon.
  Pod Spawn (Ex) Should a moonflower’s pod prison kill and digest 
  a Small or larger creature, the pod transforms into an adult 
  moonflower with full hit points after 1d4 hours. The newly 
  formed moonflower has its own consciousness, but some 
  aspect of its trunk or blossoms resembles the creature that died 
  within. The dead creature’s equipment remains inside the new 
  moonflower and can be retrieved by killing it.
  NEH-THALGGU
  This crab-like nightmare has a lamprey mouth, twitching eyes on 
  its legs, and several blisters along its back that hold human brains.
  NEH-THALGGU 
  CR 8
  Pathfinder RPG Bestiary 2 197
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, 
  –1 size)
  hp 105 (10d8+60)
  Fort +9, Ref +6, Will +11
  DR 10/magic; Immune confusion effects; SR 19
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (2 claws, 2d6+7)
  Sorcerer Spells Known (CL 7th; concentration +17)
  3rd (5/day)—lightning bolt (DC16), hold person (DC 16)
  2nd (7/day)—acid arrow, alter self, invisibility
  1st (7/day)—grease (DC 14), magic missile, ray of 
  enfeeblement (DC 14), shield, unseen servant
  0 (at will)—acid splash, dancing lights, detect magic, mage 
  hand, open/close, prestidigitation, read magic
  STATISTICS
  Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17
  Base Atk +7; CMB +15; CMD 35 (can’t be tripped)
  Feats Arcane Strike, Extend Spell, Combat Reflexes, Eschew 
  MaterialsB, Improved Initiative, Power Attack
  Skills Fly +15, Knowledge (arcana, dungeoneering, and planes) 
  +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth 
  +12, Use Magic Device +16
  Languages Abyssal, Aklo, Common, Draconic, Protean, 
  Undercommon; telepathy (100 feet)
  SQ brain collection, strange knowledge
  SPECIAL ABILITIES
  Brain Collection (Ex) A neh-thalggu can store up to seven 
  humanoid brains and use them to enhance its knowledge and 
  power. Each stored brain grants a neh-thalggu a cumulative 
  +1 insight bonus to AC, concentration checks, and Knowledge 
  checks. A neh-thalggu can extract a brain from a helpless 
  opponent with a coup de grace attack, or as a standard action 
  from a body that has been dead for no more than 1 minute. 
  A neh-thalggu that has fewer than seven brains gains 1 
  negative level for each missing brain. These negative levels 
  can never become permanent, but they can only be removed 
  by replacing one of its collected brains. The stats presented 
  here assume a monster with a full collection.
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage and staggered for 1 round; 
  cure 2 consecutive saves. The save DC is Constitution-based.
  Spells A neh-thalggu casts spells as a 7th-level sorcerer. For each 
  negative level it takes from missing brains, its caster level is 
  reduced by 1. A neh-thalggu with no collected brains cannot 
  cast any of its spells.
  Strange Knowledge (Ex) All Knowledge skills are class skills for 
  neh-thalggus.
  PHYCOMID
  This tangle of purple-capped mushrooms growing out of a nasty 
  green sludge shudders and writhes, wafting tendrils of smoke.
  PHYCOMID 
  CR 4
  Pathfinder RPG Bestiary 2 210
  N Small plant
  Init +0; Senses tremorsense 30 ft.; Perception +0
  DEFENSE
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 39 (6d8+12)
  Fort +7, Ref +2, Will +2
  Immune acid, plant traits
  OFFENSE
  Speed 10 ft.
  Ranged acid pellet +5 touch (2d6 acid plus spores)
  TACTICS
  During Combat The phycomids attack creatures that they can 
  sense walking along the ground.
  Morale Phycomids fight until destroyed. Because of their slow 
  speed, they have no instinct to retreat. Likewise, they do not 
  pursue opponents who leave their cave chamber.
  STATISTICS
  Str 5, Dex 10, Con 15, Int —, Wis 11, Cha 1
  
  53
  BEYOND THE HALFLIGHT PATH
  Base Atk +4; CMB +0; CMD 10 (can’t be tripped)
  SPECIAL ABILITIES
  Acid Pellet (Ex) A phycomid attacks by firing a glob of acid from 
  one of its several mushroom-like stalks. This attack has a range 
  increment of 10 feet. A phycomid can fire up to six acid pellets 
  per minute—during rounds in which the fungus has no acid 
  pellets, it has no method of attacking at all and must wait until 
  its acid stores replenish in 4 rounds before continuing a battle.
  Spores (Ex) Any creature that takes damage from a phycomid’s 
  acid pellet (or consumes even a small portion of the fungus) 
  becomes exposed to the fungus’s spores. These spores grow 
  quickly in living creatures. This affliction is a disease effect, 
  although its course runs much faster than most diseases and 
  is more poison-like in its speed, and like a poison, the spores 
  “burn out” after a short period. A creature that is slain by a 
  phycomid spore infestation bursts open in 1d4 rounds as a fully 
  grown new phycomid emerges.
  Phycomid Spores: Disease—injury or ingested; save Fort DC 15; 
  frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 
  save. The save DC is Constitution-based.
  SOLIFUGID, ALBINO CAVE
  This spider-like creature’s front legs end in immense, grasping claws. 
  Its mouth sports a pair of huge vertical mandibles.
  ALBINO CAVE SOLIFUGID 
  CR 4
  Pathfinder RPG Bestiary 2 253
  N Medium vermin
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 45 (6d8+18)
  Fort +8, Ref +3, Will +2
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft., climb 30 ft.
  Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
  Special Attacks pounce, rend (2 claws, 1d6+4)
  TACTICS
  During Combat The hungry solifugids rush out to attack the PCs, 
  targeting the most lightly armored PCs first.
  Morale The solifugids are hungry, but they don’t like prey that 
  fights back too hard. A solifugid flees if reduced to 10 hit points 
  or fewer.
  STATISTICS
  Str 16, Dex 13, Con 17, Int —, Wis 11, Cha 2
  Base Atk +4; CMB +7; CMD 18 (26 vs. trip)
  Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +4 
  Perception, +4 Stealth
  
  PATHFINDER SOCIETY SCENARIO
  54
  APPENDIX 5: SHINING DEEP 
  ENCOUNTERS (SUBTIER 3–4)
  This section contains the stat blocks for the Shining Deep 
  story arc major and linked threats. 
  ABRELIN
  This green-skinned man holds his trusty bow and arrows at the 
  ready. The tips of the arrows dance with flame.
  ABRELIN (SUBTIER 3–4) 
  CR 3
  Border guard (Pathfinder RPG NPC Codex 129)
  Half-orc ranger 4
  NE Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d10+4)
  Fort +5, Ref +8, Will +2
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+3/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (elves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  TACTICS
  Before Combat Abrelin casts resist energy (fire).
  During Combat If he believes the PCs have the implements that 
  Daven and Lodif took, he tries to distract them long enough for 
  Drixel to steal them before attacking if necessary.
  Morale If reduced below 10 hit points, Abrelin flees.
  Base Statistics Without resist energy, the ranger’s statistics are 
  Resist none.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Climb +8, Intimidate +8, Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge (nature) +7, Perception +8, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ favored terrain (plains +2), hunter’s bond (companions), orc 
  blood, track +2, weapon familiarity, wild empathy +3
  Combat Gear +1 flaming arrows (3), potion of cure moderate 
  wounds, potion of divine favor, potion of shield of faith; 
  Other Gear masterwork chain shirt, masterwork composite 
  longbow (+2 Str) with 20 arrows, masterwork falchion, elixir 
  of hiding, 26 gp
  DAVEN AND LODIF
  These identical twin brothers skulk in the shadows, silently drawing 
  their bows against anyone who would stand in their way.
  DAVEN AND LODIF (SUBTIER 3–4) 
  CR 3
  Human fighter 4
  CN Medium humanoid (human)
  Init +4; Senses Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 42 each (4d10+16)
  Fort +8, Ref +6, Will +3 (+1 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +7 (1d6+2/18–20)
  Ranged mwk composite longbow +10 (1d8+4/×3)
  TACTICS
  Before Combat Daven and Lodif each drink a potion of bear’s 
  endurance and finds a prime location for an ambush. They 
  hunker down with their wolves.
  During Combat Daven and Lodif attempt to stay close to each 
  other and send their wolves to harry the PCs. If the PCs 
  approach them in melee, one backs off while the other fights 
  in melee.
  Morale Terrified of what Horus Ilaktya will do if they’re taken to 
  him, the brothers fight to the death.
  Base Statistics Without bear’s endurance, Daven and Lodif’s 
  statistics are hp 34; Fort +6; Con 13.
  STATISTICS
  Str 14, Dex 18, Con 17, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow), Weapon Specialization (longbow)
  Skills Acrobatics +8, Perception +5, Stealth +8
  Languages Common
  SQ armor training 1
  Combat Gear +1 arrows (5), tangle arrow [arrow that functions as 
  a tangle boltUE], potion of bear’s endurance, potion of cure light 
  wounds; Other Gear mwk chain shirt, mwk composite longbow 
  (+2 Str) with 40 arrows, mwk rapier, cloak of resistance +1
  DRIXEL
  This wide-eyed, middle-aged man seems surprised to see others in 
  these dangerous depths.
  DRIXEL (SUBTIER 3–4) 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145)
  Human rogue 4
  CN Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (4d8)
  Fort +1, Ref +6, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  
  55
  BEYOND THE HALFLIGHT PATH
  Melee mwk rapier +3 (1d6–1/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Rogue Spell-Like Abilities (CL 4th, concentration +5)
  3/day—prestidigitation
  2/day—disguise self
  TACTICS
  Before Combat Interested only in stealing the implements taken 
  by Daven and Lodif, the rogue tries to avoid combat with Bluff 
  and Disguise. For example, he might pretend to be a foolhardy 
  amateur archeologist of noble blood who drags Abrelin along 
  for protection. He attempts to steal the implements if he 
  believes the PCs have them.
  During Combat If combat breaks out, Drixel uses Improved Feint 
  to make sneak attacks while trying to escape so he can later 
  steal the implements.
  Morale If reduced below 10 hit points, Drixel surrenders.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Expertise, Deceitful, Improved Feint
  Skills Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, 
  Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) 
  +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use Magic 
  Device +11
  Languages Common, Elven
  SQ rogue talents (major magic, minor magic), trapfinding +2
  Combat Gear potion of cure moderate wounds, scroll of bless, 
  scroll of burning hands, scroll of cure light wounds, scroll of 
  magic missile, alchemist’s fire (2), holy water, thunderstone; 
  Other Gear+1 studded leather, light crossbow with 10 bolts, 
  masterwork rapier, disguise kit, everburning torch, healer’s 
  kit, thieves’ tools, wizard’s spellbook, wooden holy symbol, 
  129 gp
  HOWLER
  This vile predator has a hide as thick and tough as leather. Wicked 
  ebony quills run from its head, tail, and back.
  HOWLER 
  CR 3
  Pathfinder RPG Bestiary 2 159
  CE Large outsider (chaotic, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d10+10)
  Fort +6, Ref +6, Will +3
  Defensive Abilities quill defense
  OFFENSE
  Speed 60 ft.
  Melee bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
  Space 10 ft.; Reach 5 ft.
  Special Attacks howl
  TACTICS
  Before Combat The howlers howl relentlessly. The sound echoes 
  throughout the vault.
  During Combat The howlers enthusiastically rush into melee.
  Morale The howlers fight to the death.
  STATISTICS
  Str 18, Dex 15, Con 15, Int 6, Wis 14, Cha 11
  Base Atk +5; CMB +10; CMD 22
  Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
  Skills Acrobatics +10 (+22 when jumping), Climb +12, Perception 
  +13, Stealth +6
  Languages Abyssal (can’t speak)
  SPECIAL ABILITIES
  Howl (Su) A howler’s constant howling is a grating, exhausting 
  baying that can drive listeners insane. All beings other than 
  outsiders within 120 feet of a howling howler must succeed 
  at a DC 12 Will save or become cursed by the creature’s howl. 
  Once a creature becomes cursed in this way, she takes no 
  additional penalty for being exposed to additional howlers’ 
  howls until the current howler curse is lifted. This is a sonic 
  mind-affecting effect. The save DC is Charisma-based.
  Howler Howl: Curse—howl; save Will DC 12 negates; frequency 1/
  hour; effect 1 Wis damage; cure 1 save.
  Pain (Ex) Whenever a creature takes damage from a howler’s 
  quill attack or its quill defense, that creature must make 
  a successful DC 14 Reflex save or one quill breaks off in 
  its flesh, causing the target to become sickened until all 
  embedded quills are removed. Removing one quill requires 
  a DC 15 Heal check made as a full-round action. For every 
  5 by which the check is exceeded, one additional quill can 
  be removed. On a failed check, a quill is still removed, but 
  the process deals 1d4+1 points of damage to the victim. The 
  save DC is Dexterity-based.
  Quill Defense (Ex) Any creature that strikes a howler with a non-
  reach melee weapon, unarmed strike, or natural weapon takes 
  1d4+1 points of piercing damage from the howler’s quills and 
  suffers from the howler’s pain attack.
  NECROCRAFT
  Thick muscle and jutting bone from multiple corpses fused together 
  form a winged, humanlike predator.
  NECROCRAFT 
  CR 3
  Pathfinder RPG Bestiary 4 200
  NE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 26 (4d8+8)
  Fort +2, Ref +2, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
  
  PATHFINDER SOCIETY SCENARIO
  56
  TACTICS
  During Combat The necrocraft attacks the nearest foe.
  Morale The necrocraft fights to the death.
  STATISTICS
  Str 15, Dex 13, Con —, Int —, Wis 10, Cha 13
  Base Atk +3; CMB +5; CMD 16
  Feats ToughnessB
  SQ construction points (additional movement [fly], extra attack 
  [bite])
  SPECIAL ABILITIES
  Construction Points (Ex) Necrocrafts have a number of 
  Construction Points (CP) used to purchase abilities and defenses. 
  QLIPPOTH, SHOGGTI
  This pale creature has four suckered arms that end in pincers. A 
  gnashing maw gapes in its head between two staring eyes.
  SHOGGTI QLIPPOTH 
  CR 7
  Pathfinder RPG Bestiary 2 225
  CE Large outsider (chaotic, evil, extraplanar, qlippoth)
  Init +7; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 80 (7d10+42)
  Fort +11, Ref +5, Will +9
  Defensive Abilities uncanny dodge; DR 10/cold iron or lawful; 
  Immune cold, poison, mind-affecting effects; Resist acid 10, 
  electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks braincloud, horrific appearance (DC 15), constrict 
  (1d4+6)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—tongues
  At will—command (DC 13)
  3/day—charm person (DC 13), protection from law
  1/day—charm monster (DC 16), dimension door
  TACTICS
  Before Combat The shoggti qlippoth casts protection from law.
  During Combat The qlippoth uses its horrific appearance as soon 
  as it can affect 2 or more targets. It targets the most heavily 
  armored PC with charm monster and, if successful, asks the 
  him keep its enemies away. If magic fails, it attack in melee.
  Morale The shoggti qlippoth fights to the death.
  STATISTICS
  Str 22, Dex 16, Con 23, Int 12, Wis 19, Cha 15
  Base Atk +7; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Skill Focus (Use Magic 
  Device), Weapon Focus (tentacles)
  Skills Escape Artist +13, Intimidate +16, Knowledge (planes) +11, 
  Perception +18, Sense Motive +14, Stealth +9, Use Magic Device 
  +19; Racial Modifiers +4 Intimidate, +4 Perception, +4 Use 
  Magic Device
  Languages Abyssal; telepathy 100 ft.
  SPECIAL ABILITIES
  Braincloud (Su) Once per round, in place of a melee attack with 
  a tentacle, a shoggti can make a melee touch attack with the 
  pincer on the end of that tentacle. If it hits, the target takes 1d4 
  points of Wisdom damage. Shoggti use this ability to mentally 
  debilitate their victims so they can more easily use their charm 
  spell-like abilities against them.
  Horrific Appearance (Su) Creatures that succumb to a shoggti’s 
  horrific appearance become fascinated by the creature’s 
  hypnotically wriggling tentacles and the shimmering colors in 
  its eyes. This effect persists for 1d6 rounds (but can be ended 
  by the normal methods of defeating the fascinated condition).
  VERAZAZ 
  Dark energy crackles along this horned woman’s red hands and 
  dances through her sunken eyes.
  VERAZAZ (SUBTIER 3–4) 
  CR 4
  Female tiefling necromancer 5 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 10 (+4 armor, +2 Dex)
  hp 45 (5d6+25)
  Fort +4, Ref +4, Will +5
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +2 (1d6–1)
  Spell-Like Abilities (CL 5th; concentration +5)
  1/day—darkness
  Arcane School Spell-Like Abilities (CL 5th; concentration +9)
  7/day—grave touch (2 rounds)
  Necromancer Spells Prepared (CL 5th; concentration +9)
  3rd—lesser animate deadUM, ray of exhaustion (DC 18), 
  vampiric touch
  2nd—false life, ghoul touch (2, DC 17), scare (DC 17)
  1st—chill touch (DC 16), grease, mage armor, ray of sickeningUM 
  (DC 16), shocking grasp
  0 (at will)—detect magic, mage hand, bleed (DC 15), read magic
  Opposition Schools Enchantment, Illusion
  TACTICS
  Before Combat If Verazaz casts false life and mage armor on 
  herself. If she senses combat is imminent, she uses her wand 
  of spectral hand.
  During Combat Verazaz prefers to fight at a distance, using her 
  spectral hand to deliver her touch spells. If engaged in melee, 
  she casts scare.
  Morale Fearing what fate will befall her if she is returned to Horus 
  Ilaktya, she fights to the death.
  
  57
  BEYOND THE HALFLIGHT PATH
  Base Statistics Without false life and mage armor, Verazaz’s 
  statistics are hp 35; AC 12, touch 12, flat-footed 10.
  STATISTICS
  Str 8, Dex 15, Con 14, Int 18, Wis 10, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Combat Casting, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (necromancy), Turn Undead
  Skills Appraise +10, Bluff +2, Knowledge (arcana, history, religion) 
  +12, Knowledge (dungeoneering, engineering, geography, 
  local, nature, planes) +8, Spellcraft +12, Stealth +4; Racial 
  Modifiers +2 Bluff, +2 Stealth
  Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc
  SQ arcane bond (greensting scorpionUM , Mote), power 
  over undead
  Combat Gear potion of cure moderate wounds, scroll of animate 
  dead, scroll of restore corpseUM, wand of spectral hand  
  (10 charges); Other Gear masterwork quarterstaff, cloak of 
  resistance +1, spell component pouch, spellbook (contains all 
  prepared spells), 250 gp worth of black onyx
  WOLF 
  This powerful canine watches its prey with piercing yellow eyes, 
  darting its tongue across sharp white teeth.
  WOLF 
  CR 1
  Pathfinder RPG Bestiary 278
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +2 (1d6+1 plus trip)
  TACTICS
  During Combat The wolves attempt to keep the PCs away from 
  Daven and Lodif by tripping them.
  Morale The wolves flee if reduced to 3 hit points or fewer.
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 when tracking by 
  scent); Racial Modifiers +4 Survival when tracking by scent
  ZOMBIE, JUJU
  This wretched human figure has tight leathery skin, sunken eyes, and 
  an emaciated frame, yet it moves with eerie alacrity.
  JUJU ZOMBIE ROGUE 
  CR 2
  Human juju zombie rogue 2 (Pathfinder RPG Bestiary 2 291)
  NE Medium undead (augmented human)
  Init +8; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 15 (2d8+3)
  Fort +0, Ref +7, Will +1
  Defensive Abilities channel resistance +4; evasion, DR 5/magic 
  and slashing; Immune cold, electricity, magic missile, undead 
  traits; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +6 (1d6+4/19–20) or 
  slam +5 (1d6+6)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The zombies stay between Verazaz and the PCs.
  Morale The juju zombies fight until destroyed.
  STATISTICS
  Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +5; CMD 19
  Feats Dodge, Improved InitiativeB, ToughnessB, Weapon Finesse
  Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate +5, 
  Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, Swim 
  +8, Use Magic Device +5; Racial Modifiers +8 Climb
  Languages Common
  SQ rogue talents (combat trick), trapfinding +1
  ZOMBIE, HUMAN
  This walking corpse wears only a few soiled rags, its flesh rotting off 
  its bones as it stumbles forward, arms outstretched.
  HUMAN FAST ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 14 (+2 Dex, +2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +2, Will +3
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee slam +4 (1d6+4)
  TACTICS
  During Combat The zombies stay between Verazaz and the PCs.
  Morale The zombies fight until destroyed.
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
  SPECIAL ABILITIES
  Quick Strikes (Ex) When a fast zombie tasks a full attack action, it 
  can make an additional slam attack at its highest attack bonus.
  
  PATHFINDER SOCIETY SCENARIO
  58
  APPENDIX 6: SHINING DEEP 
  ENCOUNTERS (SUBTIER 6–7)
  This section contains the stat blocks for the Shining Deep 
  story arc major and linked threats. 
  ABRELIN
  This gruff dwarven man hunkers down behind his shield. In his left 
  hand, he holds a warhammer poised to strike.
  ABRELIN (SUBTIER 6–7) 
  CR 6
  Mountaineer (Pathfinder RPG NPC Codex 131)
  Dwarf ranger 7
  LE Medium humanoid (dwarf)
  Init +2; Senses Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
  hp 59 (7d10+16)
  Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee+1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield 
  +9/+4 (1d4+5 plus bull rush)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks hatred, favored enemy (giants +2, humans +4)
  Ranger Spells Prepared (CL 4th; concentration +6)
  2nd—spike growth
  1st—longstrider, resist energy
  TACTICS
  Before Combat Abrelin casts longstrider and resist energy (fire), 
  and then drinks his potion of bull’s strength. The bonuses from 
  these spells are included in his statistics. He lets Drixel try to 
  trick the PCs before attacking.
  During Combat Abrelin uses Shield Slam to push opponents into 
  difficult terrain, off ledges, or into the area of spike growth. If 
  he believes the PCs have the implements that Daven and Lodif 
  took, he tries to keep enemies occupied long enough for Drixel 
  to steal them.
  Morale If reduced below 20 hit points, Abrelin flees.
  Base Statistics Without bull’s strength, longstrider, and resist 
  energy, the ranger’s statistics are Resist none; Speed 20 ft.; 
  Melee +1 warhammer +7/+2 (1d8+4/×3), mwk heavy shield 
  +7/+2 (1d4+3 plus bull rush); Str 16; CMB +10; CMD 22 (26 vs. 
  bull rush or trip); Skills Climb +9, Swim +7.
  STATISTICS
  Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6
  Base Atk +7; CMB +12; CMD 24 (28 vs. bull rush or trip)
  Feats Double Slice, Endurance, Improved Shield Bash, Improved 
  Two-Weapon Fighting, Power Attack, Shield Slam, Two-
  Weapon Fighting
  Skills Climb +11, Knowledge (dungeoneering, geography, 
  nature) +8, Perception +12 (+14 to notice unusual stonework), 
  Profession (miner) +8, Stealth +6, Survival +10, Swim +9
  Languages Common, Dwarven
  SQ favored terrain (underground +2*), hunter’s bond 
  (companions), track +3, wild empathy +5, woodland stride
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear+1 breastplate, masterwork heavy wooden 
  shield, +1 warhammer, masterwork heavy crossbow with 20 
  bolts, cloak of resistance +1, 229 gp
  *In the original source, the ranger’s favored terrain is mountains.
  DAVEN AND LODIF
  These identical twin brothers skulk in the shadows, silently drawing 
  their bows against anyone who would stand in their way.
  DAVEN AND LODIF (SUBTIER 6–7) 
  CR 6
  Human fighter 7
  CN Medium humanoid (human)
  Init +4; Senses Perception +8
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
  hp 71 each (7d10+28)
  Fort +9, Ref +7, Will +4 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +12/+7 (1d6+2/18–20)
  Ranged +1 composite longbow +14/+9 (1d8+6/×3)
  Special Attacks weapon training (bows +1)
  TACTICS
  Before Combat Daven and Lodif each drink a potion of bear’s 
  endurance and finds a prime location for an ambush.
  During Combat Daven and Lodif attempt to stay close to each 
  other and send their wolves to harry the PCs. They use their 
  tangle arrows first in hopes of keeping the PCs at range. 
  If the PCs approach, one backs off while the other fights 
  in melee.
  Morale Terrified of what Horus Ilaktya will do if they’re taken to 
  him, the brothers fight to the death.
  Base Statistics Without bear’s endurance, Daven and Lodif’s 
  statistics are hp 57; Fort +7; Con 13.
  STATISTICS
  Str 14, Dex 18, Con 17, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +9; CMD 23
  Feats Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid 
  Shot, Skill Focus (Stealth), Weapon Finesse, Weapon Focus 
  (longbow), Weapon Specialization (longbow)
  Skills Acrobatics +10, Perception +8, Stealth +13
  Languages Common
  SQ armor training 2
  Combat Gear +1 arrows (5), tangle arrows (3) [arrows that 
  function as tangle boltsUE], potion of bear’s endurance, potion 
  of cure light wounds; Other Gear +1 breastplate, +1 composite 
  longbow (+2 Str) with 40 arrows, mwk rapier, cloak of 
  resistance +1
  
  59
  BEYOND THE HALFLIGHT PATH
  DRIXEL
  This wide-eyed middle-aged man seems surprised to see others in 
  these dangerous depths.
  DRIXEL (SUBTIER 6–7) 
  CR 6
  Freelance thief (Pathfinder RPG NPC Codex 147)
  Human rogue 7
  CN* Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 42 (7d8+7)
  Fort +4, Ref +10, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +10 (1d6+3/18–20)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Special Attacks sneak attack +4d6
  TACTICS
  Before Combat Interested only in stealing the implements taken 
  by Daven and Lodif, the rogue tries to avoid combat with Bluff 
  and Disguise. For example, he might pretend to be a foolhardy 
  amateur archeologist of noble blood who drags Abrelin along 
  for protection. During Combat Drixel uses Spring Attack and 
  Combat Expertise while trying to escape.
  Morale If reduced below 15 hit points, Drixel surrenders.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 22
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon 
  Finesse
  Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable 
  Device +14, Disguise +9, Knowledge (local) +11, Perception 
  +10, Sense Motive +10, Sleight of Hand +14, Stealth +14
  Languages Common, Halfling
  SQ rogue talents (bleeding attack +4, fast stealth, stand up), 
  trapfinding +3
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, tanglefoot bag; Other Gear+1 studded leather, 
  +1 rapier, masterwork light crossbow with 20 bolts, cloak of 
  resistance +1, thieves’ tools, 489 gp
  *In the original source, the rogue’s alignment was NE.
  KUROBOZU
  The mouth of this gray-skinned, emaciated monk is a distended, 
  hollow pit of darkness.
  KUROBOZU 
  CR 6
  Pathfinder RPG Bestiary 5 153
  LE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
  hp 76 (9d8+36)
  Fort +7, Ref +9, Will +10
  Defensive Abilities evasion; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +12/+7 (1d8+5 plus sage’s bane) or
  flurry of blows +13/+13/+8 (1d8+5 plus sage’s bane)
  Special Attacks disease, sage’s bane, steal breath
  TACTICS
  Before Combat If it can approach sleeping PCs unnoticed, the 
  kurobozu uses its steal breath ability on a target before moving 
  away and hiding.
  During Combat The kurobozu uses stunning fist on the first 
  round of combat followed by steal breath if the target is 
  stunned the next round. It uses flurry of blows afterwards 
  whenever possible.
  Morale The creature fights until destroyed.
  STATISTICS
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
  Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
  Feats Defensive Combat Training, Power Attack, Improved 
  Initiative, Improved Unarmed Strike, Lightning Reflexes, 
  Stunning FistB, Weapon Focus (unarmed strike)
  Skills Acrobatics +13, Climb +12, Perception +16, Sense Motive 
  +12, Stealth +16
  Languages Common
  SQ echo of life, sage’s bane
  SPECIAL ABILITIES
  Disease (Su) Black apoxia: Steal breath—inhaled; save Fort DC 
  18; onset 1 day; frequency 1/day; effect 1d3 Con damage and 
  exhausted; cure 2 consecutive saves.
  Echo of Life (Su) A kurobozu retains some the same disciplined 
  training it had in life. It gains the monk’s evasion, AC bonus, 
  Stunning Fist, and flurry of blows class features and unarmed 
  strike damage as a monk of equal level to its Hit Dice. A 
  kurobozu’s Stunning Fist lasts 1 round longer than normal. In 
  addition, a kurobozu replaces its Constitution modifier with its 
  Wisdom modifier instead of its Charisma modifier.
  Sage’s Bane (Su) Any target struck by a kurobozu’s unarmed 
  strike takes 1d4 points of Wisdom damage and loses an equal 
  amount of ki (Fortitude DC 18 negates both). For every point 
  of Wisdom damage a kurobozu deals, it heals 5 hit points. Hit 
  points received in excess of the creature’s normal total are 
  treated as temporary hit points and dissipate after 1 minute. 
  The save DC is Wisdom-based.
  Steal Breath (Su) As a standard action, a kurobozu can steal 
  the breath from a stunned or helpless target, as per the spell 
  suffocation, except it never causes the victim to die. Regardless 
  of whether it successfully saved, the victim can’t speak for 1 
  minute, and its breath reeks of carrion. This also exposes the 
  victim to the kurobozu’s disease.
  
  PATHFINDER SOCIETY SCENARIO
  60
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  TACTICS
  During Combat The mummies uses Power Attack in combat and 
  target whoever is causing Verazaz the most trouble.
  Morale The mummies fight until destroyed.
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see 
  a mummy must make a DC 16 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. This is 
  a paralysis and a mind-affecting fear affect. The save DC 
  is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 
  1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure 
  —. Mummy rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the disease 
  can be magically removed. Even after the curse element of 
  mummy rot is lifted, a creature suffering from it cannot recover 
  naturally over time. Anyone casting a conjuration (healing) spell 
  on the afflicted creature must succeed at a DC 20 caster level 
  check, or the spell is wasted and the healing has no effect. 
  Anyone who dies from mummy rot turns to dust and cannot 
  be raised without resurrection or greater magic. The save DC 
  is Charisma-based.
  QLIPPOTH, NYOGOTH
  This appears to be a mass of floating intestines tangled around a 
  fanged mouth—the tips of its coils also end in toothy maws.
  NYOGOTH QLIPPOTH 
  CR 10
  Pathfinder RPG Bestiary 2 224
  CE Medium outsider (chaotic, evil, extraplanar, qlippoth)
  Init +5; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
  hp 125 (10d10+70)
  Fort +14, Ref +12, Will +7
  Defensive Abilities acid spray; DR 10/lawful; Immune acid, cold, 
  poison, mind-affecting effects; Resist electricity 10, fire 10
  OFFENSE
  Speed 5 ft., fly 30 ft. (good)
  Melee 4 bites +15 (1d6+3/19–20 plus 1d4 acid), bite +15 
  (2d6+3/19–20 plus 1d4 acid)
  Special Attacks horrific appearance (DC 18)
  Spell-Like Abilities (CL 10th; concentration +13)
  At will—acid arrow
  7/day—fear (DC 17), protection from law
  1/day—acid fog, dimension door
  TACTICS
  Before Combat The nyogoth qlippoth casts protection from law.
  During Combat The qlippoth uses its horrific appearance as soon 
  as it can affect 2 or more targets. It then uses acid fog to catch 
  as many foes as possible, then moves to engage in melee.
  Morale The nyogoth qlippoth fights to the death.
  STATISTICS
  Str 16, Dex 21, Con 24, Int 9, Wis 19, Cha 16
  Base Atk +10; CMB +13; CMD 28 (can’t be tripped)
  Feats Combat Reflexes, Improved Critical (bite), Power Attack, 
  Vital Strike, Weapon Finesse
  Skills Fly +22, Intimidate +16, Knowledge (planes) +12, 
  Perception +17, Stealth +18
  Languages Abyssal; telepathy 100 ft.
  SQ flight
  SPECIAL ABILITIES
  Acid Spray (Su) A nyogoth’s body is full of highly corrosive 
  digestive fluid. Every time a nyogoth is damaged by a piercing 
  or slashing weapon, all creatures adjacent to the nyogoth take 
  1d6 points of acid damage (2d6 acid damage if the attack is a 
  critical hit).
  Horrific Appearance (Su) Creatures that succumb to a nyogoth’s 
  horrific appearance become nauseated for 1d8 rounds.
  QLIPPOTH, SHOGGTI
  This pale creature has four suckered arms that end in pincers. A 
  gnashing maw gapes in its head between two staring eyes.
  ADVANCED SHOGGTI QLIPPOTH 
  CR 8
  Pathfinder RPG Bestiary 2 225, 292
  CE Large outsider (chaotic, evil, extraplanar, qlippoth)
  Init +9; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
  
  61
  BEYOND THE HALFLIGHT PATH
  hp 94 (7d10+56)
  Fort +13, Ref +7, Will +11
  Defensive Abilities uncanny dodge; DR 10/cold iron or lawful; 
  Immune cold, poison, mind-affecting effects; Resist acid 10, 
  electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d8+8), 4 tentacles +10 (1d4+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks braincloud, horrific appearance (DC 17), 
  constrict (1d4+8)
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—tongues
  At will—command (DC 15)
  3/day—charm person (DC 15), protection from law
  1/day—charm monster (DC 18), dimension door
  TACTICS
  Before Combat The shoggti qlippoth casts protection from law.
  During Combat The shoggti qlippoth uses its horrific appearance 
  as soon as it can affect 2 or more targets. At range, it targets 
  the most heavily armored enemy with charm person and, if 
  successful, tells the target to keep its enemies away. In melee 
  it uses its braincloud ability each round. Its goal in combat is 
  to charm as many enemies as possible in order to bring other 
  victims to it as slaves.
  Morale The shoggti qlippoth fights to the death.
  STATISTICS
  Str 26, Dex 20, Con 27, Int 16, Wis 23, Cha 19
  Base Atk +7; CMB +16 (+20 grapple); CMD 31 (35 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Skill Focus (Use Magic 
  Device), Weapon Focus (tentacles)
  Skills Escape Artist +15, Intimidate +18, Knowledge (planes) +13, 
  Perception +20, Sense Motive +16, Stealth +11, Use Magic 
  Device +21; Racial Modifiers +4 Intimidate, +4 Perception, +4 
  Use Magic Device
  Languages Abyssal; telepathy 100 ft.
  SPECIAL ABILITIES
  Braincloud (Su) Once per round, in place of a melee attack with 
  a tentacle, a shoggti can make a melee touch attack with the 
  pincer on the end of that tentacle. If it hits, the target takes 1d4 
  points of Wisdom damage. Shoggti use this ability to mentally 
  debilitate their victims so they can more easily use their charm 
  spell-like abilities against them.
  Horrific Appearance (Su) Creatures that succumb to a shoggti’s 
  horrific appearance become fascinated by the creature’s 
  hypnotically wriggling tentacles and the strange, shimmering 
  colors in its eyes. This effect persists for 1d6 rounds (but 
  can be ended by the normal methods of defeating the 
  fascinated condition).
  VERAZAZ 
  Dark energy crackles along this horned woman’s red hands and 
  dances through her sunken eyes.
  VERAZAZ (SUBTIER 6–7) 
  CR 7
  Female tiefling necromancer 8 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  Init +7; Senses darkvision 60 ft., life sight (10 feet, 8 rounds/day); 
  Perception +0
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 shield)
  hp 74 (8d6+32)
  Fort +5, Ref +6, Will +7
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee masterwork quarterstaff +4 (1d6–1)
  Spell-Like Abilities (CL 8th; concentration +8)
  1/day—darkness
  Arcane School Spell-Like Abilities (CL 8th; concentration +13)
  8/day—grave touch (4 rounds)
  Necromancer Spells Prepared (CL 8th; concentration +13)
  4th—animate dead, bestow curse (DC 20), fear (DC 20), 
  stone shape
  3rd—fly, lesser animate deadUM, ray of exhaustion (DC 19), 
  vampiric touch (2)
  2nd—command undead (DC 18), false life, ghoul touch (2, DC 
  18), scorching ray
  1st—chill touch (DC 17), grease, mage armor, magic missile, 
  ray of sickeningUM (DC 17), shield, shocking grasp
  0 (at will)—detect magic, mage hand, bleed (DC 16), 
  read magic
  Opposition Schools Enchantment, Illusion
  TACTICS
  Before Combat If Verazaz knows the PCs have entered the Shining 
  Deep, she casts false life and mage armor on herself, followed 
  by shield. The effects of these spells are included in her 
  statistics. If she senses combat is imminent, she uses her wand 
  of spectral hand.
  During Combat Verazaz prefers to fight at a distance, relying on 
  her undead servants to keep enemies at bay while she uses her 
  spectral hand to deliver her touch spells. If engaged in melee, 
  she casts scare.
  Morale Knowing what fate will befall her if she is returned to 
  Horus Ilaktya, she fights to the death.
  Base Statistics Without false life, mage armor, and shield, 
  Verazaz’s statistics are hp 62; AC 13, touch 13, flat-footed 10.
  STATISTICS
  Str 8, Dex 16, Con 14, Int 20, Wis 10, Cha 10
  Base Atk +4; CMB +3; CMD 16
  Feats Combat Casting, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (necromancy), Toughness, Turn Undead
  Skills Appraise +15, Bluff +2, Fly +8, Knowledge (arcana, history, 
  religion) +16, Knowledge (dungeoneering, engineering, 
  geography, local, nature, planes) +9, Spellcraft +16, Stealth +5; 
  Racial Modifiers +2 Bluff, +2 Stealth
  Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc
  
  PATHFINDER SOCIETY SCENARIO
  62
  SQ arcane bond (Arcane Familiar, greensting scorpionUM named 
  Mote), power over undead
  Combat Gear potion of cure moderate wounds, scroll of animate 
  dead, scroll of restore corpseUM, wand of spectral hand 
  (10 charges); Other Gear masterwork quarterstaff, cloak 
  of resistance +1, headband of vast intelligence +2, spell 
  component pouch, spellbook containing all prepared spells, 500 
  gp worth of black onyx
  WOLF, DIRE
  This immense black wolf is the size of a horse, its fangs as large and 
  sharp as knives.
  DIRE WOLF 
  CR 3
  Pathfinder RPG Bestiary 278
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During Combat The wolves attempt to keep the PCs away from 
  David and Lodif by tripping them.
  Morale The wolves attempt to flee if reduced to 8 hit points 
  or fewer.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 when tracking 
  by scent); Racial Modifiers +4 Survival when tracking 
  by scent
  
  63
  BEYOND THE HALFLIGHT PATH
  APPENDIX 7: SPARKLEGRIM 
  PASSAGE ENCOUNTERS (SUBTIER 
  3–4)
  This section contains the creature stat blocks for the 
  Sparklegrim Passage story arc major and linked threats. The 
  traps appear in Appendix 13 on page 88.
  DEMON, ABRIKANDILU
  This deformed, horned, hunchbacked humanoid has a forked, ratlike 
  tail and two thumbs on each taloned hand.
  ABRIKANDILU 
  CR 3
  Pathfinder RPG Bestiary 5 74
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 32 (5d10+5)
  Fort +5, Ref +4, Will +3
  DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10
  Weaknesses hatred of mirrors
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2)
  Ranged improvised weapon +5 (1d6+2)
  Special Attacks destructive attacks, mutilation
  Spell-Like Abilities (CL 5th; concentration +6)
  3/day—cause fear (DC 12), shatter (DC 13)
  1/day—summon (level 1, 1 abrikandilu 50%)
  TACTICS
  Before Combat The demon attempts to summon another 
  abrikandilu demon if it believes the PCs are close.
  During Combat The demon focuses its attacks on the most 
  charismatic PC. 
  Morale If reduced below 10 hit points, the abrikandilu demon 
  attempts to flee and locate Zareen.
  STATISTICS
  Str 15, Dex 11, Con 12, Int 6, Wis 10, Cha 13
  Base Atk +5; CMB +7 (+9 sunder); CMD 17 (19 vs. sunder)
  Feats Improved Sunder, Iron Will, Power Attack, Throw Anything
  Skills Appraise +6, Climb +10, Disable Device +8, Perception +12; 
  Racial Modifiers +4 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Destructive Attacks (Ex) An abrikandilu’s natural attacks can 
  threaten and confirm critical hits against objects. In addition, an 
  abrikandilu gains a +5 racial bonus on Strength checks to break 
  or destroy objects.
  Hatred of Mirrors (Ex) An abrikandilu loathes the sight of its 
  own reflection. Using a mirror grants a +5 bonus on Intimidate 
  checks against an abrikandilu. An abrikandilu adjacent to a 
  mirror or attacked by a mirror-carrying creature (at the GM’s 
  discretion, some shields could be considered mirrors) must 
  attempt a DC 15 Will save at the start of its turn. If it fails, it 
  must focus all of its actions that round on attempts to destroy 
  the mirror.
  Mutilation (Su) An abrikandilu’s bite causes horrific and hideous 
  wounds that not only mar beauty but supernaturally diminish 
  a creature’s sense of self-worth. A creature bitten by an 
  abrikandilu must succeed at a DC 13 Fortitude save or gain a –1 
  penalty on all Charisma-based checks. This penalty stacks, up 
  to a –5 penalty, and it lasts even after the wounds are healed. 
  The penalty slowly fades with time, diminishing by 1 every 
  24 hours until it reaches 0. This is a curse effect. The save DC 
  is Constitution-based.
  DROW
  This dark-skinned elf stands in a battle-ready pose, her hair silver 
  and eyes white and pupilless.
  DROW HOUSE GUARD 
  CR 2
  Pathfinder RPG Monster Codex 35
  Drow fighter 3 (Pathfinder RPG Bestiary 114)
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +4, Will +2 (+1 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +1; Immune sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20 plus poison)
  Ranged repeating heavy crossbow +7 (1d10/19–20 plus poison)
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  During Combat The house guard casts darkness on the first round 
  of combat unless someone else has already cast the spell. He 
  then uses alchemical weapons and poison against spellcasters 
  before engaging in melee.
  Morale The drow house guard fights to the death.
  STATISTICS
  Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Weapon Focus (longsword)
  Skills Climb +6, Perception +6, Stealth +5
  Languages Elven, Undercommon
  SQ armor training 1, poison use
  Combat Gear +1 frost bolt, potion of cure light wounds, drow 
  poison (2), smokesticks (2), tanglefoot bag, thunderstones (2); 
  Other Gear mwk chain shirt, mwk longsword, repeating heavy 
  crossbow with 20 mwk bolts, 47 gp
  
  PATHFINDER SOCIETY SCENARIO
  64
  DROW SCOUT 
  CR 1
  Pathfinder RPG Monster Codex 34
  Drow rogue 2
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 16 (2d8+4)
  Fort +1, Ref +6, Will +1; +2 vs. enchantment
  Defensive Abilities evasion; Immune sleep; SR 8
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d6+1/19–20)
  Ranged mwk shortbow +6 (1d6/×3 plus poison)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 2nd, concentration +2)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  Before Combat The scout casts darkness then finds an ambush 
  position if he senses the PCs are close.
  During Combat The scout prefers to fight from range.
  Morale The scout fights to the death.
  STATISTICS
  Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 15
  Feats Weapon Focus (shortbow)
  Skills Acrobatics +8, Climb +6, Disable Device +7, Knowledge 
  (dungeoneering) +5, Knowledge (local) +4, Perception +8, 
  Sense Motive +5, Stealth +8, Survival +3, Swim +5
  Languages Elven, Undercommon
  SQ poison use, trapfinding +1
  Combat Gear potion of cure light wounds, drow poison (2), 
  tanglefoot bag; Other Gear mwk studded leather, mwk 
  shortbow and 20 arrows, short sword, 14 gp
  FLESHWARP, GROTHLUT
  Pale and glistening with moisture, this sluglike creature stares 
  vacantly as a droning moan escapes its slobbering lips.
  GROTHLUT 
  CR 3
  Pathfinder RPG Bestiary 4 103
  CE Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception –1
  Aura piteous moan (30 ft.)
  DEFENSE
  AC 13, touch 8, flat-footed 13 (–2 Dex, +5 natural)
  hp 42 (5d8+20)
  Fort +7, Ref –1, Will +3
  Immune acid, mind-affecting effects
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +6 (1d6+3)
  Special Attacks digestive spew, disgusting demise, piteous moan
  TACTICS
  During Combat On the first round of combat, the grothlut 
  fleshwarp uses its piteous moan and continues to do 
  so throughout combat. It then uses its digestive spew 
  ability on every odd-numbered round and slams on 
  even-numbered rounds.
  Morale The creature fights to the death.
  STATISTICS
  Str 15, Dex 6, Con 18, Int 1, Wis 8, Cha 5
  Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
  Feats Great Fortitude, Improved Initiative, Weapon Focus (slam)
  Skills Climb +10
  SQ compression
  SPECIAL ABILITIES
  Digestive Spew (Ex) In order to ingest food, a grothlut must first 
  regurgitate its digestive liquids upon its victim. As a standard 
  action, it can spit these liquids on a creature within 5 feet. This 
  spew deals 3d6 acid damage (Reflex DC 15 half). The save DC is 
  Constitution-based.
  Disgusting Demise (Ex) When a grothlut reaches 0 or fewer hit 
  points, its digestive organs rupture, freeing alchemical agents 
  that have a violent effect on the rest of the grothlut’s internal 
  organs and flesh. This causes an explosion of grothlut viscera 
  within a 30-foot-radius burst of the creature. Though this viscera 
  deals no damage, it’s disgusting to behold and its smell can 
  cause living creatures within that radius to become nauseated 
  for 1d4 rounds (Fortitude DC 14 negates). This is a poison effect. 
  The save DC is Constitution-based.
  Piteous Moan (Su) Whenever a grothlut sees another creature, it 
  begins to moan as free action. Anyone within 60 feet who can 
  hear the moan must succeed at a DC 15 Will saving throw or 
  become sickened by the moaning for as long as she can hear it. 
  Every two additional grothluts with the area increase the DC by 
  1, to a maximum of DC 18. This is a mind-affecting sonic effect. 
  The save DC is Constitution-based.
  HUECUVA
  Rotting vestments hang across the withered flesh of this walking 
  corpse, and its mouth hangs open in a silent scream.
  HUECUVA 
  CR 2
  CE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +5
  Aura faithlessness (30 ft.)
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 16 (3d8+3)
  Fort +2, Ref +3, Will +4
  DR 5/magic or silver; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +4 (1d4+1 plus disease)
  
  65
  BEYOND THE HALFLIGHT PATH
  TACTICS
  During Combat The huecuvas attack Zareen’s target. They relish 
  attacking clerics of good-aligned deities.
  Morale As long as Zareen stands, the huecuvas fight until 
  destroyed. If she falls, a huecuva attempts to flee if reduced to 
  4 hit points or fewer.
  STATISTICS
  Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12
  Base Atk +2; CMB +3; CMD 15
  Feats Improved Initiative, Weapon Focus (claw)
  Skills Perception +5, Stealth +7
  Language Common
  SQ false humanity
  SPECIAL ABILITIES
  Aura of Faithlessness (Su) The huecuva and all undead creatures 
  within 30 feet receive a +2 profane bonus on Will saves made 
  to resist channeled energy and positive energy effects.
  Disease (Ex) Filth fever: Injury; save Fort DC 12; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; 
  cure 2 consecutive saves. The save DC is Charisma-based.
  False Humanity (Su) During the day, a huecuva is cloaked 
  in an illusion that makes it look, sound, and feel like the 
  living creature it once was. This effect functions similarly to 
  disguise self—if a creature interacts directly with a huecuva, 
  it can attempt a DC 12 Will save to see through the illusion. 
  Regardless, the huecuva’s scent never changes—it always 
  exudes a faint stench of grave dust and decay. Creatures with 
  the scent ability receive a +4 bonus on Will saving throws 
  to see through this illusion. At night (regardless of whether 
  the huecuva itself knows night has fallen) this illusion fades 
  and reveals the creature for what it truly is. The save DC 
  is Charisma-based.
  KOBOLDS
  This short, reptilian humanoid has scaled skin, a snout filled with 
  tiny teeth, and a long tail.
  KOBOLD BLADE 
  CR 3
  Pathfinder RPG Monster Codex 130
  Kobold fighter 4 (Pathfinder RPG Bestiary 138)
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural,  
  +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  TACTICS
  Before Combat The kobold blade drinks his elixir of fire breath.
  During Combat The kobold breathes fire on the first and second 
  rounds of combat then uses its rapier against the tallest foe.
  Morale If reduced below 8 hit points, the kobold blade flees.
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds ; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  KOBOLD GUILECASTER 
  CR 5
  Pathfinder RPG Monster Codex 131
  Kobold sorcerer 6 (Pathfinder RPG Bestiary 138)
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural,  
  +1 size)
  hp 35 (6d6+12)
  Fort +3, Ref +4, Will +4
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d4–2)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—trap rune (DC 16)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—create pitAPG, mirror image, scorching ray
  1st (7/day)—alarm, charm person (DC 14), mage armor, 
  magic missile, ray of enfeeblement (DC 14)
  0 (at will)—arcane mark, daze, detect magic, open/close, 
  prestidigitation (DC 13), resistance, sparkAPG
  Bloodline koboldARG
  TACTICS
  Before Combat Each day the kobold guilecaster casts uses its 
  trap rune ability to inscribe fire traps in the hallways leading 
  to the room where she plans to spend her time. She casts 
  mage armor as well; the effects of this spell are included in her 
  statistics. If she senses the PCs are near, she casts mirror image.
  During Combat The kobold casts create pit under the most heavily 
  armored foe in the first round of combat. On subsequent rounds 
  she tries ro create pit to control her foes’ movements while 
  casting lightning bolt whenever she can hit more than one foe.
  
  PATHFINDER SOCIETY SCENARIO
  66
  Morale If reduced below 12 hit points, the guilecaster flees.
  Base Statistics Without mage armor, the guilecaster’s statistics 
  are AC 14, touch 13, flat-footed 12.
  STATISTICS
  Str 6, Dex 14, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +3; CMB +0; CMD 12
  Feats Combat Expertise, Eschew Materials, Improved Feint, Skill 
  Focus (Craft [trapmaking])
  Skills Bluff +15, Craft (trapmaking) +15, Perception +1, Profession 
  (miner) +1, Use Magic Device +15; Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, +2 Profession (miner)
  Languages Draconic, Dwarven
  SQ bloodline arcana (+2 to spell DC if target is denied Dex bonus 
  to AC), crafty, trap sense +2
  Combat Gear antitoxin, thunderstone; Other Gear quarterstaff, 
  circlet of persuasion, masterwork artisan’s tools, 15 gp
  ZAREEN
  A web of burn scars covers the face and hands of this tall human 
  woman. A pendant bearing a black and silver image of an eclipse 
  dangles from her neck, haphazardly polishing portions of her 
  blackened chain shirt. She holds a scimitar at the ready, its blade 
  decorated with bloodstains.
  ZAREEN (SUBTIER 3–4) 
  CR 4
  Female human antipaladin 5 (Pathfinder RPG Advanced Player’s 
  Guide 118)
  CE Medium humanoid (human)
  Init +4; Senses Perception +0
  Aura cowardice (10 ft.)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 shield)
  hp 47 (5d10+15)
  Fort +8, Ref +7, Will +6
  Immune disease
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +10 (1d6+5/18–20)
  Ranged composite shortbow +9 (1d6+1/×3)
  Special Attacks channel negative energy 3/day (DC 13, 3d6), 
  smite good 2/day (+1 attack and AC, +5 damage)
   
   
  Antipaladin Spell-Like Abilities (CL 5th; concentration +6)
  At will—detect good
  Antipaladin Spells Prepared (CL 2nd; concentration +3)
  1st—death knell (DC 12), protection from good
  TACTICS
  Before Combat Zareen casts protection from good and activates 
  her fiendish boon ability on her scimitar when she thinks 
  combat is imminent. The effects of the fiendish boon are 
  included in her statistics.
  During Combat Zareen attacks foes who display holy symbols 
  of good-aligned deities first. In particular, if any PCs display 
  the raiment of a worshiper of Sarenrae, she single-mindedly 
  devotes herself to felling them, even spending a round to use 
  death knell in an attempt to savor their death. Otherwise, she 
  uses detect good to search the room for good-aligned creatures, 
  as long as doing so doesn’t prevent her from attacking. If 
  surrounded, she channels negative energy to harm opponents.
  Morale Fully committed to the cause of Ahriman, Zareen fights to 
  the death.
  Base Statistics Without fiendish boon, Zareen’s statistics are 
  Melee mwk scimitar +8 (1d6+4/18–20).
  STATISTICS
  Str 12, Dex 18, Con 14, Int 8, Wis 10, Cha 13
  Base Atk +5; CMB +6; CMD 20
  Feats Extra Channel, Slashing GraceACG, Weapon Finesse, Weapon 
  Focus (scimitar)
  Skills Bluff +5, Intimidate +8, Knowledge (religion) +3, Perform 
  (dance) +4, Stealth +7
  Languages Common
  SQ cruelty (fatigued), fiendish boon (weapon +1, 1/day), 
  memories of the sun, touch of corruption 3/day (2d6)
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  chain shirt, mwk buckler, composite shortbow (+1 Str) with 20 
  arrows, mwk scimitar, cloak of resistance +1, unholy symbols of 
  Ahriman (3)
  SPECIAL ABILITIES
  Memories of the Sun (Ex) Zareen once fought using Sarenrae’s 
  dervish style. While she uses a different set of moves now, 
  she still remembers how to gracefully dance with her scimitar. 
  She can apply the benefits of her Weapon Finesse feat to her 
  scimitar, even though it is not normally a finesse weapon.
  
  67
  BEYOND THE HALFLIGHT PATH
  APPENDIX 8: SPARKELGRIM 
  PASSAGE ENCOUNTERS (SUBTIER 
  6–7)
  This section contains the creature stat blocks for the 
  Sparklegrim Passage story arc major and linked threats. The 
  traps appear in Appendix 13 on page 88.
  DEMON, ABRIKANDILU
  This deformed, horned, hunchbacked humanoid has a forked, ratlike 
  tail and two thumbs on each taloned hand.
  ABRIKANDILU 
  CR 3
  Pathfinder RPG Bestiary 5 74
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 32 (5d10+5)
  Fort +5, Ref +4, Will +3
  DR 5/cold iron; Immune electricity, poison; Resist acid 10,  
  cold 10, fire 10
  Weaknesses hatred of mirrors
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2)
  Ranged improvised weapon +5 (1d6+2)
  Special Attacks destructive attacks, mutilation
  Spell-Like Abilities (CL 5th; concentration +6)
  3/day—cause fear (DC 12), shatter (DC 13)
  1/day—summon (level 1, 1 abrikandilu 50%)
  TACTICS
  Before Combat The demon attempts to summon another 
  abrikandilu demon if it believes the PCs are close.
  During Combat The demon focuses its attacks on the most 
  charismatic PC. 
  Morale If reduced below 10 hit points, the abrikandilu demon 
  attempts to flee and locate Zareen.
  STATISTICS
  Str 15, Dex 11, Con 12, Int 6, Wis 10, Cha 13
  Base Atk +5; CMB +7 (+9 sunder); CMD 17 (19 vs. sunder)
  Feats Improved Sunder, Iron Will, Power Attack, Throw Anything
  Skills Appraise +6, Climb +10, Disable Device +8, Perception +12; 
  Racial Modifiers +4 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Destructive Attacks (Ex) An abrikandilu’s natural attacks can 
  threaten and confirm critical hits against objects. In addition, an 
  abrikandilu gains a +5 racial bonus on Strength checks to break 
  or destroy objects.
  Hatred of Mirrors (Ex) An abrikandilu loathes the sight of its 
  own reflection. Using a mirror grants a +5 bonus on Intimidate 
  checks against an abrikandilu. An abrikandilu adjacent to a 
  mirror or attacked by a mirror-carrying creature (at the GM’s 
  discretion, some shields could be considered mirrors) must 
  attempt a DC 15 Will save at the start of its turn. If it fails, it 
  must focus all of its actions that round on attempts to destroy 
  the mirror.
  Mutilation (Su) An abrikandilu’s bite causes horrific and hideous 
  wounds that not only mar beauty but supernaturally diminish 
  a creature’s sense of self-worth. A creature bitten by an 
  abrikandilu must succeed at a DC 13 Fortitude save or gain a –1 
  penalty on all Charisma-based checks. This penalty stacks, up 
  to a –5 penalty, and it lasts even after the wounds are healed. 
  The penalty slowly fades with time, diminishing by 1 every 
  24 hours until it reaches 0. This is a curse effect. The save DC 
  is Constitution-based.
  DEMON, BABAU
  This emaciated figure looks like a horned human skeleton smothered 
  within a bone-tight hide of slimy leather.
  BABAU 
  CR 6
  Pathfinder RPG Bestiary 57
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 73 (7d10+35)
  Fort +10, Ref +6, Will +5
  Defensive Abilities protective slime; DR 10/cold iron or good; 
  Immune electricity, poison; Resist acid 10, cold 10, fire 10;  
  SR 17
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) 
  or longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 7th)
  Constant—see invisibility
  At will—darkness, dispel magic, greater teleport (self plus 50 
  lbs. of objects only)
  1/day—summon (level 3, 1 babau at 40%)
  TACTICS
  Before Combat The demon attempts to summon another 
  babau demon if it believes the PCs are close. It then finds an 
  ambush position.
  During Combat The babau demon casts darkness on the first 
  round of combat. It prefers to flank a single, heavily armored 
  target with its allies.
  Morale If reduced below 20 hit points, the creature casts greater 
  teleport to travel to Zareen and alert her of the intruders.
  STATISTICS
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +12; CMD 23
  Feats Combat Reflexes, Improved Initiative, Iron Will,  
  
  PATHFINDER SOCIETY SCENARIO
  68
  Skill Focus (Stealth)
  Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist 
  +11, Perception +19, Sense Motive +11, Sleight of Hand +11, 
  Stealth +22; Racial Modifiers +8 Perception, +8 Stealth
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime coats a babau’s 
  skin. Any creature that strikes a babau with a natural attack 
  or unarmed strike takes 1d8 points of acid damage from this 
  slime if it fails a DC 18 Reflex save. A creature that strikes 
  a babau with a melee weapon must make a DC 18 Reflex 
  save or the weapon takes 1d8 points of acid damage; if this 
  damage penetrates the weapon’s hardness, the weapon gains 
  the broken condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  DRIDER
  The dry rasping of spidery legs brings this hideous monstrosity into 
  view—a nightmarish, centaurian fusion of drow and spider.
  DRIDER 
  CR 7
  Pathfinder RPG Bestiary 113
  CE Large aberration
  Init +2; Senses darkvision 120 ft., detect good, detect law, detect 
  magic; Perception +15
  DEFENSE
  AC 24, touch 12, flat-footed 21; (+4 armor, +2 Dex, +1 dodge,  
  +8 natural, –1 size)
  hp 76 (9d8+36)
  Fort +7, Ref +5, Will +9
  Immune sleep; SR 18
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus 
  poison)
  Ranged mwk composite longbow +8/+3 (1d8+2/×3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+7 ranged, DC 18, hp 9)
  Spell-Like Abilities (CL 9th)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie fire
  1/day—clairaudience/clairvoyance, deeper darkness, dispel 
  magic, levitate, suggestion (DC 16)
  Sorcerer Spells Known (CL 6th)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—invisibility, web (DC 15)
  1st (7/day)—mage armor, magic missile, ray of enfeeblement 
  (DC 14), silent image (DC 14)
  0 (at will)—bleed (DC 13), daze (DC 13), ghost sound,  
  mage hand, ray of frost, read magic, resistance
  TACTICS
  Before Combat The drider casts mage armor and invisibility and 
  moves to an ambush position.
  During Combat The drider begins combat with either darkness or 
  deeper darkness to lower the light level without impeding his 
  own senses. He uses lightning bolt when he can hit more than 
  one target and web to hamper the movement of PCs who can 
  see him.
  Morale The drider fights to the death.
  Base Statistics Without mage armor, the drider’s statistics are  
  AC 20, touch 12, flat-footed 17.
  STATISTICS
  Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
  Base Atk +6; CMB +9; CMD 21 (33 vs. trip)
  Feats Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, 
  mace)
  Skills Climb +22, Intimidate +15, Knowledge (arcana) +14, 
  Perception +15, Spellcraft +14, Stealth +14; Racial Modifiers 
  +4 Stealth
  Languages Common, Elven, Undercommon
  SQ undersized weapons
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 
  rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-
  based.
  Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard, 
  but does not gain any other class abilities. This one casts as a 
  sorcerer.
  Undersized Weapons (Ex) Although a drider is Large, its upper 
  torso is the same size as that of a Medium humanoid’s upper 
  torso. As a result, it wields weapons as if it were one size 
  category smaller than its actual size (Medium for most driders).
  DROW
  This dark-skinned elf stands in a battle-ready pose, her hair silver 
  and eyes white and pupilless.
  DROW HOUSE CAPTAIN 
  CR 6
  Pathfinder RPG Monster Codex 35
  Drow fighter 7 (Pathfinder RPG Bestiary 114)
  CE Medium humanoid (elf)
  Init +4; Senses darkvision 120 ft.; Perception +8
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
  hp 55 (7d10+12)
  Fort +5, Ref +6, Will +3 (+2 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +2; Immune sleep; SR 13
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +12/+7 (1d8+6/19–20 plus poison)
  Ranged mwk repeating heavy crossbow +12/+7 (1d10/19–20 
  plus poison)
  Special Attacks weapon training (heavy blades +1)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—dancing lights, darkness, faerie fire
  
  69
  BEYOND THE HALFLIGHT PATH
  TACTICS
  During Combat The house captain fires bolts coated with drow 
  poison on the first round of combat at two different targets. He 
  engages in melee on subsequent rounds.
  Morale The house captain fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +7; CMB +9; CMD 23
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Quick Draw, Toughness, Vital Strike, 
  Weapon Focus (longsword), Weapon Specialization (longsword)
  Skills Climb +5, Perception +8, Sense Motive +3, Stealth +12
  Languages Elven, Undercommon
  SQ armor training 2, poison use
  Combat Gear +1 frost bolts (6), potion of cure moderate wounds, 
  acid (2), drow poison (4); Other Gear +1 chainmail, +1 
  longsword, mwk repeating heavy crossbow with 20 bolts, 66 gp
  DROW HOUSE GUARD 
  CR 2
  Pathfinder RPG Monster Codex 35
  Drow fighter 3 (Pathfinder RPG Bestiary 114)
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +4, Will +2 (+1 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +1; Immune sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20 plus poison)
  Ranged repeating heavy crossbow +7 (1d10/19–20 plus poison)
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  During Combat The house guard casts darkness on the first round 
  of combat unless someone else has already cast the spell. He 
  then uses alchemical weapons and poison against spellcasters 
  before engaging in melee.
  Morale The drow house guard fights to the death.
  STATISTICS
  Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Weapon Focus (longsword)
  Skills Climb +6, Perception +6, Stealth +5
  Languages Elven, Undercommon
  SQ armor training 1, poison use
  Combat Gear +1 frost bolt, potion of cure light wounds, drow 
  poison (2), smokesticks (2), tanglefoot bag, thunderstones (2); 
  Other Gear mwk chain shirt, mwk longsword, repeating heavy 
  crossbow with 20 mwk bolts, 47 gp
  DROW MASTER SCOUT 
  CR 7
  Pathfinder RPG Monster Codex 34
  Drow rogue (sniper) 8 (Pathfinder RPG Bestiary 114, Pathfinder 
  RPG Advanced Player’s Guide 134)
  CE Medium humanoid (elf)
  Init +4; Senses darkvision 120 ft.; Perception +14
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +4 Dex)
  hp 55 (8d8+16)
  Fort +3, Ref +10, Will +3; +2 vs. enchantment
  Defensive Abilities evasion, improved uncanny dodge; Immune 
  sleep; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +10/+5 (1d6+2/19–20)
  Ranged +1 composite shortbow +11/+6 (1d6+3/×3 plus poison)
  Special Attacks deadly range (+20 feet), sneak attack +4d6
  Spell-Like Abilities (CL 8th, concentration +8)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  Before Combat The master scout hides in an ambush position.
  During Combat The drow focuses upon disabling enemies—
  especially healers—with ranged attacks using sneak attacks, 
  poison, and energy arrows.
  Morale The drow master scout fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +6; CMB +8; CMD 23
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (short sword)
  Skills Acrobatics +15, Climb +10, Disable Device +13, Knowledge 
  (dungeoneering) +9, Knowledge (geography) +2, Knowledge 
  (local) +7, Linguistics +5, Perception +14, Sense Motive +9, 
  Stealth +15, Survival +7, Swim +9
  Languages Common, Dwarven, Elven, Undercommon
  SQ poison use, rogue talents (bleeding attack +4, fast stealth, 
  sniper’s eyeAPG, surprise attack)
  Combat Gear +1 flaming arrows (4), +1 frost arrows (4), +1 shock 
  arrows (4), potion of cat’s grace, potion of cure moderate 
  wounds, potion of invisibility, drow poison (4); Other Gear 
  +1 studded leather, +1 composite shortbow (Str +3) with 20 
  arrows, mwk short sword, ring of protection +1, 136 gp
  DROW PRIEST 
  CR 5
  Pathfinder RPG Monster Codex 36
  Drow noble cleric 5 (Pathfinder RPG Bestiary 114)
  CE Medium humanoid (elf)
  Init +5; Senses darkvision 120 ft.; Perception +11
  DEFENSE
  AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, 
  +2 shield)
  hp 31 (5d8+5)
  
  PATHFINDER SOCIETY SCENARIO
  70
  Fort +6*, Ref +3*, Will +9*; +2 vs. enchantment
  Immune sleep; SR 16
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee mwk flail +4 (1d8)
  Special Attacks channel negative energy 7/day (DC 14, 3d6), 
  hand of the acolyte (7/day)
  Spell-Like Abilities (CL 5th)
  Constant—detect magic
  At will—dancing lights, deeper darkness, faerie fire, feather 
  fall, levitate
  1/day—dispel magic, divine favor, suggestion (DC 15)
  Domain Spell-Like Abilities (CL 5th; concentration +9)
  7/day—touch of evil (2 rounds)
  Cleric Spells Prepared (CL 5th; concentration +9)
  3rd—dispel magicD, protection from energy, wrathful mantleAPG, *
  2nd—align weaponD (evil only), graceAPG, *, hold person (DC 16), 
  spiritual weapon
  1st— command* (DC 15), cure light wounds, entropic shield, 
  protection from goodD, shield of faith
  0 (at will)—bleed (DC 14), detect magic, detect poison, 
  read magic
  D domain spell; Domains Evil, Magic
  TACTICS
  Before Combat The priest casts shield of faith and wrathful 
  mantle on herself. She prefers to let her allies do the fighting, 
  and has them stand between her and any approaching foes.
  During Combat The priest channels negative energy at groups of 
  foes and uses single-target spells against her most dangerous 
  opponent (typically starting with hold person so her allies can 
  surround the hapless target).
  Morale The drow priest fights to the death.
  Base Statistics Without shield of faith and wrathful mantle, the 
  drow’s statistics are AC 22, touch 11, flat-footed 21; Fort +5, Ref 
  +2, Will +8.
  STATISTICS
  Str 10, Dex 12, Con 12, Int 14, Wis 18, Cha 15
  Base Atk +3; CMB +3; CMD 14
  Feats Combat Casting, Extra Channel, Improved Initiative
  Skills Bluff +3, Diplomacy +6, Intimidate +7, Knowledge (arcana) 
  +6, Knowledge (history) +6, Knowledge (nobility) +6, 
  Knowledge (religion) +10, Perception +11, Sense Motive +12
  Languages Abyssal, Common, Elven, Undercommon
  SQ poison use
  Combat Gear potion of invisibility, potion of owl’s wisdom, scroll 
  of cure moderate wounds, scroll of cure serious wounds, scroll 
  of magic weapon; Other Gear mwk full plate, heavy steel 
  shield, mwk flail, spell component pouch, 167 gp
  *The wrathful mantle spell grants the priest a +1 bonus on all 
  saving throws. The spells marked with asterisks are different 
  from the spells prepared in the original source.
  GHUL 
  Draped in fine dark robes, this undead creature’s body seems to be 
  made of equal parts bone, leathery flesh, and blood-red smoke.
  GHUL 
  CR 5
  Pathfinder RPG Bestiary 3 125
  CE Medium undead (shapechanger)
  Init +2; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d8+24)
  Fort +8, Ref +4, Will +7
  DR 5/good; Immune undead traits; Resist fire 10
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +10 (1d6+6), 2 claws +10 (1d4+6 plus bleed)
  Special Attacks bleed (1), cursed claws, rend (2 claws, 1d6+6)
  TACTICS
  Before Combat One ghul always remains within 10 feet of Zareen 
  in hyena form. If there is another ghul, it roams the room in 
  hyena form, guarding the entrances.
  During Combat The creature reverts to ghul form and attempts to 
  engage enemy spellcasters. It uses Power Attack and Step Up to 
  keep foes close.
  Morale On orders from Ahriman, the ghul fights to the death to 
  protect Zareen.
  STATISTICS
  Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
  Base Atk +4; CMB +10; CMD 22
  Feats Great Fortitude, Power Attack, Step Up
  Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11, Intimidate 
  +11, Perception +15, Stealth +11, Survival +8 (+16 when 
  following tracks); Racial Modifiers +4 Perception, +8 Survival 
  when following tracks
  Languages Common, Ignan, Infernal
  SQ change shape (hyena; does not detect as undead in this form; 
  beast shape I), genie-kin
  SPECIAL ABILITIES
  Cursed Claws (Ex) A ghul’s claws count as both cold iron and 
  magic for the purpose of bypassing damage reduction.
  Genie-kin (Ex) For all race-related effects (such as a ranger’s 
  favored enemy), a ghul is considered a genie even though its 
  type is undead.
  KOBOLDS
  This short, reptilian humanoid has scaled skin, a snout filled with 
  tiny teeth, and a long tail.
  KOBOLD BLADE 
  CR 3
  Pathfinder RPG Monster Codex 130
  Kobold fighter 4 (Pathfinder RPG Bestiary 138)
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  
  71
  BEYOND THE HALFLIGHT PATH
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, +1 
  size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  TACTICS
  Before Combat The kobold blade drinks his elixir of fire breath.
  During Combat The kobold breathes fire on the first and second 
  rounds of combat then uses its rapier on the tallest foe.
  Morale If reduced below 8 hit points, the kobold blade flees.
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty TrickAPG, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds ; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  KOBOLD MASTER TRAPPER 
  CR 4
  Pathfinder RPG Monster Codex 133
  Kobold rogue 5 (Pathfinder RPG Bestiary 138)
  LE Small humanoid (reptilian)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 
  size)
  hp 31 (5d8+5)
  Fort +2, Ref +10, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Ranged mwk shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat The master trapper hides in an ambush position.
  During Combat The kobold prefers to fire arrows from a distance, 
  but he dutifully flanks with the kobold blade when he can 
  no longer sneak attack from range. He uses his necklace of 
  fireballs if he can affect 3 or more targets.
  Morale If reduced below 10 hit points, the master trapper flees.
  STATISTICS
  Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +1; CMD 15
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Craft [trapmaking])
  Skills Acrobatics +11, Appraise +8, Climb +6, Craft (trapmaking) 
  +13, Disable Device +13, Escape Artist +11, Perception +11, 
  Profession (miner) +3, Sleight of Hand +11, Stealth +15; 
  Racial Modifiers +2 Craft (trapmaking), +2 Perception, 
  +2 Profession (miner)
  Languages Draconic
  SQ crafty, rogue talents (trap spotter, cunning trigger), trapfinding +2
  Combat Gear necklace of fireballs I; Other Gear +1 chain shirt, 
  dagger, mwk shortbow with 20 arrows, mwk artisan’s tools, 
  mwk thieves’ tools, 62 gp
  KOBOLD YAPPER 
  CR 7
  Pathfinder RPG Monster Codex 135
  Kobold bard (dragon yapper) 8 (Pathfinder RPG Bestiary 138, 
  Pathfinder RPG Monster Codex 128)
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 31 (8d8–8)
  Fort +0, Ref +10, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +7/+2 (1d4/19–20)
  Ranged +1 shortbow +13/+8 (1d4+1/×3)
  Special Attacks bardic performance 20 rounds/day (move 
  action; countersong, frightful song [DC 16], distraction, inspire 
  competence +3, inspire courage +2, suggestion [DC 16], 
  yapping song [DC 16])
  Bard Spells Known (CL 8th; concentration +10)
  3rd (2/day)—confusion (DC 15), deep slumber (DC 15), haste
  2nd (5/day)—blur, heroism, hold person (DC 14), mirror image
  1st (5/day)—alarm, charm person (DC 13), grease (DC 13), 
  silent image (DC 13), ventriloquism (DC 13)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 12), 
  mage hand, prestidigitation (DC 12), resistance
  TACTICS
  Before Combat If she senses the PCs are close, the kobold 
  yapper casts mirror image, and then begins casting heroism on 
  her allies.
  During Combat The yapper stays behind allies if she can. She 
  activates her bardic performance as a move action, and then 
  casts haste, followed by confusion. 
  Morale If reduced below 10 hit points, the yapper flees.
  
  PATHFINDER SOCIETY SCENARIO
  72
  STATISTICS
  Str 8, Dex 18, Con 6, Int 13, Wis 10, Cha 15
  Base Atk +6; CMB +4; CMD 19
  Feats Dodge, Point-Blank Shot, Precise Shot, Weapon Focus 
  (shortbow)
  Skills Acrobatics +14, Bluff +13, Craft (trapmaking) +3,  
  Perception +2, Perform (oratory) +13, Perform (sing) +13, 
  Profession (miner) +2, Sleight of Hand +14, Spellcraft +12, 
  Stealth +18; Racial Modifiers +2 Craft (trapmaking),  
  +2 Perception, +2 Profession (miner)
  Languages Common, Draconic, Sylvan
  SQ bardic knowledge +4, crafty, lore master 1/day, versatile 
  performance (sing, oratory)
  Gear +1 chain shirt, +1 short sword, +1 shortbow, 410 gp
  SPIDER, GIANT BLACK WIDOW
  This long-legged spider has a huge, glossy black abdomen, marked on 
  the underside with the shape of a crimson hourglass.
  GIANT BLACK WIDOW 
  CR 3
  Pathfinder RPG Bestiary 2 256
  N Large vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +3, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d8+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+4 ranged, DC 19, 5 hp)
  TACTICS
  During Combat The spiders try to entangle their foes in their 
  webs before rushing in to attack.
  Morale The spiders skitter away if reduced to 10 hit points 
  or fewer.
  STATISTICS
  Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
  Skills Climb +20, Perception +4, Stealth +6 (+10 in webs); Racial 
  Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)
  SQ strong webs
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 
  rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is 
  Con-based with a +2 racial bonus.
  Strong Webs (Ex) A black widow’s webs gain a +4 bonus to the 
  DC to break or escape.
  Web (Ex) Creatures with the web ability can use webs to support 
  themselves and up to one additional creature of the same 
  size. In addition, such creatures can throw a web up to eight 
  times per day. This is similar to an attack with a net but 
  has a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size 
  category larger than the web spinner. An entangled creature 
  can escape with a successful Escape Artist check or burst 
  the web with a Strength check, either of which requires a 
  standard action.
  ZAREEN
  A web of burn scars covers the face and hands of this tall human 
  woman. A pendant bearing a black-and-silver image of an eclipse 
  dangles from her neck, haphazardly polishing portions of her 
  blackened chain shirt. She holds a scimitar at the ready, its blade 
  decorated with bloodstains.
  ZAREEN (SUBTIER 6–7) 
  CR 7
  Female human antipaladin 8 (Pathfinder RPG Advanced 
  Player’s Guide 118)
  CE Medium humanoid (human)
  Init +4; Senses darkvision 60 ft.; Perception +0
  Aura cowardice (10 ft.), despair (10 ft.)
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 
  Dex, +2 shield)
  hp 80 (8d10+32)
  Fort +11, Ref +9, Will +9
  Immune disease
  OFFENSE
  Speed 30 ft.
  Melee +1 flaming keen scimitar +14/+9 (1d6+5+1d6 
  fire/15–20)
  Ranged composite shortbow +12/+7 (1d6+1/×3)
  Special Attacks channel negative energy 5/day (DC 16, 4d6), 
  smite good 3/day (+2 attack and AC, +8 damage)
  Antipaladin Spell-Like Abilities (CL 8th; concentration +10)
  At will—detect good
  Antipaladin Spells Prepared (CL 5th; concentration +7)
  2nd—darkness, invisibility
  1st—death knell (DC 13), protection from good
  TACTICS
  Before Combat Zareen casts darkvision on herself every 
  morning. She uses her fiendish boon to improve her +1 
  scimitar into a +1 flaming keen scimitar. The benefits of 
  these abilities are included in her statistics. If she knows the 
  PCs are close, she casts invisibility upon herself. 
  During Combat Zareen attacks foes who display holy symbols 
  of good-aligned deities first. In particular, if any PCs display 
  the raiment of a worshiper of Sarenrae, she single-mindedly 
  devotes herself to felling them, even spending a round 
  to use death knell in an attempt to savor such a death. 
  Otherwise, she uses detect good to search the room for 
  good-aligned creatures, unless it would prevent her from 
  attacking that round. If surrounded, she channels negative 
  
  73
  BEYOND THE HALFLIGHT PATH
  energy to harm opponents.
  Morale Fully committed to the cause of Ahriman, Zareen fights 
  to the death.
  Base Statistics Without darkvision and fiendish boon, Zareen’s 
  statistics are Senses Perception +0; Melee +1 scimitar +11/+6 
  (1d6+5/18–20).
  STATISTICS
  Str 12, Dex 18, Con 14, Int 8, Wis 10, Cha 14
  Base Atk +8; CMB +9; CMD 24
  Feats Extra Channel, Slashing GraceACG, Toughness, Weapon 
  Finesse, Weapon Focus (scimitar)
  Skills Bluff +6, Intimidate +13, Knowledge (religion) +3, 
  Perform (dance) +5, Sense Motive +4, Spellcraft +3, 
  Stealth +7
  Languages Common
  SQ cruelties (fatigued, shaken), fiendish boon (weapon +2, 1/
  day), memories of the sun, touch of corruption 6/day (4d6)
  Combat Gear potion of cure moderate wounds Other Gear +1 
  chain shirt, +1 buckler, +1 scimitar, composite shortbow (+1 
  Str) with 40 arrows, cloak of resistance +1, ring of protection 
  +1, unholy symbols of Ahriman (3)
  SPECIAL ABILITIES
  Memories of the Sun (Ex) Zareen once fought using Sarenrae’s 
  dervish style. While she uses a different set of moves 
  now, she still remembers how to gracefully dance with 
  her scimitar. She can apply the benefits of her Weapon 
  Finesse feat to her scimitar, even though it is not normally a 
  finesse weapon.
  
  PATHFINDER SOCIETY SCENARIO
  74
  APPENDIX 9: INDEPENDENT MAJOR 
  THREATS (SUBTIER 3–4)
  This section contains the stat blocks for the independent 
  major threats that PCs playing Subtier 3–4 may encounter.
  CARYATID COLUMN
  With its feet planted firmly together, this marble statue of a female 
  warrior holding a stone sword rises up to support the ceiling.
  CARYATID COLUMN 
  CR 3
  Pathfinder RPG Bestiary 3 46
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +0, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune construct 
  traits, magic
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+4/19–20)
  TACTICS
  Before Combat The two caryatid columns appear to be a carved 
  arch in a passageway and take on an appearance matching the 
  theme of the story arc.
  During Combat The column attacks any creature that approaches 
  within 5 feet.
  Morale The caryatid column fights to the death.
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
  SQ statue
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A caryatid column 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 deals 1d6 points of damage per 
  caster level to a caryatid column, with no saving throw.
  •	Transmute mud to rock immediately heals any and all damage 
  currently suffered by a caryatid column.
  •	A stone to flesh spell does not actually change the column’s 
  structure but negates its damage reduction and immunity to 
  magic for 1 round.
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 3d6 points of damage. Apply the weapon’s hardness 
  normally. Weapons that take any amount of damage in excess 
  of their hardness gain the broken quality.
  Statue (Ex) A caryatid column can stand perfectly still, emulating 
  a statue (usually one that is holding up the ceiling, like a carved 
  column). An observer must succeed at a DC 20 Perception 
  check to notice the caryatid column is alive. If a caryatid column 
  initiates combat from this pose, it gains a +6 bonus on its 
  initiative check.
  DERRO
  This pale blue humanoid has bulging white eyes, wild hair, four-
  fingered hands, and a large hooked club.
  DERRO 
  CR 3
  Pathfinder RPG Bestiary 70
  CE Small humanoid (derro)
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural,  
  +1 size)
  hp 25 (3d8+12)
  Fort +5, Ref +3, Will +6
  SR 14
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee short sword +5 (1d4) or
  aklys +5 (1d6)
  Ranged repeating light crossbow +5 (1d6/19–20 plus poison) or
  aklys +5 (1d6)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
  At will—darkness, ghost sound (DC 13)
  1/day—daze (DC 13), sound burst (DC 15)
  TACTICS
  Before Combat The derros cast ghost sound and darkness in an 
  attempt to split the party up.
  During Combat The derros prefer to flank foes.
  Morale The derros fight to the death.
  STATISTICS
  Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16
  Base Atk +2; CMB +1; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Perception +0, Stealth +9
  Languages Aklo, Undercommon
  SQ madness, poison use
  SPECIAL ABILITIES
  Madness (Ex) Derros use their Charisma modifier on Will saves 
  instead of their Wisdom modifier, and they are immune to 
  insanity and confusion effects. Only a miracle or wish spell 
  can remove a derro’s madness. If this occurs, the derro gains 6 
  points of Wisdom and loses 6 points of Charisma.
  Poison Use (Ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom 
  to poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con 
  damage after every hour it is exposed to sunlight.
  
  75
  BEYOND THE HALFLIGHT PATH
  CAULBORN
  This creature has a split-jawed mouth, a hoodlike growth on its head, 
  and two hideously elongated fingers on each hand.
  CAULBORN 
  CR 7
  N Medium outsider (extraplanar)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., detect magic, 
  thoughtsense; Perception +15
  DEFENSE
  AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
  hp 76 (9d10+27)
  Fort +6, Ref +8, Will +13
  Defensive Abilities premonition, psychic deflection; Immune 
  visual effects
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (2d6+3), 2 claws +12 (1d6+3)
  Special Attacks consume thoughts
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—detect magic, detect thoughts (DC 16), read magic
  3/day—charm monster (DC 18), daze monster (DC 16), hold 
  monster (DC 19), hypnotic pattern (DC 16), vampiric touch 
  (DC 17)
  1/week—plane shift (willing targets only)
  TACTICS
  Before Combat Interested mostly in observing the PCs and their 
  adventures, the caulborn tries to remain hidden.
  During Combat If confronted, the caulborn tries to incapacitate 
  opponents with hypnotic pattern, daze monster, or charm 
  monster before proceeding to use consume thoughts on an 
  opponent.
  Morale If reduced below 25 hit points or if it is able to consume 
  thoughts from at least two targets, the caulborn flees.
  STATISTICS
  Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19
  Base Atk +9; CMB +12; CMD 30
  Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron 
  Will, Weapon Focus (bite)
  Skills Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, 
  Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth 
  +11, Use Magic Device +9
  Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, 
  Giant, Infernal; telepathy 100 ft.
  SQ cooperative scrying, hive mind
  SPECIAL ABILITIES
  Consume Thoughts (Ex) A caulborn can consume the thoughts of 
  a willing, helpless, or fascinated creature with a touch attack. 
  If the target fails a DC 18 Will save, the caulborn can alter the 
  victim’s memory as if using modify memory. This process deals 
  1d4 points of Intelligence and Wisdom damage to the target. 
  The save DC is Charisma-based.
  Cooperative Scrying (Sp) Three or more caulborn joining hands 
  can scry on a place or creature as if using the scrying spell 
  (DC 20), but with no limit to the spell’s duration so long as at 
  least three of the caulborn involved continue to join hands and 
  concentrate. This ability functions at CL 7th (or at the highest CL 
  available to the most powerful caulborn in the group). The save 
  DC is Charisma-based, adjusted by the modifier of the caulborn 
  with the highest Charisma score.
  Hive Mind (Ex) As long as there are at least two caulborn within 
  300 feet of each other, if one caulborn in the group is aware 
  of a particular danger, they all are. No caulborn in a group is 
  considered flanked or flat-footed unless all of them are.
  Psychic Deflection (Su) A caulborn adds its Charisma modifier 
  as a deflection bonus to its AC. The caulborn loses this bonus 
  when unconscious.
  Thoughtsense (Su) A caulborn notices and locates living, 
  conscious creatures within 60 feet, just as if it possessed the 
  blindsight ability. Spells such as nondetection or mind blank 
  make an affected creature undetectable by this sense.
  HUNGRY FOG
  Horrid shapes form within this cloying green mist, which pulses 
  sporadically and with seeming voracity.
  HUNGRY FOG 
  CR 6
  Pathfinder RPG Bestiary 3 152
  N Huge ooze
  Init –3; Senses blindsight 60 ft.; Perception –5
  Aura bewitching brume (10 ft., DC 8)
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
  hp 59 (7d8+28)
  Fort +6, Ref –1, Will –3
  Defensive Abilities gaseous, negative energy affinity; DR 10/
  magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10
  Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 15 ft. (perfect)
  Melee +5 touch (6d6 negative energy)
  Space 15 ft.; Reach 15 ft.
  Special Attacks enveloping mists (DC 17, 3d6 negative energy 
  and staggered)
  TACTICS
  During Combat The hungry fog tries to envelop as many foes as 
  possible. It then relies on its touch attack on the largest foe.
  Morale The hungry fog fights to the death.
  STATISTICS
  Str  —, Dex 4, Con 18, Int —, Wis 1, Cha 1
  Base Atk +5; CMB +5; CMD 12 (can’t be tripped)
  SPECIAL ABILITIES
  Bewitching Brume (Su) Any creature within 10 feet of a hungry 
  fog or currently being affected by its enveloping mists must 
  succeed at a DC 8 Will save at the start of that creature’s turn 
  or become shaken for 1 round by the half-glimpsed shapes of 
  phantoms floating within the fog. This is a mind-affecting fear 
  
  PATHFINDER SOCIETY SCENARIO
  76
  effect. The save DC is Charisma-based.
  Enveloping Mists (Ex) A hungry fog can engulf foes (see page 
  294 of Pathfinder RPG Bestiary 3). A creature engulfed by a 
  hungry fog does not gain the pinned condition and can move 
  normally—such a creature is not in danger of suffocating, but 
  as long as it begins its turn engulfed, it is staggered in addition 
  to the damage the attack causes. The save DC to avoid the 
  enveloping mists is Constitution-based.
  Gaseous (Ex) A hungry fog has a body composed of eerie mist. It 
  can pass through small holes or narrow openings, even mere 
  cracks, but cannot enter water or other liquid. It has no Strength 
  score, and cannot manipulate objects as a result.
  Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature 
  for the purposes of determining the effects wind has upon it.
  LAMHIGYN
  This small, three-eyed creature has ragged, red-streaked wings and a 
  menacingly barbed tail.
  LAMHIGYN 
  CR 3
  Pathfinder RPG Bestiary 5 154
  CE Small outsider (chaotic, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 32 (5d10+5)
  Fort +5, Ref +6, Will +2
  OFFENSE
  Speed 10 ft., fly 60 ft. (good)
  Melee sting +10 (1d3+4 plus poison), 2 wings +5 (1d3+2 plus grab)
  Special Attacks constrict (1d3+1), poison, wrap wings
  TACTICS
  During Combat The lamhigyn attacks the least armored target.
  Morale The creature fights to the death.
  STATISTICS
  Str 18, Dex 15, Con 13, Int 5, Wis 12, Cha 8
  Base Atk +5; CMB +8 (+12 grapple); CMD 20 (24 vs. trip)
  Feats Flyby Attack, Hover, Improved Initiative
  Skills Fly +16, Perception +9, Stealth +14
  Languages Abyssal
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 
  4 rounds; effect 1d4 Wis damage; cure 2 consecutive saves.
  Wrap Wings (Ex) When a lamhigyn uses its wing attacks to 
  grab an opponent, it wraps its wings around its target’s 
  head, causing the victim to gain the blinded condition for as 
  long as the lamhigyn grapples that creature. This ability has 
  no effect on creatures that do not have sensory organs in 
  their heads.
  MYCELOID
  This shambling fungus creature bears a strong resemblance to a 
  rotund human, but with a mushroom cap for a head.
  MYCELOID 
  CR 4
  Pathfinder RPG Bestiary 3 196
  NE Medium plant
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +4
  DR 5/slashing; Immune plant traits; Resist cold 10, fire 10, sonic 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +6 (1d6+3 plus disease)
  Special Attacks spore cloud
  Spell-Like Ability (CL 6th; concentration +6)
  1/day—spore domination (DC 14)
  TACTICS
  During Combat The myceloid uses spore cloud on the first round 
  of combat then moves into melee.
  Morale The myceloid fights to the death.
  STATISTICS
  Str 17, Dex 11, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 16
  Feats Improved Initiative, Iron Will, Skill Focus (Stealth)
  Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5; 
  Racial Modifiers +4 Sense Motive, +4 Survival
  Languages Undercommon; telepathy 60 ft. (myceloids and purple 
  pox sufferers only)
  SPECIAL ABILITIES
  Disease (Su) Purple Pox: inhaled or injury; save Fort DC 15; 
  onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 
  Con damage; cure 2 consecutive saves. A creature that dies 
  of the purple pox becomes bloated over the course of 24 
  hours, after which its body bursts open, releasing a fully 
  grown myceloid. Additionally, as long as a creature takes 
  at least 7 points of Wisdom damage from the purple pox, it 
  must attempt a DC 15 Will save each day to avoid becoming 
  affected by a lesser geas (no HD limit) that compels the 
  sickly character to seek out the nearest myceloid colony in 
  order to offer itself up for spore domination. The save DCs 
  are Constitution-based.
  Spore Cloud (Ex) Once per day as a standard action, a myceloid 
  can expel a 10-foot-radius burst of spores centered on itself. 
  This cloud persists for 1d3 rounds. Any creature caught in this 
  cloud or that moves through it is exposed to the myceloid’s 
  purple pox disease—a creature need save only once against 
  any one spore cloud, however, before becoming permanently 
  immune to that particular spore cloud’s effects. The spore cloud 
  does not hamper vision.
  Spore Domination (Sp) This spell-like ability functions as charm 
  monster, but functions only against creatures currently infected 
  with purple pox.
  
  77
  BEYOND THE HALFLIGHT PATH
  APPENDIX 10: INDEPENDENT MAJOR 
  THREATS (SUBTIER 6–7)
  This section contains the stat blocks for the independent 
  major threats that PCs playing Subtier 6–7 may encounter.
  CAULBORN
  This creature has a split-jawed mouth, a hoodlike growth on its head, 
  and two hideously elongated fingers on each hand.
  CAULBORN 
  CR 7
  N Medium outsider (extraplanar)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., detect magic, 
  thoughtsense; Perception +15
  DEFENSE
  AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
  hp 76 (9d10+27)
  Fort +6, Ref +8, Will +13
  Defensive Abilities premonition, psychic deflection; Immune 
  visual effects
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (2d6+3), 2 claws +12 (1d6+3)
  Special Attacks consume thoughts
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—detect magic, detect thoughts (DC 16), read magic
  3/day—charm monster (DC 18), daze monster (DC 16), hold 
  monster (DC 19), hypnotic pattern (DC 16), vampiric touch 
  (DC 17)
  1/week—plane shift (willing targets only)
  TACTICS
  Before Combat Interested mostly in observing the PCs and their 
  adventures, the caulborn tries to remain hidden.
  During Combat If confronted, the caulborn tries to incapacitate 
  opponents with hypnotic pattern, daze monster, or charm 
  monster before proceeding to use consume thoughts on 
  an opponent.
  Morale If reduced below 25 hit points or if it is able to consume 
  thoughts from at least two targets, the caulborn flees.
  STATISTICS
  Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19
  Base Atk +9; CMB +12; CMD 30
  Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron 
  Will, Weapon Focus (bite)
  Skills Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, 
  Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth 
  +11, Use Magic Device +9
  Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, 
  Giant, Infernal; telepathy 100 ft.
  SQ cooperative scrying, hive mind
  SPECIAL ABILITIES
  Consume Thoughts (Ex) A caulborn can consume the thoughts of 
  a willing, helpless, or fascinated creature with a touch attack. 
  If the target fails a DC 18 Will save, the caulborn can alter the 
  victim’s memory as if using modify memory. This process deals 
  1d4 points of Intelligence and Wisdom damage to the target. 
  The save DC is Charisma-based.
  Cooperative Scrying (Sp) Three or more caulborn joining hands 
  can scry on a place or creature as if using the scrying spell 
  (DC 20), but with no limit to the spell’s duration so long as at 
  least three of the caulborn involved continue to join hands and 
  concentrate. This ability functions at CL 7th (or at the highest CL 
  available to the most powerful caulborn in the group). The save 
  DC is Charisma-based, adjusted by the modifier of the caulborn 
  with the highest Charisma score.
  Hive Mind (Ex) As long as there are at least two caulborn within 
  300 feet of each other, if one caulborn in the group is aware 
  of a particular danger, they all are. No caulborn in a group is 
  considered flanked or flat-footed unless all of them are.
  Psychic Deflection (Su) A caulborn adds its Charisma modifier 
  as a deflection bonus to its AC. The caulborn loses this bonus 
  when unconscious.
  Thoughtsense (Su) A caulborn notices and locates living, 
  conscious creatures within 60 feet, just as if it possessed the 
  blindsight ability. Spells such as nondetection or mind blank 
  make an affected creature undetectable by this sense.
  CHAOS BEAST
  This thing is a horrid mass of barbed tentacles, glaring eyes, and 
  gnashing teeth, twisting upon itself and reshaping into new forms.
  CHAOS BEAST 
  CR 7
  Pathfinder RPG Bestiary 2 54
  CN Medium outsider (chaotic, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 85 (9d10+36)
  Fort +9, Ref +8, Will +4
  Defensive Abilities amorphous, resistant to transformation; SR 18
  OFFENSE
  Speed 20 ft.
  Melee 4 claws +13 (1d6+3 plus corporeal instability)
  TACTICS
  During Combat The chaos beast attacks with full attacks when 
  possible, but changes targets every 1d3 rounds.
  Morale The chaos beast fights to the death.
  STATISTICS
  Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11
  Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (claw)
  Skills Acrobatics +14 (+10 when jumping), Climb +15, Escape 
  Artist +14, Perception +13, Stealth +14, Swim +15
  SPECIAL ABILITIES
  Corporeal Instability (Su) Claw—contact (curse); save Fort DC 
  17; effect amorphous body and 1 Wisdom drain per round (see 
  
  PATHFINDER SOCIETY SCENARIO
  78
  below); cure 3 consecutive saves. The save DC is Con-based.
  A creature cursed with an amorphous body becomes a spongy, 
  shapeless mass. Unless the victim manages to control 
  the effect (see below), its shape constantly melts, flows, 
  writhes, and boils. An affected creature is unable to hold or 
  use any item. Clothing, armor, helmets, and rings become 
  useless. Large items worn or carried—armor, backpacks, 
  even shirts—hamper more than help, reducing the victim’s 
  Dexterity score by 4. Speed is reduced to 10 feet or one-
  quarter normal, whichever is less. The victim gains the 
  amorphous quality, but cannot cast spells or use magic 
  items, and it attacks blindly, unable to distinguish friend 
  from foe (–4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll).
  A victim can temporarily regain its own shape by taking a 
  standard action to attempt a DC 15 Will save (this check DC 
  does not vary for a chaos beast with different Hit Dice or ability 
  scores). A success reestablishes the creature’s normal form 
  for 1 minute. Spells that change the victim’s shape (such as 
  alter self, beast shape, elemental body, and polymorph) do 
  not remove the curse, but hold the creature in a stable form 
  (which might not be its own form, depending on the spell) 
  and prevent additional Wisdom drain for the duration of the 
  spell; shapechange and stoneskin have a similar effect. The 
  victim takes 1 point of Wisdom drain from mental shock every 
  round that it ends its turn in an amorphous shape—upon being 
  drained to 1 Wisdom, further Wisdom drain ceases and the 
  amorphous body effect is permanent until removed via magic 
  (no further number of saving throws can cure the condition at 
  this time).
  Resistant to Transformation (Ex) Transmutation effects, such as 
  polymorphing or petrification, force a chaos beast into a new 
  shape, but at the start of its next turn, it immediately returns to 
  its normal form as a free action.
  DEATHTRAP OOZE
  The killing blade of this horrific trap drips with an animated sheen of 
  foul brown-orange slime.
  DEATHTRAP OOZE 
  CR 8
  Pathfinder RPG Bestiary 3 64
  N Large ooze (shapechanger)
  Init –4; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
  hp 126 (12d8+72)
  Fort +10, Ref +0, Will –1
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +13 (2d6+7 plus 2d6 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7 plus 2d6 acid)
  TACTICS
  Before Combat The deathtrap ooze sets itself up In a convenient 
  chokepoint, using its trap form to emulate one of the 
  mechanical traps from Appendix 13 (see page 88) or another 
  Core Rulebook trap of the GM’s choice.
  During Combat The deathtrap ooze feeds upon the PCs, starting 
  with any who fall into its trap.
  Morale The ooze fights to the death.
  STATISTICS
  Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
  Skills Climb +13
  SQ compression, trap form
  SPECIAL ABILITIES
  Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. 
  Creatures made of materials other than flesh are immune to 
  this acid.
  Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can 
  assume the form of any Medium or Large mechanical trap that 
  has no more than one moving part (excluding pits). The ooze 
  can maintain this form indefinitely. The trap it can assume 
  the form of must be of a CR equal to or less than that of the 
  deathtrap ooze itself—appropriate traps from pages 420–421 
  of the Core Rulebook include the swinging axe trap (CR 1), 
  the wall scythe trap (CR 4), and the falling block trap (CR 5). 
  In trap form, the ooze uses its attack bonus, but otherwise 
  functions as the emulated trap and uses that trap’s statistics and 
  damage. If a creature searching for traps exceeds the DC to find 
  the ooze’s trap form, a successful follow-up DC 19 Knowledge 
  (dungeoneering) check allows the creature that discovered the 
  trap to discern its true nature. If the ooze takes any damage, it 
  reverts to its normal form as a free action. Otherwise, reverting 
  to its normal form takes a swift action.
  GOLEM, LEAD
  Resembling an unearthed vein of dull gray minerals, this crude, 
  hunchbacked humanoid figure uses its arms to support itself.
  LEAD GOLEM 
  CR 10
  Pathfinder RPG Bestiary 5 127
  N Large construct
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 7, flat-footed 26 (-2 Dex, +19 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4, Ref +2, Will +4
  DR 10/adamantine; Immune acid, construct traits, electricity, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +21 (2d10+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks retributive miasma
  TACTICS
  
  79
  BEYOND THE HALFLIGHT PATH
  Before Combat The lead golem stands motionless in its room.
  During Combat The golem attacks the first target it sees.
  Morale As long as the PCs remain within its sight, the creature 
  fights to the death. If the PCs flee, it pursues them for 1 round 
  before returning to its original position.
  STATISTICS
  Str 26, Dex 7, Con —, Int —, Wis 11, Cha 1
  Base Atk +14; CMB +23; CMD 31 (39 vs. bull rush or reposition)
  SQ divination screen, intractable density
  SPECIAL ABILITIES
  Divination Screen (Ex) Divination spells cast within 60 feet of a 
  lead golem automatically fail.
  Immunity to Magic (Ex) A lead golem is immune to spells or 
  spell-like abilities that allow spell resistance. Certain spells 
  and effects function differently against a lead golem, as 
  noted below.
  •	A magical attack that deals acid damage instead coats the lead 
  golem, granting its slam attacks an additional 1d6 acid damage 
  for the following 1d4 rounds.
  •	A gust of wind or neutralize poison spell directed at the 
  lead golem dissipates any clouds created by the golem’s 
  retributive miasma ability and prevents it from using that 
  ability for 1d6 rounds.
  Intractable Density (Ex) The weight and sturdiness of its form 
  grants the lead golem a +8 racial bonus to CMD against bull 
  rush and reposition combat maneuvers.
  Retributive Miasma (Ex) Any attack that overcomes the damage 
  reduction of the lead golem causes fine lead particles to fill the 
  air within a 5-foot radius of the lead golem. This cloud of lead 
  persists for 1 round; any creatures within the area or that pass 
  through the cloud are exposed to the cloud’s poisonous effects. 
  Subsequent attacks damaging the golem increase the duration 
  of the cloud by 1 round each.
  Poison Cloud—inhaled; save Fort 16; frequency 1/round for 6 
  rounds; effect 1d3 Constitution and 1d3 Wisdom damage; cure 
  2 saves. The save DC is Constitution-based.
  INTELLECT DEVOURER
  Devoid of a head, or any features at all save for four short, clawed 
  legs, this creature’s body looks like a large, glistening brain.
  INTELLECT DEVOURER 
  CR 8
  Pathfinder RPG Bestiary 180
  CE Small aberration
  Init +10; Senses blindsight 60 ft., detect magic; 
  Perception +19
  DEFENSE
  AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
  hp 84 (8d8+48)
  Fort +7, Ref +8, Will +8
  DR 10/adamantine and magic; Immune fire, mind-affecting 
  effects; Resist cold 20, electricity 20, sonic 20; SR 23
  Weaknesses vulnerability to protection from evil
  OFFENSE
  Speed 40 ft.
  Melee 4 claws +13 (1d4+1)
  Special Attacks body thief, sneak attack +3d6
  Spell-Like Abilities (CL 8th)
  Constant—detect magic
  At will—confusion (DC 17, single target only), daze monster  
  (DC 15, no HD limit), inflict serious wounds (DC 16), 
  invisibility, reduce size (as reduce person but self only)
  3/day—cure moderate wounds, globe of invulnerability
  TACTICS
  Before Combat The intellect devourer casts invisibility and globe 
  of invulnerability if it senses combat is imminent. It then finds 
  an ambush position.
  During Combat The intellect devourer casts confusion on the most 
  heavily-armored PC. It then focuses on a single target.
  Morale If reduced below 15 hit points, the intellect devourer flees.
  STATISTICS
  Str 12, Dex 23, Con 21, Int 16, Wis 10, Cha 17
  Base Atk +6; CMB +6; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
  Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception 
  +19, Sense Motive +8, Stealth +29, Use Magic Device +11; 
  Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
  Languages Undercommon (can’t speak); telepathy 100 ft.
  SPECIAL ABILITIES
  Body Thief (Su) As a full-round action that provokes an attack 
  of opportunity, an intellect devourer can reduce its size, 
  crawl into the mouth of a helpless or dead creature, and 
  burrow into the victim’s skull to devour its brain. This is a 
  coup de grace attempt that inflicts 8d4+3d6+8 points of 
  damage. If the victim is slain (or already dead), the intellect 
  devourer usurps control of the body and may use it as its 
  own, as if it controlled the target via a dominate monster 
  spell. The intellect devourer has full access to all of the host’s 
  defensive and offensive abilities save for spellcasting and 
  spell-like abilities (although the intellect devourer can still 
  use its own spell-like abilities). A host body may not have 
  been dead for longer than 1 day for this ability to function, 
  and even successfully inhabited bodies decay to uselessness 
  in 7 days (unless this time is extended via gentle repose). 
  As long as the intellect devourer occupies the body, it knows 
  (and can speak) the languages known by the victim and 
  basic information about the victim’s identity and personality, 
  yet has none of the victim’s specific memories or knowledge. 
  Damage done to a host body does not harm the intellect 
  devourer, and if the host body is slain, the intellect devourer 
  emerges and is dazed for 1 round. Raise dead cannot restore 
  a victim of body theft, but resurrection or more powerful 
  magic can.
  Vulnerable to Protection from Evil (Ex) An intellect devourer is 
  treated as a summoned creature for the purpose of determining 
  how it is affected by a protection from evil spell.
  
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  80
  TROLL, ROCK 
  This bulky creature has beady eyes, and rocky skin studded with 
  small crystals. Its jutting underbite holds large, crystalline teeth.
  ROCK TROLL 
  CR 6
  Pathfinder RPG Bestiary 2 272
  CE Large humanoid (earth, giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +6
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 80 (7d8+49); regeneration 5 (acid or sonic)
  Fort +12, Ref +3, Will +3
  Weaknesses sunlight petrification
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d8+7), 2 claws +12 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
  TACTICS
  During Combat The rock troll engages the largest foe and uses 
  Power Attack.
  Morale The rock troll fights to the death.
  STATISTICS
  Str 25, Dex 12, Con 24, Int 5, Wis 9, Cha 6
  Base Atk +5; CMB +13; CMD 24
  Feats Intimidating Prowess, Iron Will, Power Attack, Weapon 
  Focus (claw)
  Skills Climb +11, Intimidate +10, Perception +6
  Languages Giant
  SPECIAL ABILITIES
  Sunlight Petrification (Ex) A rock troll that is exposed to natural 
  sunlight is staggered and must attempt a DC 20 Fortitude save 
  each round to resist permanently turning to stone. A stone to 
  flesh spell (or similar effect) restores a petrified rock troll, but 
  if it remains exposed to sunlight, it must immediately start 
  attempting new Fortitude saves to avoid petrification. Spells 
  like sunray or sunburst that create powerful natural sunlight 
  cannot petrify a rock troll, but the troll is staggered for 1d4 
  rounds after being exposed to such an effect.
  
  81
  BEYOND THE HALFLIGHT PATH
  APPENDIX 11: INDEPENDENT MINOR 
  THREATS (SUBTIER 3–4)
  This section contains the stat blocks for the independent 
  minor threats that PCs playing Subtier 3–4 may encounter.
  DARK STALKER
  This tall humanoid’s pale brow and black, soulless eyes are all that 
  can be seen above a black scarf wrapped around its face.
  DARK STALKER 
  CR 4
  Pathfinder RPG Bestiary 54
  CN Medium humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
  hp 39 (6d8+12)
  Fort +4, Ref +9, Will +2
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee 2 short swords +6/+6 (1d6+2/19–20 plus poison)
  Special Attacks death throes, sneak attack (+3d6)
  Spell-Like Abilities (CL 6th)
  At will—deeper darkness, detect magic, fog cloud
  TACTICS
  Before Combat The dark stalker waits in ambush.
  During Combat The dark stalker casts deeper darkness on the first 
  round of combat then attacks foes with poisoned weapons. 
  Morale If reduced below 15 hit points, the dark stalker flees.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
  Base Atk +4; CMB +6; CMD 20
  Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
  Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ poison use
  SPECIAL ABILITIES
  Death Throes (Su) When a dark stalker is slain, its body combusts 
  in a flash of white-hot flame. This acts like a fireball that deals 
  3d6 points of fire damage to all creatures within a 20-foot-
  radius burst. A DC 15 Reflex save halves this damage. A dark 
  stalker’s gear and treasure are unaffected by this explosion. This 
  save is Constitution-based.
  Poison Use (Ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Like their 
  diminutive kin, the dark creepers, dark stalkers use black poison 
  on their weapons and generally carry 6 doses on them. 
  Black Smear—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC 
  is Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  ETTERCAP
  This hideous purple creature walks upright like a man, but its face is 
  that of a spider, and its hands are sickle-shaped claws.
  ETTERCAP 
  CR 3
  Pathfinder RPG Bestiary 129
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +6, Ref +4, Will +6
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
  Special Attacks traps, web (+6 ranged, DC 15, hp 4)
  TACTICS
  Before Combat The ettercap fills the area with webs and sets an 
  ettercap noose trap. It then finds a place to wait in ambush.
  During Combat The ettercap fights immobilized foes only.
  Morale If all enemies break free or if it is reduced below 10 hit 
  points, the ettercap flees.
  STATISTICS
  Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +8, Perception +9, Stealth +7; 
  Racial Modifiers +8 Craft (trapmaking)
  Languages Common
  SQ spider empathy +7
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 
  10 rounds; effect 1d2 Dex damage; cure 2 consecutive saves. 
  The save DC is Constitution based.
  Spider Empathy (Ex) This ability functions as a druid’s wild 
  empathy, save that an ettercap can only use this ability on 
  spiders. An ettercap gains a +4 racial bonus on this check. 
  Spiders are mindless, but this empathic communication 
  imparts to them a modicum of implanted intelligence, allowing 
  ettercaps to train giant spiders and use them as guardians.
  Traps (Ex) The ettercap is particularly skilled at crafting cunning 
  traps with its webs. Deadfalls, nooses, and spear traps are 
  the most common traps ettercaps build with their webs. An 
  ettercap doesn’t require gold to build its traps, merely time.
  GHOUL
  This humanoid creature has long, sharp teeth, and its pallid flesh is 
  stretched tightly over its starved frame.
  GHOUL 
  CR 1
  Pathfinder RPG Bestiary 146
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  
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  82
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune 
  to this effect)
  TACTICS
  Before Combat The ghoul moves to an ambush location if it 
  senses the PCs are near.
  During Combat The ghoul attacks non-elves first, leaving 
  paralyzed victims alone until after the other enemies are slain 
  or unconscious.
  Morale The ghoul fights to the death.
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight. A humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It is not under 
  the control of any other ghouls, but it hungers for the flesh of 
  the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.
  GOBLIN SNEAK
  This toothy goblin cackles gleefully as it rushes forth, dogslicers in hand.
  GOBLIN SNEAK 
  CR 1
  Pathfinder RPG Monster Codex 107
  Goblin rogue 2
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 16 (2d8+4)
  Fort +2, Ref +7, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk dogslicer +5 (1d4/19–20), dogslicer +4 (1d4/19–20)
  Ranged shortbow +6 (1d4/×3)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The goblin hides in ambush.
  During Combat The goblin works with its companions to flank and 
  make sneak attacks. Anytime the PC do something horrible to 
  one if its companions, such as killing them or setting them on 
  fire, a sneak has a 50% chance to spend its next move action 
  laughing uncontrollably.
  Morale If reduced below 5 hit points or if it is the last goblin 
  standing, the goblin sneak flees.
  STATISTICS
  Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +1; CMB +0; CMD 14
  Feats Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +8, Climb +4, Disable Device +8, Escape Artist +8, 
  Perception +6, Sleight of Hand +8, Stealth +12, Swim +4
  Languages Goblin
  SQ rogue talents (finesse rogue), trapfinding +1, 
  weapon familiarity
  Combat Gear potion of cure light wounds, potion of feather 
  fall, potion of jump, alchemist’s fire (4), smokesticks (2), 
  thunderstones (4); Other Gear studded leather, dogslicer, mwk 
  dogslicer, shortbow with 20 arrows, 18 gp
  GRAY OOZE
  A seemingly mundane puddle, patch of moist stone, or glistening rock 
  is suddenly revealed to be more as a terrible pseudopod lashes out.
  GRAY OOZE 
  CR 4
  Pathfinder RPG Bestiary 166
  N Medium ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 50 (4d8+32)
  Fort +9, Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  TACTICS
  Before Combat The ooze lies along a narrow passageway, waiting 
  to be stepped upon.
  During Combat The gray ooze focuses on a single foe in combat.
  Morale The ooze fights to the death.
  STATISTICS
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
  SQ transparent
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and 
  constrict attack deals an additional 1d6 points of acid damage. 
  
  83
  BEYOND THE HALFLIGHT PATH
  Armor or clothing worn by a creature grappled by a gray ooze 
  takes the same amount of acid damage unless the wearer 
  succeeds on a DC 20 Reflex saving throw. A wooden or metal 
  weapon that strikes a gray ooze takes 1d6 points of acid 
  damage unless the weapon’s wielder succeeds on a DC 20 
  Reflex save. The ooze’s touch deals 12 points of acid damage 
  per round to wooden or metal objects, but the ooze must 
  remain in contact with the material for 1 full round in order to 
  deal this damage. The save DCs are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, a gray 
  ooze is difficult to discern from its surroundings in most 
  environments. A DC 15 Perception check is required to notice 
  the gray ooze. Any creature that fails to notice a gray ooze 
  and walks into it automatically suffers damage as if struck by 
  the ooze’s slam attack and is immediately subject to a grab 
  attempt by the ooze.
  MORLOCK
  Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls 
  down the wall like a spider, but its shape is hideously humanoid.
  MORLOCK 
  CR 2
  Pathfinder RPG Bestiary 209
  CE Medium monstrous humanoid
  Init +8; Senses darkvision 120 ft., scent; Perception +2
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 22 (3d10+6)
  Fort +3, Ref +9, Will +5
  Immune disease, poison
  Weaknesses light blindness
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee club +5 (1d6+2), bite +0 (1d4+1)
  Special Attacks leap attack, sneak attack +1d6, swarming
  TACTICS
  Before Combat The morlock climbs a wall to an ambush position.
  During Combat The morlock uses leap attack whenever possible 
  to keep foes from surrounding it.
  Morale If reduced below 6 hit points, the morlock flees.
  STATISTICS
  Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
  Base Atk +3; CMB +5; CMD 19
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); 
  Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
  Languages Undercommon
  SQ expert climber
  SPECIAL ABILITIES
  Expert Climber (Ex) A morlock can cling to cave walls and 
  even ceilings as long as the surface has hand- and footholds. 
  In effect, a morlock is treated as constantly being under a 
  nonmagical version of the spell spider climb, save that it cannot 
  cling to smooth surfaces. This ability doubles the normal +8 
  racial bonus to Climb checks normally afforded creatures with a 
  climb speed to a +16 racial bonus.
  Leap Attack (Ex) As a standard action, a morlock may make a 
  single attack during a jump. It can make this attack at any point 
  along the course of the leap—the start, the end, or while in 
  mid-air. While jumping, a morlock does not provoke attacks of 
  opportunity for leaving a threatened square.
  Swarming (Ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, and as such are quite adept at 
  swarming foes. Up to two morlocks can share the same square 
  at the same time. If two morlocks in the same square attack 
  the same foe, they are considered to be flanking that foe as if 
  they were in two opposite squares.
  
  PATHFINDER SOCIETY SCENARIO
  84
  APPENDIX 12: INDEPENDENT MINOR 
  THREATS (SUBTIER 6–7)
  This section contains the stat blocks for the independent 
  minor threats that PCs playing Subtier 6–7 may encounter.
  BAT SWARM
  Hundreds of high-pitched squeaks fill the air as a mass of small, 
  carnivorous bats surges forth, all of them hungry for blood.
  BAT SWARM 
  CR 1
  Pathfinder RPG Bestiary 30
  N Diminutive animal (swarm)
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11), wounding
  TACTICS
  During Combat The summoned bat swarm attacks foes as its 
  zuvembie summoner commands.
  Morale The swarm attacks until destroyed.
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +2; CMB —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +12, Perception +15; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a bat swarm 
  continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. 
  The bleeding can be stopped by a DC 10 Heal check or the 
  application of a cure spell or some other healing magic.
  BLACK PUDDING
  This black, amorphous blob piles up on itself, a quivering mound of 
  midnight sludge that glistens darkly before surging forward.
  BLACK PUDDING 
  CR 7
  Pathfinder RPG Bestiary 35
  N Huge ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
  hp 105 (10d8+60)
  Fort +9, Ref –2, Will –2
  Defensive Abilities split, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
  TACTICS
  Before Combat The black pudding waits on the ceiling in ambush.
  During Combat The black pudding drops on the first creature to 
  pass beneath it.
  Morale The creature fights to the death.
  STATISTICS
  Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, 
  can’t be tripped)
  Skills Climb +11
  SQ ooze traits, suction
  SPECIAL ABILITIES
  Acid (Ex) A black pudding secretes a digestive acid that dissolves 
  organic material and metal quickly, but does not affect stone. 
  Each time a creature suffers damage from a black pudding’s 
  acid, its clothing and armor take the same amount of damage 
  from the acid. A DC 21 Reflex save prevents damage to clothing 
  and armor. A metal or wooden weapon that strikes a black 
  pudding takes 2d6 points of acid damage unless the weapon’s 
  wielder succeeds on a DC 21 Reflex save. If a black pudding 
  remains in contact with a wooden or metal object for 1 full 
  round, it inflicts 21 points of acid damage (no save) to the 
  object. The save DCs are Constitution-based.
  Corrosion (Ex) An opponent that is being constricted by a black 
  pudding takes a –4 penalty on Reflex saves to prevent acid 
  damage to its clothing and armor.
  Split (Ex) Slashing and piercing weapons deal no damage to a 
  black pudding. Instead, the creature splits into two identical 
  puddings, each with half of the original’s current hit points 
  (round down). A pudding with 10 hit points or less cannot be 
  further split and dies if reduced to 0 hit points.
  Suction (Ex) The black pudding can create powerful suction 
  against any surface as it climbs, allowing it to cling to inverted 
  surfaces with ease. A black pudding can establish or release 
  suction as a swift action, and as long as it is using suction, it 
  moves at half speed. Because of the suction, a black pudding’s 
  CMD score gets a +10 circumstance bonus to resist bull rush, 
  awesome blows, and other attacks and effects that attempt to 
  physically move it from its location.
  DARK NAGA
  A sharp-featured humanoid head crowns the powerful, sinuous body 
  of this snake-like monstrosity.
  DARK NAGA 
  CR 8
  Pathfinder RPG Bestiary 211
  LE Large aberration
  
  85
  BEYOND THE HALFLIGHT PATH
  Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19
  DEFENSE
  AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, 
  –1 size)
  hp 85 (10d8+40)
  Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
  Defensive Abilities guarded thoughts; Immune poison
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison)
  Space 10 ft.; Reach 5 ft.
  Sorcerer Spells Known (CL 7th, concentration +10)
  3rd (5/day)—displacement, lightning bolt (DC 16)
  2nd (7/day)—cat’s grace, invisibility, scorching ray
  1st (7/day)—expeditious retreat, magic missile, ray of 
  enfeeblement (DC 14), shield, silent image
  0 (at will)—daze, detect magic, light, mage hand, open/close, 
  ray of frost, read magic
  TACTICS
  Before Combat The dark naga casts displacement, shield, cat’s 
  grace, and invisibility if it believes combat is imminent. These 
  bonuses are not included in its statistics.
  During Combat The naga casts lightning bolt anytime it is not in 
  melee and can hit more than one target.
  Morale If reduced below 18 hit points, the dark naga flees.
  STATISTICS
  Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
  Base Atk +7; CMB +10; CMD 26 (can’t be tripped)
  Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, 
  Lightning Reflexes, Stealthy
  Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, 
  Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense 
  Motive +10, Spellcraft +12, Stealth +18
  Languages Common, Infernal
  SPECIAL ABILITIES
  Detect Thoughts (Su) A dark naga can continuously use detect 
  thoughts as per the spell (caster level 9th; Will DC 18 negates). 
  The save DC is Charisma-based.
  Guarded Thoughts (Ex) Dark nagas are immune to any form of 
  mind reading, such as that granted by detect thoughts. This 
  ability also grants a +2 racial bonus on all saves against charm 
  effects.
  Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; 
  effect sleep for 2d4 minutes; cure 1 save.
  Spells Dark nagas cast spells as 7th-level sorcerers.
  DARK STALKER
  This tall humanoid’s pale brow and black, soulless eyes are all that 
  can be seen above a black scarf wrapped around its face.
  DARK STALKER 
  CR 4
  Pathfinder RPG Bestiary 54
  CN Medium humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
  hp 39 (6d8+12)
  Fort +4, Ref +9, Will +2
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee 2 short swords +6/+6 (1d6+2/19–20 plus poison)
  Special Attacks death throes, sneak attack (+3d6)
  Spell-Like Abilities (CL 6th)
  At will—deeper darkness, detect magic, fog cloud
  TACTICS
  Before Combat The dark stalker waits in ambush.
  During Combat The first dark stalker casts deeper darkness on the 
  first round of combat then attacks foes with poisoned weapons. 
  It works together with the other dark stalkers to flank lightly-
  armored opponents.
  Morale If reduced below 15 hit points, the dark stalker flees.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
  Base Atk +4; CMB +6; CMD 20
  Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
  Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ poison use
  SPECIAL ABILITIES
  Death Throes (Su) When a dark stalker is slain, its body combusts 
  in a flash of white-hot flame. This acts like a fireball that deals 
  3d6 points of fire damage to all creatures within a 20-foot-
  radius burst. A DC 15 Reflex save halves this damage. A dark 
  stalker’s gear and treasure are unaffected by this explosion. This 
  save is Constitution-based.
  Poison Use (Ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Like their 
  diminutive kin, the dark creepers, dark stalkers use black poison 
  on their weapons and generally carry 6 doses on them.
  Black Smear—injury; save Fort DC 15; frequency 1/round for 6 
  rounds; effect 1d2 Str damage; cure 1 save. The poison DC is 
  Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  GOBLIN FIRESTARTER
  This toothy goblin chuckles gleefully at the collection of incendiaries 
  it has prepared for its foes.
  GOBLIN FIRESTARTER 
  CR 4
  Pathfinder RPG Monster Codex 107
  Goblin rogue 5
  NE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +9
  
  PATHFINDER SOCIETY SCENARIO
  86
  DEFENSE
  AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, 
   +1 size)
  hp 36 (5d8+10)
  Fort +3, Ref +9, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk dogslicers +8 (1d4/19–20) 
  Ranged shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat A firestarter avoids melee if it can, instead 
  making sneak attacks with its bow and using alchemist’s 
  fire or flaming arrows to start fires, cause panic, and trap 
  opponents. It saves its goblin skull bomb for a weak 
  opponent, hoping to kill that foe and craft a new goblin skull 
  bomb from the corpse.
  Morale If reduced below 12 hit points, the goblin firestarter flees.
  STATISTICS
  Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +3; CMB +2; CMD 18
  Feats Dodge, Improved Initiative, Two-Weapon Fighting, 
  Weapon Finesse
  Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist 
  +13, Perception +9, Sleight of Hand +13, Stealth +17, Swim +8
  Languages Goblin
  SQ rogue talents (finesse rogue, surprise attack), trapfinding +2, 
  weapon familiarity
  Combat Gear +1 flaming arrows (5), goblin skull bombUE, potion 
  of cure moderate wounds, potion of jump, alchemist’s fire 
  (4), smokesticks (2), thunderstones (2); Other Gear mwk 
  studded leather, mwk dogslicers (2), shortbow with 20 arrows, 
  tindertwigs (4), 64 gp
  TROLL
  This tall creature has rough, green hide. Its hands end in claws, and 
  its bestial face has a hideous, tusked underbite.
  TROLL 
  CR 5
  Pathfinder RPG Bestiary 268
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +8
  DEFENSE
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  TACTICS
  During Combat The troll attacks the nearest foe and does not stop 
  until that foe is down.
  Morale The troll fights to the death.
  STATISTICS
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant
  ZUVEMBIE
  This withered old corpse has a feral glint in her eyes and clasps a 
  rusty axe in her yellow-nailed hands.
  ZUVEMBIE 
  CR 4
  Pathfinder RPG Bestiary 3 269
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +3, Will +6
  Defensive Abilities channel resistance +4; DR 5/piercing; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +4 (1d8+1/×3), claw –1 (1d4) or 
  2 claws +4 (1d4+1)
  Special Attack corpse call (DC 16)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—darkness
  3/day—ghoul touch, scare (DC 14)
  1/day—animate dead, ray of exhaustion, summon (level 3, 
  1d3 bat or bird swarms [use the same stats], 1d2 constrictor 
  snakes, 1d3 venomous snakes, or 1d4 wolves)
  TACTICS
  Before Combat If it senses the PCs are close, the zuvembie uses 
  corpse call to draw them in.
  During Combat If in a group, one zuvembie continues to use 
  corpse call while the others attack with battleaxes. If alone, 
  the zuvembie first summons a bat swarm then attacks with its 
  battleaxe (see bat swarm statistics on page 84).
  Morale The zuvembie fights to the death
  STATISTICS
  Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
  Base Atk +3; CMB +4; CMD 17
  Feats Ability Focus (corpse call), Dodge, Toughness
  Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth 
  +14; Racial Modifiers +4 Stealth
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Corpse Call (Su) Zuvembies cannot speak, but their strange calls 
  
  87
  BEYOND THE HALFLIGHT PATH
  and whistles captivate the minds of those who hear them. 
  Once per day, a zuvembie can call out, and all living creatures 
  with an Intelligence score of 3 or higher within a 100-foot 
  spread must succeed at a DC 16 Will save or move toward the 
  zuvembie using the most direct means possible. If this path 
  leads them into a dangerous area such as through fire or off 
  a cliff, the creatures receive a second saving throw to end the 
  effect before moving into peril. Captivated creatures can take 
  no actions other than to defend themselves. A victim within 5 
  feet of the zuvembie simply stands and offers no resistance to 
  the zuvembie’s attacks. This effect continues for as long as the 
  zuvembie continues its call as a standard action each round. 
  This is a sonic mind-affecting charm effect, and has no effect on 
  deaf creatures. The save DC is Charisma-based.
  
  PATHFINDER SOCIETY SCENARIO
  88
  APPENDIX 13: OTHER THREATS
  This section contains stat blocks and descriptions for haunts, 
  hazards, and traps.
  HAUNTS
  The following haunts appear in the Cultists story arc. Refer 
  to Chapter 8 of the Pathfinder RPG GameMastery Guide for 
  haunt rules.
  DARK DANCE OF AZATHOTH 
  CR 8
  CN persistent haunt (up to 40 square ft.)
  Caster Level 8th
  Notice Perception DC 20 (to hear the sound of a long, low, off-
  tempo singing) 
  hp 36; Trigger proximity; Reset 1 day
  Effect When this haunt triggers, it fills the area with the tuneless 
  singing of thousands of voices that carry with them images of 
  enemies. All creatures in the area are targeted by a song of 
  discord spell (save DC 17). 
  Destruction Breaking Edwin Malcor’s eight-pointed star in half 
  destroys the haunt.
  LULLABY OF AZATHOTH 
  CR 5
  CN haunt (up to 25 square ft.)
  Caster Level 5th
  Notice Perception DC 20 (to hear the sound of some unknowable 
  creature endlessly piping the same note) 
  hp 10; Trigger proximity; Reset 1 day
  Effect When this haunt triggers, a cacophony of regular, toneless 
  sound fills the area. All creatures in the area are targeted by a 
  confusion spell (save DC 16).
  Destruction Breaking Edwin Malcor’s eight-pointed star in half 
  destroys the haunt.
  HAZARDS
  The PCs may encounter the following hazards 
  BAD AIR (CR 4)
  Source: Pathfinder RPG GameMastery Guide 244
  Flammable vapors such as coal gas are dangerous and 
  hard to spot; noticing these vapors in advance requires a 
  creature to succeed at a DC 24 Survival check. The gases 
  displace breathable air in the lungs. Creatures breathing 
  the air must succeed at a Fortitude save (DC 15 + 1 per 
  previous check) each hour or become fatigued. After 
  a creature becomes fatigued, slow suffocation sets in 
  (Pathfinder RPG Core Rulebook 445). Creatures holding their 
  breath can avoid these effects. 
  In addition, any open flame or spark causes an 
  explosion that deals 6d6 points of damage (Reflex DC 15 
  half ) to all creatures in the room or within 5 feet of an 
  entrance. The fire burns away the oxygen in the air, leaving 
  it unbreathable for 2d4 minutes. After an explosion, 
  flammable gas usually takes several days to build up to 
  dangerous levels again.
  DWEOMERSINK (CR 6)
  Source: Pathfinder RPG GameMastery Guide 244
  Zones of magical entropy that disrupt spells, dweomersinks 
  are occasionally formed at the sites of great magical duels, 
  by the destruction of powerful artifacts, or by vortices of 
  eldritch energy at the fringes of antimagic zones.
  They vary in size from small bubbles only a few feet 
  across to large areas the size of a town. A successful 
  DC 20 Spellcraft check detects a tingling in the air that 
  heralds the presence of a nearby dweomersink. An active 
  spell brought into a dweomersink may be dispelled, 
  and any spell cast inside a dweomersink is subject to an 
  immediate counterspell (both as dispel magic, caster level 
  8th). The resulting release of magical energy inflicts 1d6 
  points of damage per spell level in a 5-foot burst centered 
  on the bearer of the spell entering the area or the caster 
  of a new spell (Reflex DC 15 half ). If multiple overlapping 
  bursts hit the same target, only the most damaging 
  applies. Once a spell effect has survived a dispel attempt, 
  it is not affected again unless it leaves and reenters the 
  dweomersink.
  GREEN SLIME (CR 4)
  This dungeon peril is a dangerous variety of normal 
  slime. Green slime devours flesh and organic materials 
  on contact and is even capable of dissolving metal. Bright 
  green, wet, and sticky, it clings to walls, floors, and ceilings 
  in patches, reproducing as it consumes organic matter. It 
  drops from walls and ceilings when it detects movement 
  (and possible food) below.
  A single 5-foot square of green slime deals 1d6 points 
  of Constitution damage per round while it devours flesh. 
  On the first round of contact, the slime can be scraped off 
  a creature (destroying the scraping device), but after that 
  it must be frozen, burned, or cut away (dealing damage 
  to the victim as well). Anything that deals cold or fire 
  damage, sunlight, or a remove disease spell destroys a 
  patch of green slime. Against wood or metal, green slime 
  deals 2d6 points of damage per round, ignoring metal’s 
  hardness but not that of wood. It does not harm stone.
  YELLOW MOLD (CR 6)
  If disturbed, a 5-foot square of this mold bursts forth with 
  a cloud of poisonous spores. All creatures within 10 feet of 
  the mold must succeed at a DC 15 Fortitude save or take 1d3 
  points of Constitution damage. Another DC 15 Fortitude 
  save is required once per round for the next 5 rounds, to 
  avoid taking 1d3 points of Constitution damage each round. 
  A successful Fortitude save ends this effect. Fire destroys 
  yellow mold, and sunlight renders it dormant.
  
  89
  BEYOND THE HALFLIGHT PATH
  TRAPS
  The PCs may encounter the following traps.
  BLADE BARRIER TRAP 
  CR 7
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (blade barrier; 11d6 damage, Reflex DC 17 half); 
  multiple targets (all targets in a line up to 220 feet long)
  CAMOUFLAGED PIT TRAP 
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); Reflex DC 20 avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  CAMOUFLAGED SPIKED PIT TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 damage each); Reflex DC 
  20 avoids; multiple targets (all targets in a 10-ft.-square area)
  ELECTRICITY ARC TRAP 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, Reflex DC 20 half); 
  multiple targets (all targets in a 30-ft. line)
  FALLING BLOCK TRAP 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all in a 10-ft. square)
  FIREBALL TRAP 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, Reflex DC 14 half); 
  multiple targets (all targets in a 20-ft.-radius burst)
  FROST FANGS TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Duration 3 rounds; Reset none
  Effect jets of freezing water (3d6 cold damage, Reflex DC 20 half); 
  multiple targets (all targets in a 40-ft.-square chamber)
  WALL SCYTHE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic 
  Effect Atk +20 melee (2d4+6/×4)
  WYVERN ARROW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6/×3 plus wyvern poison)
  
  PATHFINDER SOCIETY SCENARIO
  90
  APPENDIX 14: RUMORS
  Kaer Maga is a dangerous place. When the PCs start 
  investigating suspicious occurrences, they are likely to hear 
  about more than just the case they are trying to investigate. 
  PCs learn a number of rumors from the table below based 
  on their result on a Diplomacy check to gather information 
  (see the Rumors section of the appropriate story arc). You may 
  read the text given in the rumor directly, or paraphrase it to 
  better suit the voice of the NPC providing the rumor.
  RUMORMONGERS
  There are several rumormongers the PCs may interact with to 
  learn about recent events in Kaer Maga. GMs may choose any 
  rumormonger for any rumor. When running a story arc in the 
  Scintillating Halls, use Maran for one of the rumors. Likewise, 
  use Gindalee for one of the rumors when running a story arc 
  in the Shining Deep, and Ulgan Trask for one of the rumors 
  when running a story arc in Sparklegrim Passage. 
  Chanstone (N young male half-elf commoner 1) runs 
  messages for various groups and businessmen throughout 
  the city.
  Gindalee (CN old female halfling commoner 3) lives on the 
  streets in the Warren. She works odd jobs to make ends meet. 
  Her most prized possession is her shawl, which she inherited 
  from her late mother.
  Havar (N male halfling commoner 2) owns a tinker wagon 
  he pushes throughout the city, repairing pots, pans, and other 
  small household items.
  Kiama (N young female elf commoner 1) is a street urchin 
  who spends most of her day begging for coppers.
  Maran (N male dwarf expert 2) worked as a blacksmith in 
  the Warrens until his shop caught fire in the middle of the 
  night. The perpetrator was never caught, and the incident 
  has left him suspicious of everyone. He is prone to heavy 
  drinking. Recent events have left him jumpy and fearful.
  Ulgan Trask (N male human expert 2) is a traveling 
  merchant. While he trades in a variety of odds and ends, he is 
  best known for selling cheap, knock-off jewelry.
  RUMORS AND CLUES
   1d10 Linked Story Arc Rumor
   
  1 
  Cultists 
  The rumormonger claims hooded  
   
   
   
   
   
  figures have been in town for several  
   
   
   
   
  days asking about a sculpture of an   
   
   
   
   
  eight-pointed star of a dark stone.  
   
   
   
   
   
  They also kept asking how to gain  
   
   
   
   
   
  access to the vaults below. Ever since   
   
   
   
   
  they came through town, people have  
   
   
   
   
  been nervous about going out at  
   
   
   
   
   
  night, although it is difficult for him to  
   
   
   
   
  explain why. "They're just damn  
   
   
   
   
   
  creepy!" After a moment, he adds, "I   
   
   
   
   
  think they had something to do with   
   
   
   
   
  Kelgren Noc's muder. They were  
   
   
   
   
   
  snooping around his place the day  
   
   
   
   
   
  before."
   
  2 
  Alien infection 
  In Subtier 3-4, the rumormonger  
   
   
   
   
   
  claims that his friend Trell was  
   
   
   
   
   
  attacked by something that reached   
   
   
   
   
  out of the gutter and "whacked him   
   
   
   
   
  across the face. Made his whole face   
   
   
   
   
  just droop and slide around! Of course,  
   
   
   
   
  he was always ugly as lumpy horse   
   
   
   
   
  apples." The NPC has not seen his  
   
   
   
   
   
  friend in days. In Subtier 6-7, the NPC  
   
   
   
   
  is one of ht few people in the Warrens  
   
   
   
   
  who can muster the courage to speak  
   
   
   
   
  to speak to the PCs. He frantically  
   
   
   
   
   
  explains that he heard his friend Trell   
   
   
   
   
  scream in horros and agony. By the   
   
   
   
   
  time he got there, he found Trell dead,  
   
   
   
   
  with his head cut open and his brain   
   
   
   
   
  removed. He could have sworn he saw  
   
   
   
   
  a terrible skittering shadow rush off   
   
   
   
   
  from the scene, but he was far too  
   
   
   
   
   
  afraid to follow. Trell isn't the only one  
   
   
   
   
  who has been found missing a brain   
   
   
   
   
  lately, and panic is sweeping the  
   
   
   
   
   
  streets. 
   
  3 
  Alien art  
  The rumormonger spotted winged  
   
   
   
  recovery 
  creatures land, creep over to the door  
   
   
   
   
  leading to the Halflight Path and,  
   
   
   
   
   
  "easy as you please, open it right up   
   
   
   
   
  and go inside!" He grows visibly  
   
   
   
   
   
  uncomfortable when asked what the   
   
   
   
   
  creatures looked like. "Fleshy and  
   
   
   
   
   
  hunched over, but I swear they had   
   
   
   
   
  them claws you see on crabs!  
   
   
   
   
   
  Something about the way they moved  
   
   
   
   
  just seemed wrong."
   
  4 
  Recovering 
  The rumormonger has heard lots of   
   
   
  implements 
  talk about a couple of up-and-comer   
   
   
   
   
  thieves named Daven and Lodif.  
   
   
   
   
   
  "Always champions of the archery  
   
   
   
   
   
  contents, but I could tell they wouldn't  
   
   
   
   
  settle for that. My friend Raz  
   
   
   
   
   
  overheard them the other night at the  
   
   
   
   
  bar talking about some big score they  
   
   
   
   
  had planned in Ankar-Te. They were   
   
   
   
   
  pretty loud and mentioned how 'No   
   
   
   
   
  walls can hold us back now that we   
   
   
   
   
  have this.' Then they flashed some   
   
   
   
   
  kind of metal device. What do you  
   
   
   
   
   
  know, but the bext day there's all  
   
   
   
   
   
  kinds of hubbub in the district about a  
   
   
   
   
  break in. You'd think they'd know  
   
  
  91
  BEYOND THE HALFLIGHT PATH
   
   
   
   
  better that to mess around in Horus   
   
   
   
   
  Ilaktya's territory. I'm sure they  
   
   
   
   
   
  hightailed it outta there."
   
  5 
  Raising the 
  The rumormongers saw a hooded  
   
   
   
  dead  
  figure dash off toward the Halflight   
   
   
   
   
  Path with a couple of undead servants  
   
   
   
   
  in tow shortly after some kind of  
   
   
   
   
   
  commotion in the Ankar-Te district.   
   
   
   
   
  "I'm not sure what kind they were, but  
   
   
   
   
  I've been in Ankar-Te enough times to  
   
   
   
   
  know a dead creature shuffling  
   
   
   
   
   
  around. They moved kinda stiff-like,   
   
   
   
   
  and they might have been wrapped in  
   
   
   
   
  rags."
   
  6 
  Summoning 
  The rumormonger is terrified and  
   
   
   
  gone wrong 
  shaking in a corner of an alley near   
   
   
   
   
  the entrance to the Halflight Path by   
   
   
   
   
  the Duskwarden Guildhouse. After she  
   
   
   
   
  calms down, she talks about how she  
   
   
   
   
  was sleeping on the floor in the guest  
   
   
   
   
  room at her cousin Gel's when she  
   
   
   
   
   
  hears someone moving. "I started to   
   
   
   
   
  open the door and saw Gel walking   
   
   
   
   
  away, all calm. Then I saw it!" she  
   
   
   
   
   
  shudders, "It was huge, like a walking  
   
   
   
   
  octopus! I just stared at its eyes and I   
   
   
   
   
  felt myself just drift away..." She  
   
   
   
   
   
  pauses. "By the time I came to, Gel   
   
   
   
   
  was gone and so was it. I think they   
   
   
   
   
  were headed towards the Halflight  
   
   
   
   
   
  Path."
   
  7 
  Evil seeks 
  The rumormonger describes a recent   
   
   
  sacrifices 
  visitor to town who caused quite a stir.  
   
   
   
   
  "She had about the scariest eyes I've   
   
   
   
   
  ever seen. Her armour was all  
   
   
   
   
   
  blackened, like she'd walked through  
   
   
   
   
  a fire. She came to me and asked, if   
   
   
   
   
  you can believe it, 'Where can I find   
   
   
   
   
  slaves? The most freshly-caught, the   
   
   
   
   
  better.' Now normally I don't make   
   
   
   
   
  much fuss about slavery, but  
   
   
   
   
   
  something about her made me  
   
   
   
   
   
  hesitate so I told her I didn't know."   
   
   
   
   
  The rumormonger pauses. "I saw her   
   
   
   
   
  again later, all by herself, headed  
   
   
   
   
   
  toward the Halflight Path like she  
   
   
   
   
   
  planned to leave town. She didn't look  
   
   
   
   
  happy to be empty-handed."
   
  8 
  Kobold testing 
  The rumormonger has heard some  
   
   
   
  grounds 
  odd goings-on while traveling the  
   
   
   
   
   
  Halflight Path. "I've walked up that   
   
   
   
   
  path quite a few times now, but I'm   
   
   
   
   
  not going down there again until the   
   
   
   
   
  Duskwardens take a close look at my   
   
   
   
   
  complaints! I almost broke my neck.   
   
   
   
   
  Someone put up a tripwire right near   
   
   
   
   
  the edge of a drop-off and I only just   
   
   
   
   
  stopped myself from going over.  
   
   
   
   
   
  Ended up on my face, flat on the  
   
   
   
   
   
  ground instead! And what do I see?"   
   
   
   
   
  the rumormonger asks, pausing  
   
   
   
   
   
  dramatically. "A footprint about the   
   
   
   
   
  size of my hand, but with scales and   
   
   
   
   
  claws at the end of the toes. Plain as   
   
   
   
   
  day, right in the mud. Of course when  
   
   
   
   
  I took a Duskwarden back, he couldn't  
   
   
   
   
  spot it. Typical!"
   
  9 
  Drowraiders 
  "Yeah, I've seen some strange things   
   
   
   
   
  going on lately," the rumormonger   
   
   
   
   
  begins. "I traveled up the Halflight  
   
   
   
   
   
  Path the other day with a few of my   
   
   
   
   
  associates. Now, we've seen a thing or  
   
   
   
   
  two in our time, but this was a new   
   
   
   
   
  one." The rumormonger pauses. "I  
   
   
   
   
   
  hear a whizzing noise right past my   
   
   
   
   
  ear and then a clattering on the wall   
   
   
   
   
  next to me! I look down, and theres a  
   
   
   
   
  crossbow bolt on the path. Well, we   
   
   
   
   
  all draw our weapons and start  
   
   
   
   
   
  looking around. It's real dark, but I'm   
   
   
   
   
  pretty sure I saw someone off the  
   
   
   
   
   
  path a way heading off." The  
   
   
   
   
   
  rumormonger looks nervous. "I'm  
   
   
   
   
   
  pretty sure they had white hair."
   10 
  None  
  Provide the PCs with a rumor about   
   
   
   
   
  one of your chosen encounters that is  
   
   
   
   
  not connected to the story arc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 09/S09-09 - Beyond the Halflight Path.pdf