TEXT: By Pedro Coelho
  TesT of Tar KuaTa
  PATHFINDER SOCIETY SCENARIO #6–19 
  TIER 3–7
  
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  Author • Pedro Coelho
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  Pathfinder Society Scenario #6–19: Test of Tar Kuata is a Pathfinder Society Scenario designed for 3rd- to 7th-level characters 
  (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  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.
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  Test of Tar Kuata
  Pathfinder Society Scenario #6–19
  
  • Sothis
  • Tar Kuata
  Footprints of
  Rovagug
  • Merotsi Mines
  3
  Now, Tasutek works to establish a new temple, despite 
  the area’s unwholesome conditions. He believes that 
  prayer and sacrifices can turn the flooded chambers into a 
  spawning pool for bestial creatures, a place of pilgrimage 
  to draw new followers and restore the Doomsday Knights 
  to their former power. To feed the monster and perform 
  his rituals, Tasutek has captured several caravans and 
  one of Tar Kuata’s brightest monks.
  SUMMARY
  The Pathfinder Society dispatches the PCs to Tar Kuata 
  on a diplomatic mission to locate and secure a Sky Key 
  component. Menkha Helg, leader of the Ouat monks, 
  S
  oon after completing the Quest for Sky, the dwarves 
  living in the sky citadel Jormurdun witnessed the fall 
  of Silver Mount, a gigantic spacecraft that crashed 
  into Numeria. Intrigued, they traveled to the crash site 
  and harvested strange metals, including a small ship 
  component they dubbed the Sky Key, which they honored 
  as a trophy of their migration to the surface. The Sky 
  Key remained in Jormurdun until around 1600 ar, when 
  invaders drove the dwarves away from the citadel. In a 
  symbolic gesture, the last king of Jormurdun broke the 
  Sky Key into five pieces, keeping one for himself and 
  giving one to each of his four heirs so that they would 
  remember their home and one day return to reunite the 
  relic and their people.
  The heirs split up over time. The dwarf princess Logyra 
  took her retinue across the Inner Sea to Garund, where 
  most of the group joined the Pahmet dwarves. Logyra and 
  a handful of others made the journey to the monastery of 
  Tar Kuata, where they joined the Ouat monks and helped 
  shape the order’s philosophy of eschewing cumbersome 
  dwarven tradition in order to pursue perfection and the 
  divine spark within. To this day, Logyra’s piece of the Sky 
  Key resides in Tar Kuata as a memento of an abandoned 
  past. The Pathfinder Society hopes to reassemble the Sky 
  Key to better understand its bizarre functions, and the 
  organization has recently traced one of the pieces to the 
  monastery. However, the monks are ill disposed to part 
  with the device thanks to recent troubles.
  A cell of Rovagug worshipers threatens the monastery 
  and the surrounding lands. Led by the warpriest Tasutek, 
  these so-called Doomsday Knights are remnants of a 
  sect dismantled by the church of Sarenrae. After losing 
  a temple and most of his followers to the Cult of the 
  Dawnflower, Tasutek gathered the survivors and fled 
  from the city of An to regroup. Rovagug did not abandon 
  the priest, who received revelations of a horrendous 
  creature created by the Rough Beast in a toxic pool. The 
  visions proved true when Tasutek found the monster in 
  an abandoned mine in the Footprints of Rovagug, not far 
  from Tar Kuata.
  Test of Tar Kuata
  By Pedro Coelho
  WHERE ON GOLARION?
  Test of Tar Kuata takes place in and around the Iroran 
  monastery of Tar Kuata in southwestern Osirion. Built in 
  the Barrier Wall Mountains, the monastery overlooks the 
  Footprints of Rovagug, a barren desert of volcanic rocks and 
  dried clay. For more information about Osirion, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Campaign Setting: Osirion, Legacy of the Pharaohs, available 
  in bookstores and games stores everywhere, and online 
  at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  confirms the dwarves still guard Logyra’s fragment, but 
  in order to entrust the Pathfinder Society with a piece of 
  their history, the monks demand a demonstration of the 
  PCs’ worthiness.
  Measured against the standards of Ouat philosophy 
  and Iroran teachings, the PCs undergo trials designed 
  to test their wits, mettle, and spirit. Earning the monks’ 
  respect is not enough to secure the Sky Key; beleaguered 
  by problems beyond their walls, the monks ask for a favor 
  before complying with the PCs’ request. The warpriest 
  Tasutek and his Doomsday Knights wreak havoc in the 
  region, and the PCs must eradicate the evil before it 
  takes hold.
  Following the monks’ directions, the PCs locate the 
  cultist’s lair, an uncharted, hazardous mine. Inside its 
  chambers, they face a homunculus spy, dangerous traps, 
  and a well-armed group of religious fanatics. The PCs 
  also find a missing Ouat monk, who has been protecting 
  and guiding the cult’s other prisoners. His advice can 
  provide the PCs an edge against the cult’s leader and his 
  otherworldly pet.
  GETTING STARTED
  The PCs meet with Venture-Captain Norden Balentiir 
  in the Osirian city of An. Read or paraphrase the 
  following aloud.
  Venture-Captain Norden Balentiir inclines his head in welcome 
  as he opens the door and welcomes everyone into a modest 
  office. “I’m glad you are on time—and with little to spare,” he 
  says as checks outside and then closes the door. “Your ship 
  leaves soon, and I’ve taken care of the details.” He places a neat 
  stack of travel papers on the small desk and sits down.
  “I’m pleased that you volunteered to visit the remote 
  monastery of Tar Kuata on the Society’s behalf. As you may 
  already know, the Society seeks pieces of the Sky Key, a strange 
  relic broken into multiple pieces by dwarves long ago. It seems 
  one of the descendants may have found her way to Tar Kuata, 
  and we believe the Ouat monks that also reside there still have 
  a piece of the key. Travel there, meet with them, confirm our 
  intelligence, and barter for the relic as needed. Do aim to be 
  respectful; few Pathfinders have traveled to Tar Kuata, so you’ll 
  need to earn the monks’ goodwill—and perhaps even pave the 
  way for future collaboration. 
  “To that end, I am sending you with this.” Balentiir lifts a 
  heavy bag and adds it to the desk. “You may be familiar with 
  bags able to hold more than seems possible, and this one is 
  filled with grain. I understand Tar Kuata has had a poor harvest 
  this year, and this should help you get off on the right foot in 
  negotiations. Any questions?”
  Balentiir has made all arrangements to get the PCs 
  from An to Tar Kuata, first by boat up the River Sphinx 
  and then by land to the Barrier Wall Mountains. Before 
  departing, the PCs may ask a few questions.
  What is Tar Kuata? “It’s an isolated monastery village 
  in the Barrier Wall Mountains, in a region commonly 
  called the Footprints of Rovagug. It’s also considered the 
  most important Iroran site in all Osirion.”
  Who are the Ouat monks? “They are a contemplative 
  order of dwarven monks who renounced their racial 
  identity to focus on self-perfection. Technically, they 
  are distinct from the other monks in Tar Kuata, but the 
  two groups work together so closely that it’s hard to tell 
  the difference.”
  What are the monks like? “The monks are austere but 
  polite, and I have already contacted them to let them know 
  representatives are on the way. They’ll be very hospitable, 
  yet earning their respect will no doubt involve proof of 
  your worth. Like most who follow the Iroran faith, the 
  monks of Tar Kuata no doubt value knowledge, discipline, 
  and self-perfection.”
  What is the Sky Key? “The Sky Key is a relic once 
  housed in a dwarven sky citadel the Pathfinder Society 
  rediscovered recently. Exactly what it does is still up for 
  debate, but those who discovered the first piece reported 
  it allowed one to look into the past. Our findings 
  demonstrate the last of the citadel’s rulers broke it into 
  multiple pieces and sent them away with his children, 
  and the Society’s research suggests Logyra, one of the 
  king’s daughters, likely retired in Tar Kuata.”
  Diplomacy (gather information) or 
  Knowledge (local) 
  PCs have some time at the docks to learn the latest gossip.
  15+ Merchants are refusing to travel into the Footprints 
  of Rovagug. The most recent two caravans to return from 
  there were both attacked by bandits.
  20+ Weeks ago, a priest gave a passionate sermon 
  praising the church of Sarenrae for dismantling an 
  illegal cult of Rovagug. Despite this sermon being old 
  news, many people still talk about it.
  30+ The cult referred to itself as the Doomsday 
  Knights, a force of heavily armored warriors wielding 
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), 
  Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG 
  Bestiary, and Pathfinder RPG Ultimate Magic (UM). These 
  rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Document at paizo.com/prd, and the 
  relevant rules from the Bestiary are reprinted at the back of 
  the adventure for the GM’s convenience.
  
  Tar Kuata
  A
  1 square = 10 feet
  5
  TEST OF TAR KUATA
  divine power. Although Sarenrae’s faithful destroyed 
  much of the cult, some survivors escaped. 
  Knowledge (history) or Knowledge 
  (religion)
  The PCs may already be familiar with Tar Kuata and 
  the faith of Irori. PCs whose patron is Irori receive a 
  +2  circumstance bonus on this check and can attempt 
  it untrained.
  15+ A Sothan priest of Irori named Narmek Tar Kuata 
  founded the monastery more than 3,000 years ago. It is 
  among the oldest continuously used schools in Osirion.
  20+ Most people in Tar Kuata are humans of Garundi 
  ancestry, but the monastery also houses the Ouat monks, 
  an order of dwarves that shave their heads and beards and 
  eschew dwarven traditions in favor of discovering their 
  own path to perfection.
  25+ Not all citizens of Tar Kuata are monks; pilgrims 
  who fail admission to the monastery often settle in the 
  village and take up everyday occupations.
  30+ The monks are experts in the scriptures of Irori. A 
  PC who gets a result of 30 or higher is also well-versed in 
  Iroran texts and gains a +4 bonus on Knowledge checks 
  during the first trial (see page 7).
  Faction Notes: If a member of the Scarab Sages faction 
  is present, Venture-Captain Norden Balentiir informs 
  them that he received a missive from Amenopheus 
  addressed to that PC, and he has included it with the 
  travel papers. Give the Scarab Sage faction PCs Player 
  Handout #1.
  TAR KUATA
  After a tiring, days-long journey, the PCs reach Tar Kuata 
  in the morning. Perched at the base of a high mountain 
  valley, the monastery, the tiny village to its west, and a 
  series of terraced fields are sheltered from the harsh 
  winds and weather. 
  At the base of a high mountain valley, the monastery of Tar 
  Kuata perches atop a rocky outcropping that overlooks a tiny 
  village and terraced fields. The steep cliffs to either side shelter 
  the small structures from the wind, and a tall, thin spire towers 
  over the settlement.
  As the PCs approach, Menkha Helg, leader of the Ouat 
  monks, assumes that they are the expected Pathfinders 
  and welcomes them into the Hall of Aspirants. She 
  is cordial and asks about the Pathfinders’ journey, 
  
  Menkha Helg
  6
  PATHFINDER SOCIETY SCENARIO
  insinuating that the region has been unsafe for travel. 
  Any attempt to discuss the Sky Key or related business 
  results in Menkha informing the PCs that Itephta, the 
  head of the monastery, is currently busy, but should be 
  available to meet later in the afternoon; out of respect, 
  she prefers to avoid such negotiations until he is present.
  The dwarf’s starting attitude is indifferent, and giving 
  her the bag of holding containing the grain improves her 
  attitude by one step. A PC who succeeds at a DC 20 Bluff 
  or Diplomacy check can convince her to confirm that one 
  of the first dwarves to join the Ouat monks was named 
  Logyra, and she donated a strange metallic device to the 
  Tar Kuata treasury. If a PC fails this check, Menkha’s 
  attitude worsens by one step as she interprets the PCs’ 
  persistence as impertinence. Menkha’s attitude plays a 
  role in the imminent trials.
  To pass the time, she invites the PCs to explore the 
  village and join her for a modest lunch in the Pahmet 
  Heights with several other dwarven monks. During 
  these several hours, Menkha observes the PCs’ 
  behavior, and each PC must attempt a DC 15 Bluff, 
  Diplomacy, Knowledge (nobility), or Knowledge 
  (religion) check to maintain his composure and 
  measure up to the dwarf’s tough standards of 
  character. At the GM’s discretion, a PC might 
  automatically succeed at or fail this 
  check as a result of good roleplaying or 
  exemplary rudeness, respectively. If at 
  least half of the PCs succeed at this 
  check, Menkha’s attitude increases 
  by one step. If they all fail the 
  check, her attitude worsens by 
  one step.
  The meeting with Itephta 
  takes place right after lunch, 
  and the PCs can finally deliver 
  the grain-filled bag of holding 
  and state their business 
  in Tar Kuata. Itephta is 
  a  young, mild-mannered 
  Garundi man who listens 
  attentively to the PCs and 
  then asks Menkha about the 
  relic sought by the Pathfinder 
  Society. 
  The 
  Ouat 
  leader 
  confirms the relic’s presence 
  within the monastery vaults, 
  and says the Ouat monks are 
  willing to part with it if Itephta 
  so decides. To Menkha and the Ouat, the 
  Sky Key component is one more burden 
  anchoring them to the dwarven heritage 
  they have eschewed—a relic they would 
  willingly bestow upon one that they feel is worthy to 
  carry it away.
  Itephta openly asks Menkha her opinion of the PCs. 
  The dwarf’s reply depends on her current attitude 
  toward the Pathfinders. If she is unfriendly or worse, she 
  criticizes their behavior and increases the skill check 
  DCs of the First Trial (see page 7) by 4. If indifferent, she 
  abstains from commenting. If friendly or helpful, she 
  offers humble praise and grants the PCs 1 Trial Point. 
  Itephta weighs her feedback and then addresses the PCs.
  “You seek something we would give freely, but the relic is 
  one heavy with the weight of history. Just as I would not ask a 
  neophyte to lift a boulder before he can lift a stone, I cannot in 
  good conscience burden you with this bauble without knowing 
  your capabilities.
  “When our students request greater responsibilities or greater 
  challenges, we first ensure that they have mastered what they 
  have learned before. I propose you experience the same 
  courtesy I would extend to a student by undergoing a 
  small portion of our training. It shall strengthen your 
  body for the return journey and prepare your mind to 
  weather your future trials.”
  Itephta requires the PCs demonstrate 
  their abilities over the course of six 
  trials before rendering a decision and 
  giving them the Sky Key component 
  they seek. With other business 
  to attend to, he calls upon an 
  aging monk named Aeotsep 
  (LN old male human monk 5) 
  to serve as the guests’ guide, 
  instructor, 
  and 
  evaluator. 
  Aeotsep is a Garundi man 
  whose sun-weathered features 
  and kind face are traced with a 
  network of wrinkles. Like many 
  other monks in Tar Kuata, he 
  believes that experiencing and 
  overcoming the trials ahead are 
  an important part of any person’s 
  path to self-perfection; however, 
  self-perfection often benefits from 
  a good teacher. As a result, he limits 
  any criticism to mild chiding and 
  warmly compliments the PCs when 
  they succeed.
  In fact, Aeotsep is an especially 
  capable teacher, and he is able to 
  use his ki pool class feature 
  to 
  lend 
  his 
  encouragement 
  supernatural force. A PC who 
  
  Aeotsep
  7
  TEST OF TAR KUATA
  succeeds at a trial’s ability checks or skill checks also 
  earns this praise, which grants that PC a +2 competence 
  bonus on any ability checks or skill checks during the 
  next trial.
  Faction Notes: Members of the Scarab Sages faction 
  are on the lookout for possible candidates who might 
  become the new Jeweled Sages, and Aeotsep is patient, 
  wise, and knowledgeable. All of these are worthy virtues 
  for a new sage, and the PCs might recommend the 
  aging monk to Amenopheus at the end of 
  the adventure.
  Members of this faction are also 
  interested in learning whether the 
  monastery played any role in the exodus 
  of the Jeweled Sages thousands of years 
  ago. Aeotsep is very familiar with 
  the collections in Tar Kuata, but he 
  politely declines to let the Pathfinders 
  peruse any of the texts until they 
  have proven themselves by completing 
  Itephta’s trials.
  THE FIRST TRIAL
  Aeotsep leads the PCs to one 
  of the study rooms, which 
  contains several bookshelves, a 
  small table, and a lectern on which 
  there is an open copy of Unbinding 
  the Fetters, the principle holy text of the 
  Iroran faith. The elderly monk requests 
  the PCs wait here while he prepares the 
  other trials, but in fact how the PCs spend 
  their time in this room over the next half 
  hour is the first trial. With a successful DC 20 Sense 
  Motive check, a PC can intuit from Aeotsep’s request (and 
  overlong absence) that there is more to this delay than 
  he claims.
  Although the copy of Unbinding the Fetters seems to 
  be open to a random page, Aeotsep has actually opened 
  it to a carefully selected passage that elaborates on 
  complex and subtle metaphors that compare stages of 
  self-perfection to the creation of the world, implying 
  that mortal knowledge is a spark of divinity that spins 
  order out of chaos. Deciphering this meaning requires 
  at least one PC to succeed at a DC 15 Knowledge (history) 
  or Knowledge (religion) check (DC 18 in Subtier 6–7). 
  When Aeotsep returns, he casually chats about the 
  pages’ contents and pays close attention to who has read 
  and understood the excerpt. If the PCs did not fully 
  comprehend the passage, a PC can instead attempt a DC 
  20 Bluff check (DC 24 in Subtier 6–7) to convince the 
  monk that she understood everything—or devised an 
  equally plausible interpretation. 
  Trial Points: If at least one PC succeeds 
  at either check, the PCs earn 1 Trial Point 
  (see the sidebar above); exceeding the 
  DC by 5 or more earns 1 additional 
  Trial Point.
  THE SECOND TRIAL
  Aeotsep next leads the PCs into 
  the Hall of the Inward Gaze, 
  which currently contains several 
  broad reed mats, racks holding 
  wooden weapons, and a pile of small 
  wooden boards. The old monk reminds 
  his students that physical might is often 
  mistaken for brute force, emphasizing that 
  strength without control accomplishes 
  little. To illustrate the point, Aeotsep takes a wooden 
  board from the pile and outstretches his arm, holding 
  the board in front of his face. With a swift movement, 
  he releases the plank and strikes it in mid-air, breaking 
  the board into two symmetrical halves. He invites the 
  PCs to repeat the feat.
  This speed-break test requires precision as well 
  as strength. After releasing the board, the PC must 
  succeed at a DC 10 Dexterity check (DC 12 in Subtier 
  6–7) to strike the falling object in just the right spot. 
  If successful, the PC must then succeed at a DC 13 
  Strength check (DC 15 in Subtier 6–7) to break the plank 
  in two. Failure on either check sends the plank flying 
  across the hall without breaking it. A PC who has the 
  Improved Unarmed Strike feat gains a +5 bonus on both 
  of these checks.
  Trial Points: If at least one PC succeeds at breaking 
  his wooden plank, the group earns 1 Trial Point. If 
  half or more of the PCs succeed, they earn 1 additional 
  Trial Point.
  TRIAL POINTS
  Overcoming the trials ahead is important, as the PCs’ 
  performance sets the tone for any future interactions 
  between the Pathfinder Society and Tar Kuata. Each of the 
  first five trials grants the PCs up to 2 Trial Points (the final 
  trial grants more), and these points determine how well 
  they have done, what aid Itephta provides, and whether or 
  not the PCs fulfill the adventure’s secondary success 
  condition. Keep track of how many Trial Points the 
  PCs earn.
  Although the PCs might wish to repeat a trial 
  out of a sense of personal accomplishment, 
  only the PC’s first attempt contributes to the 
  group’s Trial Point total. 
  
  8
  PATHFINDER SOCIETY SCENARIO
  THE THIRD TRIAL
  Aeotsep puts away the wooden boards and takes a 
  quarterstaff and a blindfold from the weapon racks. 
  He then requests that everyone in the room close their 
  eyes and be silent. As he walks around the PCs, he tells 
  them to pay attention to the sound of his footsteps and 
  the aroma of incense in his robes. The monk exhorts 
  that consciousness is achieved through the sum of 
  senses, and relying on only one of them creates a false 
  perception of the world. He tells the PCs to open their 
  eyes and asks for a volunteer to demonstrate what she 
  has learned.
  In this third trial, each PC is blindfolded and must 
  parry or dodge Aeotsep’s attacks. The blindfolded PC 
  stands in the middle of the hall and must succeed 
  at a DC  15 Perception check (DC 18 in Subtier 6–7) to 
  determine the moment and direction from which the 
  monk strikes. If successful, the PC must succeed at 
  a DC 10 Dexterity check to dodge the blow or a DC 10 
  Strength check to parry it (DC 12 in Subtier 6–7). A PC 
  with the Blind-fight feat, blindsense, or blindsight gains 
  a +5 bonus on these checks.
  Trial Points: If at least one PC successfully avoids or 
  blocks the attack, the group earns 1 Trial Point. If half 
  or more of the PCs succeed, the group earns 1 additional 
  Trial Point.
  THE FOURTH TRIAL
  The fourth trial takes place by the waterfall to the west 
  of the village, and the walk through the Down Valley 
  attracts the attention of curious bystanders. Under 
  the assumption that Aeotsep is about to test a group of 
  aspirants, several dozen people take a brief break from 
  their work to observe the trial. A trail ascends 40 feet to a 
  mountain ledge, where a series of wooden posts overlooks 
  the waterfall’s plunge pool. Aeotsep hops atop one of the 
  posts and instructs the PCs to do the same and stand 
  immobile for 1 hour. Though at face value this seems to 
  be a test of balance, the trial is actually designed to test 
  resilience and resoluteness.
  Maintaining one’s balance for 20 minutes requires a 
  successful DC 10 Acrobatics check (DC 13 in Subtier 6–7), 
  and each PC must succeed at three consecutive checks in 
  order to last the hour without falling. The DC increases 
  by 5 for each subsequent check unless the PC succeeds 
  at a DC 13 Fortitude or Will save (DC 16 in Subtier 6–7) 
  before attempting the Acrobatics check. A PC who fails 
  the Acrobatics check falls in the plunge pool below, taking 
  1d6 points of nonlethal damage.
  If at least half of the PCs remain balanced for at least 
  40 minutes, the group earns 1 Trial Point. If at least one 
  PC remains balanced for the whole trial, the group earns 
  1 additional Trial Point.
  THE FIFTH TRIAL
  As Aeotsep leads the PCs back into the monastery and to 
  a hidden trail, he tells them a story of Tar Kuata’s past.
  “Many years after he began to teach students in these 
  mountains, Narmek Tar Kuata challenged the air spirits for 
  mastery of the winds. They attempted to tear him from the 
  peak, but he struck the mountain and caused a great pillar 
  of stone to rise high into the sky. Acknowledging Narmek Tar 
  Kuata’s  superiority, the air spirits granted him the respect he 
  had earned, and have served the monastery ever since. The 
  spire, as we call it, still stands as a reminder of our alliance 
  with these spirits, and our founder’s remains reside in a 
  reliquary at its top.”
  Aeotsep steps out from the covered path and into 
  daylight, where a impossibly tall stone pillar rises from 
  the mountainside. “Climbing to the top symbolizes the 
  metaphysical ascent that Narmek Tar Kuata realized. This 
  climb is your next trial.”
  To overcome this trial, the PCs must scale the spire 
  in a single attempt. This requires three successful DC 15 
  Climb checks. If a PC fails a check by 5 or more, he falls 
  and fails the test. The invisible stalkers (Pathfinder RPG 
  Bestiary 181) that frequent the spire catch any falling PCs 
  and fly them to the top.
  Trial Points: If at least one PC reaches the summit 
  unaided, the group earns 1 Trial Point. If at least half 
  of the PCs reach the top unaided, they earn 1 additional 
  Trial Point.
  Faction Notes: If there are any members of the Scarab 
  Sages faction present, Aeotsep further elaborates that 
  climbing the spire is much like walking the same 
  path that led Narmek Tar Kuata to enlightenment, and 
  sometimes one of the monastery’s students—including 
  one in recent memory—attains a level of mastery and 
  wisdom that could have rivaled the founder’s. This 
  admission should interest this faction’s PCs, who seek 
  enlightened candidates who might join Tahonikepsu 
  and Amenopheus as Jeweled Sages. Aeotsep is reticent 
  to identify the monk to whom he alludes, though he 
  hesitates principally because he does not which to 
  grant one of his students unwanted fame; after all, fame 
  invites reverence, which in turn encourages one to stop 
  striving for self-improvement.
  A PC can convince Aeotsep to name Dhiara, the monk 
  in question, with a successful DC 20 Diplomacy check 
  (DC 23 in Subtier 6–7). A PC attempting this check 
  receives a bonus on the check equal to the number of 
  Trial Points the PCs have earned. Aeotsep further notes 
  that Dhiara sometimes sends letters to the monastery, 
  and he offers to bring the PCs her most recent letter 
  after they complete the trials.
  
  N
  A. The Sixth Trial
  1 square = 5 feet
  9
  TEST OF TAR KUATA
  A. THE SIXTH TRIAL (CR 7 OR CR 10)
  When the PCs reach the top of the pillar, they find Itephta 
  hovering above the spire, accompanied by a slender 
  Garundi woman carrying a long spear, her dark hair 
  woven into a braid. Aeotsep joins them a few moments 
  later, carrying a large bag on his back. 
  “This is your last test, Pathfinders—one I personally requested 
  and insisted on observing,” Itephta says without taking his eyes 
  off the wooden case in his hands. The young monk opens the lid, 
  gracefully plucks a wand from inside, and hands the empty box 
  to Aeotsep. Itephta points the wand at the spire, and in a matter 
  of seconds, the narrow summit expands into a broad platform, 
  like an unfolding mushroom.
  “Irori teaches that inner peace and knowledge are key, but 
  one must be able to defend his values in trial by arms,” he 
  explains as the Garundi woman alights on the platform. “I ask 
  that you spar with the monastery’s champion, Aramaya. Please 
  make it an honorable fight, for the great Tar Kuata watches 
  us today.”
  Itephta has used a wand of stone shape to expand the 
  10-foot-wide summit into a broad stone platform with 
  enough thickness and support that it doesn’t break under 
  the PCs’ weight. Aeotsep’s idea of an honorable fight 
  prohibits dealing lethal damage, and he opens his bag 
  to reveal an array of wooden weapons—including any 
  weapon the PCs use except firearms. These function 
  as normal weapons of their type, except that they deal 
  nonlethal damage. If a PC ascended the spire unaided, 
  Aeotsep instead offers that PC either a masterwork 
  version of the weapon or the one lesser merciful metamagic 
  rod (Pathfinder RPG Advanced Player’s Guide 295) in his bag. 
  If a PC prefers, she can keep her own weapons, but Itephta 
  warns that any use of lethal force will result in his ending 
  the competition.
  The platform’s edge curves upward, providing 
  creatures at the edge a chance to catch themselves if 
  they start to fall. A creature knocked off the edge during 
  this encounter can catch the edge with a successful DC 
  15 Acrobatics or Climb check. A creature can lift itself 
  back onto the platform as a move action with a successful 
  DC 15 Climb check.
  Creatures: Aramaya is an expert with the longspear 
  and can fight multiple opponents at once. She sticks to 
  her tactics to knock the PCs unconscious or push them 
  off the spire. Several invisible stalkers roam around the 
  spire, and they catch any falling combatant and carry 
  
  10
  PATHFINDER SOCIETY SCENARIO
  SCALING ENCOUNTER A
  To accommodate a group of four PCs, Aramaya has been 
  fasting as part of her studies. As a result, she is fatigued and 
  neither has nor drinks any of her potions.
  him safely to the ground. A creature that falls off the 
  platform is considered defeated and cannot rejoin 
  the encounter.
  Subtier 3–4 (CR 7)
  ARAMAYA 
  CR 7
  Female human fighter (polearm masterAPG) 4/monk 4
  LG Medium humanoid (human)
  Init +5; Senses Perception +11
  DEFENSE
  AC 19, touch 19, flat-footed 13 (+5 Dex, +1 dodge, +1 monk, 
  +2 Wis)
  hp 47 (4d10+4d8+4)
  Fort +8, Ref +10, Will +7; +2 vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee +1 merciful longspear +11/+6 (1d8+1d6+6 nonlethal/×3) or 
  unarmed strike +9/+4 (1d8+2) or 
  unarmed strike flurry of blows +8/+8/+3 (1d8+2)
  Special Attacks flurry of blows, steadfast pike, stunning fist 
  (5/day, DC 16)
  TACTICS
  Before Combat Aramaya drinks her potion of cat’s grace.
  During Combat At the beginning of her round, if there are no 
  opponents adjacent to her, Aramaya uses the Combat Patrol 
  and Combat Reflexes feats to make attacks of opportunity 
  with her longspear (she gets a +1 bonus on these attacks 
  of opportunity from her steadfast pike class ability). She 
  tries to finish her turn without any PCs adjacent to her, 
  either by moving with the Gliding Steps feat or by pushing 
  the PCs back—ideally off the platform—with the Pushing 
  Assault feat.
  Morale Aramaya fights until incapacitated or otherwise 
  clearly defeated.
  Base Statistics When not under the effect of cat’s grace, 
  Aramaya’s statistics are Init +3; AC 17, touch 16; Ref +8; 
  Dex 16; CMD 26; Skills Acrobatics +13, Stealth +8
  STATISTICS
  Str 15, Dex 20, Con 10, Int 13, Wis 14, Cha 8
  Base Atk +7; CMB +10; CMD 28
  Feats Combat PatrolAPG, Combat Reflexes, Dodge, Gliding 
  StepsUM, Improved Unarmed Strike, Mobility, Nimble Moves, 
  Power Attack, Pushing AssaultAPG, Stunning Fist, Weapon 
  Focus (longspear), Weapon Specialization (longspear)
  Skills Acrobatics +15, Climb +12, Knowledge (history) +8, 
  Knowledge (religion) +9, Perception +11, Perform (dance) +5, 
  Sense Motive +9, Stealth +10, Survival +6, Swim +6
  Languages Common, Osiriani
  SQ fast movement, ki pool (4 points, magic), maneuver 
  training, pole fighting, slow fall 20 ft.
  Combat Gear potion of cat’s grace, Other Gear +1 merciful 
  longspear
  Subtier 6–7 (CR 10)
  ARAMAYA 
  CR 10
  Female human fighter (polearm masterAPG) 5/monk 6
  LG Medium humanoid (human)
  Init +5; Senses Perception +14
  DEFENSE
  AC 22, touch 20, flat-footed 16 (+2 armor, +5 Dex, +1 dodge, 
  +1 monk, +3 Wis)
  hp 63 (5d10+6d8+6)
  Fort +9, Ref +11, Will +9; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee +1 merciful longspear +16/+11 
  (1d8+1d6+10 nonlethal/×3) or
  unarmed strike +13/+8 (1d8+4) or
  unarmed strike flurry of blows +12/+12/+7 (1d8+4)
  Special Attacks flurry of blows, polearm training, steadfast pike, 
  stunning fist (7/day, DC 18)
  TACTICS
  Before Combat Aramaya consumes her potion of bull’s strength 
  and potion of cat’s grace.
  During Combat Use tactics from Subtier 3–4.
  Morale Use tactics from Subtier 3–4.
  Base Statistics When not under the effect of bull’s strength 
  and cat’s grace, Aramaya’s statistics are Init +3; AC 20, 
  touch 18; Ref +9; Melee +1 merciful longspear +14/+9 
  (1d8+1d6+7 nonlethal/×3) or unarmed strike +11/+6 (1d8+4) 
  or unarmed strike flurry of blows +10/+10/+5 (1d8+4); Str 15, 
  Dex 16; CMB +13; CMD 29; Skills Acrobatics +16 (+30 when 
  jumping), Climb +14, Stealth +12, Swim +7
  STATISTICS
  Str 19, Dex 20, Con 10, Int 13, Wis 16, Cha 8
  Base Atk +9; CMB +15; CMD 33
  Feats Combat Expertise, Combat PatrolAPG, Combat Reflexes, 
  Dodge, Gliding StepsUM, Improved Unarmed Strike, Mobility, 
  Nimble Moves, Power Attack, Pushing AssaultAPG, Spring Attack, 
  Stunning Fist, Weapon Focus (longspear), Weapon Specialization 
  (longspear), Whirlwind Attack
  Skills Acrobatics +18 (+32 when jumping), Climb +16, Knowledge 
  (history) +9, Knowledge (religion) +10, Perception +14, Perform 
  (dance) +7, Sense Motive +10, Stealth +14, Survival +7, Swim +9
  Languages Common, Osiriani
  
  11
  TEST OF TAR KUATA
  SQ fast movement, high jump, ki pool (6 points, magic),maneuver 
  training, pole fighting, purity of body, slow fall 30 ft.
  Combat Gear potion of cat’s grace, potion of bull’s strength; Other 
  Gear +1 merciful longspear, bracers of armor +2, headband of 
  inspired wisdom +2
  Development: If the PCs defeat Aramaya, Itephta 
  revives her. Aramaya respectfully acknowledges the PCs’ 
  abilities and retires to her room to contemplate her own 
  performance. The invisible stalkers carry everyone back to 
  the base of the spire, and Itephta uses his magic to return 
  the pillar to its original shape. He, Aeotsep, and Menkha 
  then excuse themselves to discuss the PCs’ trials. The 
  Pathfinders are free to wander the monastery’s grounds in 
  the meantime, and a room in one of the Pahmet caves is 
  available for their use that night.
  Trial Points: Defeating Aramaya earns the PCs 4 Trial 
  points. If the PCs lose, they still get 2 Trial points if they 
  inflict an amount of nonlethal damage equal to at least half 
  of Aramaya’s maximum hit points. If at any point during 
  the fight the PCs inflict lethal damage on Aramaya, Itephta 
  immediately interrupts the fight, and the PCs receive no 
  Trial Points for this encounter.
  Faction Notes: If a Scarab Sages faction PC convinced 
  Aeotsep to talk about Dhiara and share her letter, he brings 
  the missive to them at this time. Give the faction PCs Player 
  Handout #2. 
  Meeting with the Masters
  The next morning, the PCs gather with Itephta and 
  Aeotsep in the Master’s Room. The tone of the conversation 
  reflects the PCs’ accomplishments the previous day. If the 
  PCs earned fewer than 7 Trial Points, Itephta remains 
  indifferent, and his disappointment shows in his voice 
  and manners. If the PCs accrued 7 or more Trial Points, 
  Itephta is friendly and ensures the PCs feel good about 
  their accomplishments. If the PCs earned 12 or more Trial 
  Points, he is especially delighted and praises them for 
  having exceeded his expectations. In each case, Itephta 
  is amenable to bequeathing the Sky Key component to 
  the Pathfinder Society on the condition they provide the 
  monastery short-term assistance.
  “Our monastery is remote and receives little direct aid from 
  Sothis and the great river cities of Osirion, and this distance 
  has made us a target for worshippers of Rovagug who recently 
  became our neighbors. These so-called Doomsday Knights 
  frequently attack caravans and pilgrims, and we have done what 
  we can to protect the trails that lead here with the disciples 
  we have. In fact, one of our own, a respected Ouat named 
  Bertrag, disappeared several days before you arrived. At this 
  point I assume he has perished; the cult is known for sacrificing 
  intelligent creatures. 
  “Irori promotes self-perfection, but I do not confuse that with 
  blind self-reliance when confronted with a true threat. Tar Kuata 
  can guard travelers or strike at the cult’s heart, but it cannot do 
  both. With your assistance, we might rid this land of the Rough 
  Beast’s warriors once and for all.”
  Itephta’s request is straightforward: while the monks 
  defend the monastery and the roads, the PCs should 
  destroy the cult of Rovagug. The PCs may have questions, 
  which Itephta does his best to answer.
  What else do you know of the Doomsday Knights? 
  “They are a cult of Rovagug led by Tasutek, a priest 
  granted considerable physical strength by his patron. 
  Most wield divine power in one form or another. The 
  church of Sarenrae warned us of this group, which fled 
  the Dawnflower’s wrath in An and found refuge here.”
  Where is the cult located? “We have tracked the 
  Doomsday Knights to an abandoned mine located more 
  than a day’s travel north of here.”
  Treasure: Before the PCs depart, Aeotsep wishes them 
  fortune and insight in their upcoming challenges. If the 
  PCs also finished the earlier trials having accumulated 
  at least 7 Trial Points, he removes his two rings—a ring 
  of climbing and a ring of jumping—and offers them to the 
  PCs as parting gifts to help them combat the enemy cult. 
  Itephta also provides them a phylactery of faithfulness (in 
  Subtier 6–7, she also gives them an incense of meditation).
  Faction Notes: Scarab Sages faction PCs may have 
  asked Aeotsep earlier about texts associated with the 
  Jeweled Sages, and he is now willing to discuss what 
  Tar Kuata houses on the subject. Unfortunately, what 
  remains is minimal. Aeotsep shows the PCs several 
  texts that reference a now-absent scroll—supposedly 
  a biographical account and paraphrased transcript 
  of a discussion with a Jeweled Sage who stayed at Tar 
  Kuata for 3 days soon after Osirion’s fall to the Padishah 
  Empire. Any substantive research would require 
  tracking down a surviving copy of the scroll, and 
  Aeotsep finds a record suggesting one may still remain 
  in the Sothis Exhibitory.
  There is no further information on the subject in Tar 
  Kuata, but this is an important lead that the PCs might 
  report to Amenopheus at the end of the adventure.
  Rewards: If the PCs finish the trials with fewer than 
  7 Trial points, reduce each PC’s earned gold as follows.
  Subtier 3–4: Reduce the gold earned by 333 gp.
  Out of Subtier: Reduce the gold earned by 579 gp.
  Subtier 6–7: Reduce the gold earned by 825 gp.
  B. MEROTSI MINES
  Approximately 30 miles north of Tar Kuata, the Merotsi 
  Mines were abandoned over a century ago. While 
  excavating the deeper levels, the miners breached a 
  
  N
  B. Merotsi Mines
  1 square = 5 feet
  H
  D
  D
  D
  D
  : Doomsday Knight
  D
  : Homunculus
  H
  B3
  B1
  B2
  B4
  Path to C
  12
  PATHFINDER SOCIETY SCENARIO
  hot spring that filled lower areas with toxic water and 
  fumes. The miners were able to vent only some of the 
  gases before the conditions forced them to abandon the 
  worksite, and the proprietor formally closed the mine 
  soon after. A weathered wooden sign still stands by the 
  entrance, warning visitors in Osiriani to “keep out.” The 
  mine’s adit is also boarded over, though the planks are 
  loose and easily removed.
  The distinctive steam still permeates the mine, but a 
  PC who succeeds at a DC 15 Craft (alchemy) or Knowledge 
  (nature) check can determine that the fumes are volcanic 
  in origin and mildly acidic—uncomfortable, but not 
  immediately harmful. The steam does not obscure sight. 
  Due to the hot water that permeates the lower levels of the 
  mine, all areas except for area B1 are exposed to constant 
  severe heat (Pathfinder RPG Core Rulebook 444) unless 
  otherwise noted. Torches in the wall sputter in the damp 
  air, providing only dim light throughout the mine.
  B1. Entrance (CR 4 or CR 7)
  The air here is acrid but does little beyond irritating 
  the eyes. Five horses tethered to hooks on the walls have 
  bloodshot eyes, rashes, and other minor conditions from 
  their exposure to the mist. The PCs’ arrival agitates the 
  horses, which begin neighing and kicking unfamiliar 
  creatures that come within 5 feet. A PC who succeeds 
  at a DC 15 Handle Animal or wild empathy check can 
  calm the animals enough that they stop making noise 
  and lashing out.
  There are two main ways to descend to the lower mine 
  levels: a set of mine carts to the east, and an elevator to the 
  west. The mine carts sit on a double track that descends 
  down a steep tunnel. Each pair of carts connects to a 
  pulley assemblage by chains, which an operator can 
  move using a large windlass at the top of the tunnel. 
  Each cart can hold up to three Medium creatures and 
  has a smaller windlass, allowing a creature to ascend 
  or descend unaided. Unless properly oiled with at least 
  1 pint of oil, the gears and axles on the machinery 
  cause enough noise when operated to alert the cultists 
  in area B2; a PC can ascertain that the carts need oil 
  with a successful DC 12 Knowledge (dungeoneering or 
  engineering) check. The mine track leads to area B2.
  The old cargo elevator is currently inoperable due to 
  several jammed mechanisms. Performing a quick repair 
  requires 1 minute of work and a successful DC 25 Disable 
  Device or relevant Craft or Profession check. A PC can 
  diagnose the elevator’s problem with a successful DC 15 
  
  13
  TEST OF TAR KUATA
  Knowledge (engineering) check, which grants a +5 bonus 
  on the check to repair the elevator. Like the carts, the 
  elevator has a complex pulley system that allows a 
  passenger to raise and lower the lift from within. The 
  elevator can hold up to six Medium creatures and leads 
  to area B3.
  Traps: The Doomsday Knights have placed a trap on 
  the western mine track, which triggers when the cart 
  or a creature weighing at least 100 pounds travels over 
  the marked area. The trap causes the chain connected 
  to the western cart to unravel quickly, sending the cart 
  (and any of its passengers) crashing to the bottom of 
  the tunnel and striking any creatures below it. Due to 
  the nature of the trap, a PC need not be able to see the 
  trigger area to spot the trap; simply inspecting the carts 
  and windlasses is sufficient.
  Creatures: Tasutek’s winged homunculus Zivilpep, 
  a spiderlike construct that resembles Rovagug, hides 
  under the ancient mine carts, guarding the entrance 
  and telepathically transmitting everything it sees to 
  Tasutek. Noticing the homunculus requires a successful 
  DC 22 Perception check (DC 24 in Subtier 6–7).
  Subtier 3–4 (CR 4)
  ZIVILPEP 
  CR 1
  Homunculus (Pathfinder RPG Bestiary 176; see page 24)
  hp 11
  TACTICS
  Before Combat Zivilpep remains hidden, observing the 
  PCs’ actions.
  During Combat Zivilpep avoids combat as well as it can. If 
  detected, it flies down the tunnel, trying to lead the PCs into 
  the trap. 
  Morale If Zivilpep cannot escape, it fights until destroyed.
  MINE CART TRAP 
  CR 3
  Type mechanical; Perception DC 21; Disable Device DC 17
  EFFECTS
  Trigger location; Reset manual; Bypass hidden switch 
  (Perception DC 25)
  Effect Cart drops 30 feet down the tracks to area B2, dealing 
  3d6 points of falling damage to all occupants; Reflex DC 20 
  half; multiple targets (all creatures inside the cart);
  and Atk +7 (2d6 bludgeoning damage); multiple targets (all 
  creatures in a 30-ft. line beneath the cart).
  Subtier 6–7 (CR 7)
  ZIVILPEP 
  CR 2
  Advanced homunculus (Pathfinder RPG Bestiary 294, 176)
  CE Tiny construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
  hp 11 (2d10)
  Fort +0, Ref +6, Will +3
  Defensive Abilities construct traits
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +5 (1d4+1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison (DC 13)
  STATISTICS
  Str 12, Dex 19, Con —, Int 14, Wis 16, Cha 11
  Base Atk +2; CMB +2; CMD 11
  Feats Lightning Reflexes
  Skills Fly +15, Perception +5, Sense Motive +5, Stealth +14
  Languages Common (cannot speak); telepathic link
  SQ telepathic link
  MINE CART TRAP 
  CR 6
  Type mechanical; Perception DC 24; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual; Bypass hidden switch 
  (Perception DC 25)
  Effect Cart drops 30 feet down the tracks to area B2, dealing 
  3d6 points of falling damage to all occupants; Reflex DC 23 
  half; multiple targets (all creatures inside the cart);
  and Atk +15 (3d6 bludgeoning damage); multiple targets (all 
  creatures in a 30-ft. line beneath the cart).
  Development: Unless the PCs quickly calm the horses, 
  the noise is enough to alert the Doomsday Knights in 
  area B2 that there are intruders above. Although the 
  horses provide one type of alarm, Zivilpep is an even 
  more dangerous spy. It telepathically communicates 
  what it sees to Tasutek in area C, and it continues to 
  shadow the PCs as they move through the mine. If 
  attacked or otherwise uncovered, Zivilpep flees to 
  area B2, where it pantomimes the direction from which 
  it expects the PCs to descend. If the PCs destroy the 
  homunculus before it can warn the antipaladins, the 
  cultists assume the PCs are descending using the carts 
  and remain stationed near the bottom of the tracks.
  B2. Eroded Cave (CR 6 or CR 9)
  The miners followed a vein of ore deeper in this chamber, 
  leaving a wide pit to the north. To the east, steep rail tracks 
  guide the mine carts, and the west tunnel leads to the 
  Doomsday Knights’ camp.
  Hazard: The edge of the 20-foot-deep pit is unstable. 
  Each time a creature ends its turn in a square adjacent to 
  the pit, there is a 25% chance that part of the edge breaks off 
  and topples into the hole. When this happens, the creature 
  standing in that square must succeed at a DC  15 Reflex 
  
  14
  PATHFINDER SOCIETY SCENARIO
  save or fall into the pit. The pit’s rough edges require a 
  successful DC 15 Climb check to scale.
  Creatures: The four remaining Doomsday Knights rest 
  here, where they breathe in the mine’s painful fumes, 
  gaze into the dark pit, and contemplate the destruction 
  they plan to inflict in Rovagug’s name. Unless they have 
  received some sign that intruders are near—such as being 
  warned by the horses or the homunculus—they continue 
  to meditate and punctuate the silence with low, bestial 
  growls. In their current state, the knights are unlikely 
  to overhear quiet conversation in other areas. If warned, 
  they brace themselves to attack the intruders. 
  Subtier 3–4 (CR 6)
  DOOMSDAY KNIGHTS (4) 
  CR 2
  Human antipaladin of Rovagug 3 (Pathfinder RPG Advanced 
  Player’s Guide 118)
  CE Medium humanoid (human)
  Init +1; Senses Perception +1
  Aura cowardice (10 ft.)
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
  hp 27 (3d10+6)
  Fort +6, Ref +4, Will +4
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee mwk dwarven waraxe +7 (1d10+3/×3) or 
  mwk throwing axe +7 (1d6+3)
  Ranged mwk throwing axe +5 (1d6+3)
  Special Attacks cruelty (fatigued), smite good 1/day (+2 attack 
  and AC, +3 damage), touch of corruption 3/day (1d6, DC 13)
  Antipaladin Spell-Like Abilities (CL 3rd; concentration +5)
  At will—detect good
  TACTICS 
  Before Combat The knights have each consumed one of their 
  remaining potions of endure elements.
  During Combat The knights fight shoulder-to-shoulder, using 
  their Step-Up feat in order to push their foes into confined 
  spaces. They use detect good to find viable targets to smite.
  Morale The Doomsday Knights fight to death.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 10, Wis 8, Cha 15
  Base Atk +3; CMB +5; CMD 17
  Feats Coordinated DefenseAPG, Exotic Weapon Proficiency 
  (dwarven waraxe), Step Up
  Skills Bluff +6, Disguise +6, Perception +1, Ride +4, Sense 
  Motive +3, Stealth +2
  Languages Common, Osiriani
  Combat Gear potion of cure moderate wounds, potion 
  of endure elements; Other Gear mwk scale mail, mwk 
  light steel shield, mwk dwarven waraxe, mwk throwing 
  axe, antitoxin
  Subtier 6–7 (CR 9)
  DOOMSDAY KNIGHTS (4) 
  CR 5
  Human antipaladin of Rovagug 6 (Pathfinder RPG Advanced 
  Player’s Guide 118)
  CE Medium humanoid (human)
  Init +1; Senses Perception +4
  Aura cowardice (10 ft.)
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield) 
  hp 49 (6d10+12)
  Fort +9, Ref +6, Will +7
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee +1 dwarven waraxe +10/+5 (1d10+4/×3) or 
  mwk throwing axe +10/+5 (1d6+3)
  Ranged mwk throwing axe +8 (1d6+3)
  Special Attacks channel negative energy (DC 16, 3d6), cruelty 
  (dazed, fatigued), smite good 2/day (+3 attack and AC, 
  +6 damage), touch of corruption 6/day (3d6, DC 16)
  Antipaladin Spell-Like Abilities (CL 6th; concentration +9)
  At will—detect good
  Antipaladin Spells Prepared (CL 3rd; concentration +6)
  1st—cause fear (DC 14), doom (DC 14)
  TACTICS
  Before Combat Use the tactics from Subtier 3–4.
  During Combat The knights use the same tactics from 
  Subtier 3–4; however, every round, one of them uses the 
  channel energy ability to inflict damage, using the Selective 
  Channeling feat to exclude his allies from the affected area.
  Morale Use the tactics from Subtier 3–4.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 10, Wis 8, Cha 16
  Base Atk +6; CMB +8; CMD 20
  Feats Coordinated DefenseAPG, Exotic Weapon Proficiency 
  (dwarven waraxe), Selective Channeling, Step Up
  Skills Bluff +9, Disguise +8, Perception +4, Ride +4, Sense 
  Motive +4, Stealth +2
  Languages Common, Osiriani
  SQ fiendish boon (weapon +1, 1/day)
  Combat Gear potion of cure moderate wounds, potion 
  of endure elements; Other Gear +1 breastplate, mwk 
  heavy steel shield, +1 dwarven waraxe, mwk throwing 
  axe, antitoxin
  SCALING ENCOUNTER B2
  To accommodate a group of four PCs, remove one Doomsday 
  Knight from the encounter.
  
  15
  TEST OF TAR KUATA
  Development: Aside from Tasutek in area C, these are 
  the only remaining members of the Doomsday Knights. 
  Once the PCs have defeated them, they can safely explore 
  the rest of area B before confronting the cult leader. If 
  the PCs defeat the knights and have not contacted the 
  captives in area B3, the Pathfinders hear the prisoners’ 
  cries from deeper in the mine.
  Rewards: If the PCs fail to defeat the antipaladins, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce the gold earned by 419 gp.
  Out of Subtier: Reduce the gold earned by 686 gp.
  Subtier 6–7: Reduce the gold earned by 953 gp.
  B3. Bertrag’s Fortress
  This would be an unremarkable cavern were it not for the metal 
  tower that occupies most of the space and pushes against the 
  fractured ceiling. 
  The out-of-place tower belongs to Bertrag, an Ouat 
  monk who triggered his instant fortress (Pathfinder RPG 
  Core Rulebook 520) in this confined space. The fortress’s 
  sudden expansion has buckled the chamber’s ceiling, 
  and were Bertrag to collapse the tower, it would 
  trigger a cave-in (Core Rulebook 415) that would bury the 
  entire room.
  Creatures: A week ago, the dwarven Ouat monk Bertrag 
  was patrolling the mountains when he was ambushed by 
  the Doomsday Knights. Rather than escape, he offered to 
  accompany the knights willingly, proclaiming he would 
  rather be sacrificed properly than slaughtered like a 
  desert animal. The knights believed Bertrag would make 
  a most fitting tribute to Rovagug and agreed.
  In truth, Bertrag hoped to pinpoint the cultists’ lair, 
  study the group, and escape—a simple task for him. 
  However, once he discovered that there were other 
  prisoners being periodically sacrificed to some monster, 
  he instead elected to stay and defend the captives as best 
  he could. Unable to sneak the prisoners out, he instead 
  activated his instant fortress and has kept everyone safe 
  but ultimately trapped. The cultists have tried to breach 
  the fortress ever since, while Bertrag guides his fellows 
  through fasting and meditation exercises while awaiting 
  a rescue party. Among his other abilities, Bertrag is 
  capable of casting create water, and has used that to keep 
  everyone hydrated and cool, albeit hungry.
  If the PCs have not yet defeated the antipaladins in 
  area B2, Bertrag whispers to the PCs as they approach 
  and briefly explains the situation, including who he is, 
  an approximate count of how many Doomsday Knights 
  there are, that the cultists command a powerful beast, 
  and a very basic account of the mine’s layout. If the PCs 
  have already defeated the antipaladins nearby, Bertrag 
  does what he can to confirm that the PCs are friends 
  before opening the fortress’s door.
  Bertrag and the five survivors are all famished, having 
  survived for approximately a week on what little food 
  they managed move into the fortress before sealing the 
  door. He is strong enough to lead the noncombatants to 
  safety, but this scenario does not assume that he joins 
  the PCs to confront Tasutek—at least not in any capacity 
  that overshadows the PCs. If the Pathfinders insist on his 
  direct assistance or otherwise make a convincing case 
  for him to join them, Bertrag instructs the other five 
  prisoners to remain in the fortress until it is safe to leave. 
  You can approximate Bertrag’s statistics using those of a 
  steadfast defender (Pathfinder RPG NPC Codex 100) with 
  a lawful good alignment and no potions remaining. 
  If Bertrag joins the PCs, include a second thognorok 
  qlippoth in area C, which Bertrag confronts during the 
  ensuing combat; rather than roll dice for this struggle, 
  these two combatants continue fighting until the PCs 
  have finished fighting Tasutek and his other thognorok, 
  at which point Bertrag slays his foe.
  Treasure: The instant fortress is effectively trapped 
  in this chamber, which collapses almost as soon as the 
  fortress shrinks. The PCs can recover it if they concoct 
  a clever plan to stabilize the roof, snatch the shrinking 
  fortress before it’s buried, or execute some other well-
  reasoned and well-executed operation. If the PCs can’t 
  recover the instant fortress, cross it off each PC’s Chronicle 
  sheet. Recovering the magic item does not directly impact 
  the gold earned during the scenario.
  Faction Notes: Members of the Scarab Sages faction 
  are on the lookout for possible candidates who might 
  become the new Jeweled Sages, and the dwarf Bertrag 
  is educated, active, and willing to accept additional 
  challenges in order to do what he feels is right. All of 
  these are worthy virtues for a new sage, and the PCs 
  might recommend the Ouat dwarf to Amenopheus at the 
  end of the adventure.
  B4. Cultists’ Quarters
  The southern walls of this messy campsite are covered in 
  shaggy brown filaments.
  The Doomsday Knights prefer to camp here, where a 
  large colony of brown mold leeches the heat out of the 
  air and makes this room comfortably chilly. Due to the 
  fungi’s ability to feed on fire, the knights do not have any 
  lit torches in this area, which leaves the room’s southern 
  half completely dark. 
  Hazard: A PC who succeeds at a DC 17 Knowledge 
  (dungeoneering) check identifies the fungi here as brown 
  mold (Pathfinder RPG Core Rulebook 416). The hazard poses 
  
  T
  Path to B
  N
  C. Toxic Shrine
  1 square = 5 feet
  : Tasutek
  T
  : Thognorok Qlippoth
  Q
  Q
  Pathfinder Flip-Mat: Flooded Dungeon
  16
  PATHFINDER SOCIETY SCENARIO
  no threat as long as the PCs keep a safe distance from 
  the walls.
  Treasure: Among the knights’ clutter is a locked 
  iron case, which a PC can open with a successful DC 
  20 Disable Device check (DC 25 in Subtier 6–7). Inside 
  are six potions of endure elements and 384 gp (924 gp in 
  Subtier 6–7). If the PC inspecting the case succeeds at 
  a DC 18 Perception check (DC 21 in Subtier 6–7), she 
  also discovers the case’s false bottom, which hides two 
  scrolls of delay poison and one scroll of freedom of movement 
  (plus an elixir of swimming in Subtier 6–7). Except under 
  exceptional conditions, the force required to break the 
  case open (hardness 10, hp 10) also destroys its delicate 
  contents, save for the coins.
  Rewards: If the PCs recover neither portion of the 
  case’s treasure, reduce each PC’s gold earned as follows. If 
  the PCs recover only one portion of the treasure—either 
  by not noticing the false bottom or by recovering only the 
  coins—instead reduce each PC’s gold earned by the value 
  listed in parentheses.
  Subtier 3–4: Reduce each PC’s gold earned by 172 gp 
  (or 83 gp).
  Out of Subtier: Reduce each PC’s gold earned by 227 gp 
  (or 93 gp).
  Subtier 6–7: Reduce each PC’s gold earned by 283 gp 
  (or 104 gp).
  C. TOXIC SHRINE (CR 6 OR CR 9)
  The tunnel leading from area B gradually descends over 
  the course of another 500 feet, occasionally branching 
  out into short side passages and broader chambers. For 
  a typical group, squeezing through the occasional tight 
  spot, peeking down dead ends, and reaching this area 
  takes 5 minutes.
  Greenish filaments crisscross this flooded chamber, whose 
  pools of murky water release strange, foul-smelling fumes. 
  Large boulders protrude from the water, many covered in 
  profane markings and bloodstains.
  This chamber owes its size to the caustic water 
  constantly eating away at the surrounding rock and 
  triggering cave-ins. This was the last area the former 
  proprietors mined, and all preexisting signs of human 
  occupation are gone.
  Hazards: The thognorok qlippoth in this chamber 
  has constructed a web (Pathfinder RPG Bestiary 305) 
  just above the water’s surface in part of the room (all 
  
  Tasutek
  17
  TEST OF TAR KUATA
  the squares outlined with a dotted line on the map); a 
  character entering a flooded square in the webbed area 
  can submerge to avoid the web’s effects, and a submerged 
  character can swim under the webs with ease.
  Nowhere in the mine are the conditions as bad as they 
  are here. The water is toxic, and exposure to it deals 
  1 point of acid damage each round unless a creature is 
  completely immersed, in which case the creature takes 
  1d6 points of acid damage per round. The fumes wafting 
  from the water cause any creature in or adjacent to the 
  water to become sickened for 1 round unless it succeeds 
  at a DC 10 Fortitude save; this is a poison effect. The 
  air is painfully hot; the temperature in this area is over 
  140  degrees Fahrenheit, exposing the PCs to extreme 
  heat (Pathfinder RPG Core Rulebook 444). The rocks here 
  are slick and rise about 5 feet out of the water, requiring a 
  successful DC 12 Climb check to clamber over.
  Creatures: The warpriest Tasutek and a thognorok 
  qlippoth dwell in this chamber. Tasutek’s appearance is 
  as disturbing as the qlippoth’s; his face is severely scarred, 
  clawed away in an act of self-mutilation as proof of his 
  devotion to Rovagug. The qlippoth hides in the 
  water, where a PC can spot it with a successful 
  DC 22 Perception check (DC 24 in Subtier 6–7).
  Subtier 3–4 (CR 6)
  THOGNOROK QLIPPOTH 
  CR 4
  hp 37 (Pathfinder RPG Inner Sea Gods 305; see page 25)
  TACTICS
  Before Combat The thognorok hides below the waterline.
  During Combat The thognorok obeys Tasutek to the best of its 
  ability, and tries to bring the PCs close to the water, where 
  it has an advantage. When possible, it takes a 5-foot step to 
  flank with Tasutek.
  Morale The thognorok fights to death.
  TASUTEK 
  CR 4
  Male human warpriest of Rovagug (cult leader) 5 (Pathfinder 
  RPG Advanced Class Guide 60, 128)
  CE Medium humanoid (human)
  Init +4; Senses Perception +9
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 38 (5d8+12)
  Fort +5, Ref +1, Will +7
  OFFENSE
  Speed 20 ft.
  Melee mwk greataxe +7 (1d12+3/×3) or 
  heavy mace +5 (1d8+3)
  Ranged javelin +3 (1d6+2)
  Special Attacks enthrall, fervor 2d6 5/day, sneak 
  attack +1d6
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Tasutek does not have a scroll of delay 
  poison, and as a result, he has the sickened condition from 
  his extended exposure to the area’s fumes. The thognorok 
  is weakened by its lack of suitable sacrifices, giving it the 
  fatigued condition.
  Subtier 6–7: Tasutek does not have a scroll of delay 
  poison, and as a result, he has the sickened condition from 
  his extended exposure to the area’s fumes. He has also 
  already used his bull’s strength spell and does not have 
  it available for this encounter. Replace the blasphemous 
  thognorok with the standard thognorok from Subtier 3–4.
  
  18
  PATHFINDER SOCIETY SCENARIO
  Blessing Supernatural Abilities (5/day) anarchic strike, 
  destructive attacks
  Warpriest Spells Prepared (CL 5th; concentration +8)
  2nd—cure moderate wounds, graceAPG, hold person (DC 15)
  1st—bless, detect law, divine favor, endure elements, 
  stunning barrierACG (DC 14)
  0 (at will)—bleed (DC 13), detect poison, light, purify food 
  and drink
  TACTICS
  Before Combat In order to hide any signs of weakness before 
  Rovagug’s favored servant, Tasutek has already cast delay 
  poison and freedom of movement on himself using his 
  scrolls. If his homunculus has warned him that the PCs are 
  approaching area C, he has also cast bless and granted his 
  destructive attacks blessing to the thognorok just before the 
  PCs arrive.
  During Combat Tasutek uses his enthrall ability to stop the 
  PCs in their tracks, giving him a moment to cast spells 
  that augment his combat abilities and move to a more 
  advantageous position. When possible, he flanks a target 
  with the thognorok. He uses his fervor ability each round to 
  grant himself greater combat prowess.
  Morale Rovagug demands his greatest servants die on their 
  feet, and Tasutek fights until dead.
  STATISTICS
  Str 14, Dex 10, Con 13, Int 12, Wis 16, Cha 10
  Base Atk +3; CMB +5; CMD 15
  Feats Improved Initiative, Medium Armor Proficiency, 
  Toughness, Weapon Focus (greataxe)
  Skills Acrobatics +1, Bluff +6, Climb +5, Craft (traps) +7, 
  Diplomacy +6, Disguise +8, Intimidate +6, Knowledge 
  (local) +6, Knowledge (religion) +6, Linguistics +5, 
  Perception +9, Spellcraft +5, Stealth +7
  Languages Abyssal, Common, Osiriani
  SQ aura (strong chaos and evil), blessings (minor), spontaneous 
  casting (negative), well-hidden
  Combat Gear scroll of delay poison, scroll of freedom of 
  movement, wand of sound burst (10 charges); Other Gear 
  +1 breastplate, mwk greataxe, heavy mace, javelin, locked 
  gauntlet, silver unholy symbol of Rovagug, 17 gp
  SUBTIER 6–7 (CR 9) BLASPHEMOUS THOGNOROK 
  CR 6
  Advanced thognorok qlippoth (Pathfinder RPG Inner Sea 
  Gods 305; see page 25)
  CE Medium outsider (aquatic, chaotic, evil, extraplanar, 
  qlippoth)
  Init +1; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 66 (7d10+28)
  Fort +9, Ref +5, Will +7
  Defensive Abilities all-around vision, amorphous, 
  DR 5/cold iron or lawful; Immune cold, mind-affecting 
  effects; Resist acid 10, electricity 10, fire 10; SR 17
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee 3 bites +12 (1d6+4 plus poison)
  Special Attacks acid web (+8 ranged, DC 19, 7 hp), horrific 
  appearance, poison
  Spell-like abilities (CL 5th; concentration +6)
  3/day—acid arrow, protection from law, vomit swarmAPG
  1/day—excruciating deformationUM (DC 16)
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str 19, Dex 12, Con 19, Int 10, Wis 15, Cha 16
  Base Atk +7; CMB +11; CMD 22
  Feats Ability Focus (acid web), Lightning Reflexes, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Acrobatics +11, Climb +14, Intimidate +10, Knowledge 
  (planes) +10, Perception +12, Stealth +14, Swim +12
  Languages Abyssal; telepathy 100 ft.
  SQ amphibious, compression
  SPECIAL ABILITIES
  Acid Web (Su) This ability functions like the web universal 
  monster ability, except a creature entangled by a 
  thognorok’s web also takes 1 point of acid damage 
  each round.
  Horrific Appearance (Su) Any creature that witnesses 
  a thognorok’s horrific appearance could find itself 
  overwhelmed with revulsion at the qlippoth’s constantly 
  sprouting and waving insectile legs, becoming sickened for 
  1d6 rounds (Will DC 16 negates).
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 2 consecutive saves.
  TASUTEK 
  CR 8
  Male human warpriest of Rovagug (cult leader) 9 (Pathfinder 
  RPG Advanced Class Guide 60, 128)
  CE Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+7 armor, +2 natural)
  hp 77 (9d8+33)
  Fort +8, Ref +5, Will +9
  OFFENSE
  Speed 20 ft.
  Melee +1 greataxe +10/+5 (1d12+4/×3) or 
  heavy mace +8/+3 (1d8+3)
  Ranged javelin +6 (1d6+2)
  Special Attacks enthrall, fervor 3d6 7/day, sneak attack +3d6
  Blessing Supernatural Abilities (5/day) anarchic strike, 
  destructive attacks
  Warpriest Spells Prepared (CL 9th; concentration +12)
  3rd—cure serious wounds, dispel magic, greater stunning 
  barrierACG (DC 16), water walk
  
  19
  TEST OF TAR KUATA
  2nd—bull’s strength, cure moderate wounds, graceAPG, hold 
  person (DC 15), resist energy
  1st— bless, detect law, divine favor, endure elements, shield 
  of faith, stunning barrierACG (DC 14)
  0 (at will)—bleed (DC 13), detect magic, detect poison, light, 
  purify food and drink
  TACTICS
  Before Combat In order to hide any signs of weakness 
  before Rovagug’s favored servant, Tasutek has already 
  cast water walk and used his scrolls of delay poison and 
  freedom of movement. If his homunculus Zivilpep (see 
  area B1) has warned Tasutek that the PCs are approaching 
  area C, the warpriest has also cast bless, bull’s strength, 
  and resist energy (against whichever energy type the PCs 
  favor most, according to the homunculus) before granting 
  his destructive attacks blessing to the thognorok just 
  before the PCs arrive.
  During Combat Tasutek uses his enthrall ability to stop the 
  PCs in their tracks, giving him a moment to cast spells 
  that augment his combat abilities and move to a more 
  advantageous position. When possible, he flanks a target 
  with the thognorok. He uses his fervor ability each round to 
  grant himself greater combat prowess.
  Morale Rovagug demands his greatest servants die on their 
  feet, and Tasutek fights until dead.
  STATISTICS
  Str 14, Dex 10, Con 14, Int 12, Wis 16, Cha 10
  Base Atk +6; CMB +8; CMD 18
  Feats Improved Initiative, Lightning Reflexes, Medium Armor 
  Proficiency, Toughness, Vital Strike, Weapon Focus (greataxe)
  Skills Acrobatics +6, Bluff +8, Climb +7, Craft (traps) +7, 
  Diplomacy +6, Disguise +10, Intimidate +8, Knowledge 
  (local) +6, Knowledge (religion) +9, Perception +11, 
  Spellcraft +8, Stealth +11
  Languages Abyssal, Common, Osiriani
  SQ aura (strong chaos and evil), blessings (minor), sacred armor 
  (9 minutes), spontaneous casting (negative), well-hidden
  Combat Gear scroll of delay poison, scroll of freedom of 
  movement, wand of searing light (5 charges); Other Gear 
  +1 breastplate, +1 greataxe, javelin, amulet of natural 
  armor +2, 14 gp
  Development: Upon defeating Tasutek and the qlippoth, 
  the PCs have eliminated the cult of Rovagug known as 
  the Doomsday Knights once and for all. Any remaining 
  prisoners emerge cautiously from the instant fortress, thank 
  the PCs enthusiastically, and accompany them back to 
  Tar Kuata.
  Rewards: If the PCs fail to defeat Tasutek, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 363 gp.
  Out of Subtier: Reduce each PC’s gold earned by 772 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,181 gp.
  CONCLUSION
  The commonly accepted path toward self-perfection 
  rarely involves revelry, yet when the PCs make their 
  victorious return, even stoic Tar Kuata celebrates news 
  of the cultists’ defeat. Bertrag narrates his account of 
  the PCs’ deeds, and Aeotsep warmly congratulates the 
  Pathfinders on overcoming such a trial. Honoring their 
  bargain, Itephta and Menkha formally transfer their 
  Sky Key component to the Pathfinder Society. Itephta 
  also gives the PCs a sealed letter to deliver to the Society, 
  extending his compliments and friendship. Finally, if 
  the PCs have earned 7 or more Trial Points, Itephta 
  also offers them honorary admission to the monastery, 
  should they wish to continue their studies; this also 
  grants each PC the Enlightened Ambassador boon on 
  her Chronicle sheet.
  When the PCs present him with both the newly found 
  piece of the Sky Key and the letter of praise from the 
  monastery’s leader, Venture-Captain Norden Balentiir 
  praises the PCs for a job well done. He arranges to 
  have a ship take him and several other agents to 
  Absalom so that he might ensure the relic arrives 
  safely. Acknowledging that additional security is always 
  appreciated, he welcomes any PCs who wish to join him. 
  For those with business elsewhere, he arranges for the 
  PCs’ transportation and wishes them the best wherever 
  their next adventure takes them.
  Faction Notes: As the PCs are returning from the 
  monastery, members of the Scarab Sages faction 
  receive two magical missives. First, each is subject to 
  a dream spell the next night, in which they are visited 
  by Amenopheus. He explains that he has sensed the 
  completion of their work at Tar Kuata, and both he and 
  Tahonikepsu are interested in learning more of the PCs’ 
  findings regarding Tar Kuata and any connections it 
  might have—past, present, or future—with the Jeweled 
  Sages. Amenopheus advises his agents that he will 
  contact them early the following day, but their return 
  answer must be 25 words or less. A more complete 
  report can come later, but he must begin preparations 
  quickly if he is to follow any of the more timely leads; 
  the PCs should prepare a response that prioritizes this 
  information and provides Amenopheus enough detail 
  to start assembling a delegation or expedition. Provide 
  the players a few minutes to deliberate regarding the 
  most important details.
  As promised, Amenopheus contacts one of the 
  faction’s PCs with sending the next day, saying, “This is 
  Amenopheus. As requested, please report on your most 
  important findings so that we can court a new candidate 
  or seek another jewel.” Note what information the PCs 
  include in their report; this will contribute to the PCs’ 
  faction rewards.
  
  20
  PATHFINDER SOCIETY SCENARIO
  Reporting Notes
  If the PCs accumulate 7 or more Trial Points during the 
  adventure, check box A in the reporting sheet. If the 
  PCs learn about the monk Dhiara and locate the files 
  concerning the Amethyst Sage, check box B. Members of 
  the Scarab Sage faction may want to specifically endorse 
  a prospect for the Jeweled Sages; in that case, check box C 
  to recommend Aeotsep, or box D to recommend Bertrag. 
  However, if the PCs have another recommendation, 
  encourage them to post their choice of candidate on the 
  Paizo boards at paizo.com/pathfindersociety.
  Primary Success Conditions
  The PCs fulfill their primary mission if they defeat 
  Tasutek and the thognorok qlippoth in area C, 
  which definitively ends the threat of the Doomsday 
  Knights forever and secures the Sky Key component 
  for the Pathfinder Society. Doing so earns each PC 
  1 Prestige Point.
  PLAYER HANDOUT #1: LETTER FROM AMENOPHEUS
  Agent of the Sages,
  Your pending visit to Tar Kuata has piqued my curiosity. When the 
  Jeweled Sages fled Osirion to escape the Padishah blades, I believe 
  some may have used the Kho-Rarne Pass, which is one of the few 
  ways through the Shattered Range. It’s also tantalizingly close to Tar 
  Kuata. Despite the monastery’s relative youth at the time, no doubt 
  the faithful of Irori would have offered aid to fugitive scholars like 
  the sages of ages past. Perhaps records of past contact may have 
  survived the intervening millennia, granting us further insight into where 
  the original sage jewels are now.
  Regarding that matter, my colleague Tahonikepsu and I have 
  carefully studied chambers deeper within the sages’ old sanctum. Our 
  findings suggest at least one of the legendary gems remains within 
  the borders of Ancient Osirion, and we are gradually refining our 
  knowledge of its current whereabouts. Recovering another jewel would 
  be cause for celebration, yet we must also consider who will step 
  up and serve as one of the newest Jeweled Sages. Any candidate 
  would have to balance the ambition to use the artifact’s power for 
  good with the wisdom to understand the consequences.
  Wouldn’t you agree that a school dedicated to self-perfection 
  seems like an ideal place to look? I shall contact you later so 
  that we might learn more of your findings. Ensure that your behavior 
  communicates the same respect that we endeavor to earn.
  Amenopheus
  Secondary Success Conditions
  The PCs fulfill their secondary mission if they earn at 
  least 7 Trial Points during the adventure. Doing so earns 
  the respect of Tar Kuata’s monks, wins the Pathfinder 
  Society a strong contact in the area, and earns each PC 
  1 additional Prestige Point. If the PCs earned 12 or more 
  Trial Points, they also receive the Tar Kuata Initiate boon 
  on their Chronicle sheets.
  Faction Notes
  The Scarab Sages faction has many objectives and 
  options during this adventure, and accomplishing all of 
  them is difficult. Faction PCs complete their objectives 
  so long as they complete at least four of the following 
  seven tasks: Earn 7 or more Trial Points, earn 12 or 
  more Trial Points, secure the letter Dhiara sent to Tar 
  Kuata, use Amenopehus’s sending spell to recommend 
  Dhiara as a sage candidate (including mention of 
  her likely destination: Averaka), use the sending to 
  recommend Aeotsep as a sage candidate, use the sending 
  to recommend Bertrag as a sage candidate, or learn of 
  the scroll kept in the Sothis Exhibitory. If successful, 
  award each Scarab Sages faction PC the Sage Endorser 
  boon on her Chronicle sheet.
  
  21
  TEST OF TAR KUATA
  PLAYER HANDOUT #2: LETTER FROM DHIARA
  To my colleagues at Tar Kuata,
  No matter the great distance that separates me from the 
  monastery, every day I fondly remember the humble halls 
  filled with extraordinary knowledge and mortal potential. I 
  encourage each of you to strive for excellence and also look 
  forward to the day you might leave the monastery to test 
  your skills against worldly challenges. I write this not to 
  suggest that Tar Kuata restricts our skills, but there are 
  discoveries one can pursue only beyond its cloistered walls. 
  My writing supplies are among the last of my humble 
  belongings left to pack. The people of Iadara have mostly 
  kindly honored the conclusion of my personal trial against 
  Tanglebriar, yet even 10 years without rest seems trivial 
  compared to the struggles of the elves that call this home. 
  Nonetheless, I have met and exceeded my goal, and it has 
  driven me to find others who fight against impossible odds. 
  My contacts in Erages speak of kindred outcasts in a land 
  called Averaka_a place unfamiliar to me, and one that I am 
  intent on finding.
  My next letter may not arrive for many months. Until 
  then, always aspire to be greater than you were the day 
  before, and harness the lessons of the past to realize a 
  greater future.
  Your fellow sister,
  Dhiara
  
  22
  PATHFINDER SOCIETY SCENARIO
  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
  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
  Pathfinder Society Scenario #6–19: 
  Test of Tar Kuata
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  13. Termination: This License will terminate automatically if You fail to 
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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.
  Pathfinder Society Scenario #6–19: Test of Tar Kuata © 2015, Paizo Inc.; 
  Author: Pedro Coelho
  
  23
  TEST OF TAR KUATA
  
  24
  PATHFINDER SOCIETY SCENARIO
  Homunculus
  This vaguely humanoid creature is about the size of a cat but 
  looks more like a toothy, winged devil.
  HOMUNCULUS 
  CR 1
  XP 400
  Any alignment (same as creator) Tiny construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 14, touch 14, flat-footed 
  12 (+2 Dex, +2 size)
  hp 11 (2d10)
  Fort +0, Ref +4, Will +1
  Defensive Abilities 
  construct traits
  OFFENSE
  Speed 20 ft., fly 50 ft. 
  (good)
  Melee 1 bite +3 (1d4–1 
  plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
  Base Atk +2; CMB –1; CMD 11
  Feats Lightning Reflexes
  Skills Fly +10, Perception +3, Stealth +12
  Languages Common (cannot speak); 
  telepathic link
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute 
  for 60 minutes; effect sleep for 1 minute; cure 1 save. The 
  save DC is Constitution-based and includes a +2 racial bonus.
  Telepathic Link (Su) A homunculus cannot speak, but the 
  process of creating one links it telepathically with its creator. 
  A homunculus knows what its master knows and can convey 
  to him or her everything it sees and hears, out to a distance 
  of 1,500 feet.
  A homunculus is a miniature servant created by a 
  spellcaster from his own blood. They are weak combatants 
  but make effective spies, messengers, and scouts. A 
  homunculus’s creator determines its precise features; 
  some are more refined looking, but most creators don’t 
  bother to improve the creature’s appearance beyond the 
  minimum necessary for functioning.
  Homunculi are little more than tools designed to 
  carry out assigned tasks. They are extensions of their 
  creators, sharing the same alignment and basic nature. 
  A homunculus never willingly travels more than a mile 
  from its master, though it can be removed forcibly. If 
  this occurs, the creature does everything in its power 
  to return to this range, as it cannot communicate with 
  its master beyond this distance. An attack that destroys 
  a homunculus deals 2d10 points 
  of damage to its master. If the 
  creature’s master is slain, the 
  homunculus goes insane—it 
  loses its Intelligence score, 
  all feats, and all skill 
  ranks, and generally 
  claims the immediate 
  surroundings as its 
  domain, mindlessly 
  attacking any who 
  intrude upon its lair.
  On rare occasions, 
  a homunculus freed 
  from its servitude rises 
  above its master’s original 
  intent and becomes more 
  than a half-insane construct 
  guardian of a long-forgotten 
  lair. In some cases, a homunculus might even 
  come to see itself as the rightful heir to its 
  master’s legacy, or even the reincarnated 
  spirit of the master himself.
  CONSTRUCTION
  A homunculus is shaped from a mixture of clay, ash, 
  mandrake root, spring water, and one pint of the creator’s 
  own blood. These materials cost 50 gp. After the body is 
  sculpted, it is animated through an extended magical 
  ritual that requires a specially prepared laboratory or 
  workroom, similar to an alchemist’s laboratory, and 
  costing an additional 1,000 gp to supply. If the creator is 
  personally constructing the creature’s body, the building 
  and ritual can be performed together. A homunculus with 
  more than 2 Hit Dice can be created, but each additional 
  Hit Die adds +2,000 gp to the cost to create.
  The person whose blood is used to form a homunculus’s 
  body becomes its master; it is possible for one person to 
  give blood for the creation, another to sculpt the base 
  material, and another to magically animate it as a minion 
  for the one who provided the blood.
  HOMUNCULUS
  CL 7th; Price 2,050 gp
  CONSTRUCTION
  Requirements Craft Construct, arcane eye, mirror image, 
  mending; Skill Craft (leather) or Craft (sculptures) DC 12; 
  Cost 1,050 gp. 
  
  25
  TEST OF TAR KUATA
  Qlippoth, Thognorok
  This obscene mass looks like a melted blob crossed with a spider, 
  ceaselessly lashing out with its hairy, wriggling legs.
  THOGNOROK 
  CR 4
  XP 1,200
  CE Medium outsider (aquatic, chaotic, evil, extraplanar, qlippoth)
  Init –1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural)
  hp 37 (5d10+10)
  Fort +6, Ref +0, Will +5
  Defensive Abilities all-around vision; amorphous, DR 5/cold 
  iron or lawful; Immune cold, mind-affecting effects, poison; 
  Resist acid 10, electricity 10, fire 10; SR 15
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee 3 bites +7 (1d6+1 plus poison)
  Special Attacks acid web (+4 ranged, DC 16, 5 hp), horrific 
  appearance, poison
  Spell-Like Abilities (CL 5th; concentration +6)
  3/day—acid arrow, protection from law, vomit swarmAPG
  1/day—excruciating deformationUM (DC 14)
  STATISTICS
  Str 13, Dex 8, Con 15, Int 8, Wis 13, Cha 12
  Base Atk +5; CMB +6; CMD 15 (can’t be tripped)
  Feats Ability Focus (acid web), Skill Focus (Stealth), Weapon 
  Focus (bite)
  Skills Climb +9, Intimidate +9, Knowledge (planes) +7, 
  Perception +9, Stealth +10, Swim +9
  Languages Abyssal; telepathy 100 ft.
  SQ amphibious, compression
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or gang (3–5)
  Treasure none
  SPECIAL ABILITIES
  Acid Web (Su) This ability functions 
  like the web universal monster 
  ability, except a creature 
  entangled by a thognorok’s 
  web also takes 1 point of acid 
  damage each round.
  Horrific Appearance 
  (Su) Any 
  creature that 
  witnesses a 
  thognorok’s horrific 
  appearance 
  could find itself 
  overwhelmed 
  with revulsion at the 
  qlippoth’s constantly sprouting and waving insectile legs, 
  becoming sickened for 1d6 rounds (Will DC 13 negates). The 
  save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 2 consecutive saves.
  Although thognoroks are considered servitor qlippoth of 
  Rovagug, they are actually sentient symbiotes that once 
  had the misfortune of dining on the Rough Beast’s skin, 
  blood, and other fluids. Equally at home on solid ground 
  or swimming through toxic liquids, a thognorok hunts 
  and consumes foreign materials and creatures that 
  would impede its endless hunger to feed on more divine 
  flesh—whether Rovagug’s or another deity’s.
  Because of its tainted connection with the god of 
  destruction, a thognorok obeys any telepathic or chemical 
  command transmitted to it by the god—whether it be a 
  direct command, or even the orders of a powerful priest 
  of the foul god. Thognoroks are rarely directly controlled 
  by Rovagug; instead, they’re left to their own destructive 
  rampages. The exception to this is when they accumulate 
  in vast numbers near planar scars and rifts on the Material 
  Plane where the god left some fleck of his terrible carapace 
  or dripped vile and blasphemous liquid from his wounds. 
  In such instances, the thognoroks try to fulfil whatever 
  whim possessed the deity at the moment of his ages-old 
  passing, typically the destruction of some site of celestial 
  power or other random act of devastation.
  A common thognorok measures about 5 feet tall and 
  weighs over 200 pounds.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  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
  —
  —
  644
  1,621
  —
  —
  1,133
  1,288
  3,242
  —
  —
  2,265
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 19: 
   Test of Tar Kuata
  Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from 
  the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, 
  your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) 
  at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving 
  throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment 
  when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
  Jeweled Recruiter (Scarab Sages faction): Your search for suitable stewards of the sage jewels has honed 
  your ability to assess the character of others. Once per scenario before rolling a Sense Motive check, you 
  can use this boon to gain a +2 insight bonus on the check. During any encounter with a creature that 
  possesses a sage jewel but is not a member of the Jeweled Sages, you can cross this boon off your Chronicle 
  sheet when attempting any one attack roll, skill check, initiative check, or caster level check to overcome 
  spell resistance; roll the check twice and take the higher result. Alternatively, you can gain the same 
  benefit against any creature Amenopheus or Tahonikepsu has explicitly identified as a candidate for 
  joining the Jeweled Sages.
  Tar Kuata Initiate: The monks of Tar Kuata have recognized your potential and offered to train you 
  at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate 
  Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those 
  that already have retraining synergy with the monk class instead reduce the number of days required to 
  retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the 
  time spent by 1 day for every alternate class feature gained or lost.
  Finally, if you are a dwarf monk, you can cross this entire boon off your Chronicle sheet when 
  retraining to gain the Ouat monk archetype (Pathfinder Campaign Setting: Inner Sea Combat 41) for free. If 
  any other archetypes you possess modify the same class feature as the Ouat archetype replaces, you lose 
  those archetypes at no cost. Likewise, if an alternate dwarven racial trait modifies the same racial trait as 
  the Ouat archetype, the archetype modifies that alternate racial trait instead.
  All Subtiers
  Subtier 6–7
  instant fortress (55,000 gp)
  phylactery of faithfulness (1,000 gp)
  ring of climbing (2,500 gp)
  ring of jumping (2,500 gp)
  scroll of freedom of movement (700 gp)
  wand of sound burst (10 charges; 900 gp, limit 1)
  amulet of natural armor +1 (2,000 gp)
  incense of meditation (4,900 gp)
  wand of searing light (5 charges; 1,125 gp, limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06-19 - Test of Tar Kuata.pdf