TEXT: By Matt Duval
  WHAT PRESTIGE IS WORTH
  PATHFINDER SOCIETY SCENARIO #10-08 
  TIER 7–11
  
  Pathfinder Society Scenario #10–08: What Prestige 
  is Worth is a Pathfinder Society Scenario designed 
  for 7th- through 11th-level characters (Tier 7–11; 
  Subtiers 7–8 and 10–11). This scenario is designed 
  for play in the Pathfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use with 
  any world. For more information on the Roleplaying 
  Guild, how to read the attached Chronicle sheets, 
  and how to find games in your area, check out the 
  campaign’s home page at PathfinderSociety.club.
  HOW TO PLAY
  Author • Matt Duval
  Development Lead • John Compton
  Contributing Artists • Michele Giorgi, Andrew Hou, 
  Alexandru Sabo, Francis Tsai, Adam Vehige
  Cartographer • Sean Macdonald, Corey Macourek, 
  Matthias Rothenaicher
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
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  Pathfinder Society Scenario #10–08: What Prestige is Worth © 2018, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the 
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  GM ResouRces
  What Prestige Is Worth makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 (B3), Pathfinder RPG Book 
  of the Damned (BOTD), Pathfinder RPG NPC Codex (NPC), Pathfinder RPG Planar Adventures (PA), 
  Pathfinder RPG Ultimate Magic (UM), and Pathfinder RPG Villain Codex (VC). This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced in this adventure are available in the 
  free online Pathfinder Reference Document at pfrd.info, and the relevant rules from the Bestiary 
  volumes, the Codex volumes, and Book of the Damned are reprinted throughout this adventure and 
  in its appendices for the GM’s convenience.
  Table of Contents
  What Prestige is Worth                               3
  Handouts                                          29
  Appendices                                        32
  Maps                                               42
  Chronicle Sheet                                   45
  
  33
  proper punishment (ranging from censure to transformative 
  demotion into a lesser devil). 
  Leventi’s missteps include not keeping a suitably careful eye 
  on Gellius’s soul, which is incorporeal and bound in a glass 
  jar. Gellius attempted to call upon his personal melancholic 
  talisman and, with the aid of his imp familiar, slip through 
  the resulting hellmouth. Although he successfully activated 
  the talisman, the gateway appeared too far away for him to 
  exploit. Instead, a flight of imps investigated the hellmouth, 
  found themselves in the vaults beneath the Grand Lodge, and 
  ultimately fell prey to Zarta’s traps and assistants.
  After questioning a surviving imp and inspecting the 
  area, Zarta concluded the talisman could activate again. 
  Smashing the talisman might cause additional issues while 
  simultaneously destroying the key to shutting down this 
  phenomenon once and for all, so, after her assistants had set 
  up wards and a perimeter, Zarta reactivated the talisman and 
  stepped through it into Dis. Although she no longer actively 
  seeks out devils as cohorts, Zarta still has plenty of infernal 
  contacts and, after calling on a few, she believes that the source 
  of the problem is somehow Gellius Thrune. Zarta’s inquiries 
  have intrigued Vetrivides, who would benefit from mortal 
  assistance uncovering Leventi—the registered possessor of 
  Gellius’s soul—and his local crimes.
  I
  n 4410 AR, following the Everwar—Cheliax’s century-
  long war of conquest that added territory in present-
  day Molthune, Nidal, Nirmathas, Varisia, and the Hold 
  of Belkzen—Cheliax elevated dozens of families to noble 
  status, the houses of Davian and Thrune among them. 
  The latter had distinguished itself in battle, thanks to the 
  exploits of Lieutenant Alivia Thrune. However, within 7 years, 
  accusations of fraud against Alivia’s brother, Gellius, brought 
  the family’s reputation to the brink of ruin. Gellius narrowly 
  avoided repercussions through a series of clever trials, during 
  which he not only cleared his name and shielded his family, 
  but also redirected the blame against the noble house that 
  had originally accused him. Famous as Thrune was for its 
  barristers, Gellius managed this feat by signing an infernal 
  contract with a contract devil named Leventi. Not only did 
  Gellius receive devious legal advice from Leventi, he also 
  acquired a melancholic talisman connected to the city of Dis. 
  This talisman now resides in vaults beneath the Grand Lodge.
  Gellius lived a long life of pleasure interspersed with 
  obsessive attempts to escape his contract. In death, his 
  soul traveled directly into Leventi’s possession, where he’s 
  remained since. To the devil, Gellius’s soul was a significant 
  acquisition, made more so when Abrogail I sold her soul to 
  Asmodeus nearly two centuries later. Seeing an opportunity to 
  prove his worth and earn a significant promotion, Leventi has 
  embarked on several decades of ambitious contract schemes 
  that seem watertight but are reckless by Hell’s standards. 
  His exploits have earned him several years of scrutiny by 
  infernal reviewers expected to file their assessment and 
  recommendation to Dispater, and the contract devil is now 
  only a month away from securing what he’s sure will be a 
  significant promotion.
  Not everyone’s so convinced. Vetrivides, an osyluth 
  (bone devil) tasked with sniffing out disloyalty and discord, 
  believes that Leventi or someone he associates with has 
  behaved in a manner unbefitting Hell. However, Vetrivides 
  lacks the authority and the evidence to denounce Leventi, 
  and lacks the influence to perform more exacting searches 
  of a hierarchically superior fiend. With a proper case built, 
  Vetrivides could formally accuse Leventi and ensure the 
  By Matt Duval
  WHAT PRESTIGE
  IS WORTH
  WHAT PRESTIGE 
  IS WORTH
  What Prestige Is Worth begins in the Grand Lodge in 
  Absalom but quickly moves to the city of Dis and the second 
  layer of Hell. Dis is the Infernal City, a twisted metropolis of 
  iron towers, fiery canals, and sinister alleys that fan outward 
  in concentric circular districts around the Iron Scepter, home 
  of the archdevil Dispater. Hell is a dangerous realm that 
  embodies remorseless law and evil, slowly eroding the will 
  of visitors who do not match the plane’s tyrannical edicts. For 
  more information on Dis, see Pathfinder Campaign Setting: 
  Distant Realms or Pathfinder RPG Book of the Damned. A 
  map of the city appears on page 43 of this adventure.
  Where in the Multiverse?
  
  PATHFINDER SOCIETY SCENARIO
  44
  If the Pathfinders can prove Leventi is at fault, any 
  personal effects would become property of the state, and a 
  portion of those (i.e. Gellius and his infernal contract) could 
  be awarded as a bounty. With Gellius handed over, Zarta 
  believes that she could cleanly close down the hellmouth 
  and properly seal the talisman.
  Zarta has her own reasons for pursuing this lead, though. 
  Raised as a ward of House Dralneen, a noble family loyal to 
  House Thrune, Zarta served Cheliax as a loyal agent and as 
  the country’s liaison to the Pathfinder Society. This continued 
  to her satisfaction until a rival framed her for crimes against 
  Cheliax, after which she was abducted by state agents and 
  condemned to an infernal prison. The Pathfinder Society 
  uncovered the fraudulent basis of this accusation and 
  secured her freedom, but Cheliax never acknowledged or 
  apologized for punishing Zarta. Disillusioned, she forswore 
  her loyalties to House Thrune and has worked for the 
  Pathfinder Society ever since. Only a few years ago, though, 
  Pathfinders uncovered evidence that Zarta is the last known 
  survivor of House Davian, Thrune’s enemy from the Chelish 
  civil war. Her lineage is hardly enough to leverage the Chelish 
  people against their tyrannical government, but with more 
  secrets—like those Gellius might possess—she believes she 
  could be a true thorn in Thrune’s side. Whether that’s worth 
  jeopardizing her role in the Society is less clear.
  SUMMARY
  Venture-Captain Ambrus Valsin and Dark Archive faction 
  leader Zarta Dralneen meet with the PCs in the archives 
  beneath Skyreach to discuss a hellmouth that opened there. 
  Zarta asks the PCs to accompany her through the portal to 
  the city of Dis to search for the source of this breach: the soul 
  of Gellius Thrune.
  Upon arriving in Hell, the PCs learn the bone devil 
  Vetrivides is investigating the contract devil Leventi, who 
  holds Gellius’s soul. Working either alone or as agents of 
  Vetrivides, the PCs pursue several leads to gather evidence and 
  gain access to Leventi’s lair, with Zarta following any leads the 
  PCs do not investigate. The PCs may bargain in the Market 
  of Breaths, research contracts in the Fallen Fastness, battle 
  for Gellius’s imp familiar at Widow’s Cry, or help a desperate 
  Aspis agent at Eleusys. Leventi’s agents attack the PCs partway 
  through their investigation to keep them from uncovering 
  their patron’s mistakes. Once the Pathfinders have enough 
  evidence, they can present it to one of two authorities—
  Vetrivides or Rowan, handmaiden of Dis’s queen—to gain 
  access to Leventi’s residence.
  The PCs must navigate Leventi’s dangerous collection 
  of Thrune artifacts before facing the devil. There, they can 
  either make a deal or defeat Leventi to retrieve Gellius and 
  his contract. 
  The PCs return to Absalom and close the portal with Gellius’ 
  help, but Gellius also holds information that could destabilize 
  Cheliax’s Thrune rulers and allow Zarta to seek revenge as the 
  last member of the fallen House Davian. She looks to the PCs 
  for advice on whether she should pursue her legacy or remain 
  with the Pathfinders as leader of the Dark Archive.
  GETTING STARTED
  Zarta Dralneen urgently requests the PCs’ assistance in the 
  archives beneath Skyreach in Absalom. The vaults hum with 
  nervous tension as researchers and guards hastily scribe 
  warding circles and erect defensive constructs around 
  a scorched circle of melted stone and smashed shelves. 
  Nearby, a sphinx carefully directs the containment of several 
  sparking crystals fallen from a smashed Osirion urn. Venture-
  Captain Ambrus Valsin keeps his eyes firmly focused on the 
  scorched circle, while engaged in heated conversation with 
  Zarta Dralneen. A handful of singed hairs mar her otherwise 
  carefully composed appearance.
  Once they arrive, read or paraphrase the following to get 
  the adventure underway.
  Valsin continues, “…a needless risk of agents and resources. Your 
  countermeasures worked. Just accept that success and let’s be rid 
  of the thing.”
  Zarta gives an acknowledging smile to the new arrivals and 
  lightly places a hand to direct Valsin’s attention. “We aren’t sure of 
  another way to safely close the portal permanently. And here we 
  have some of the Society’s best, eager to assist.” Valsin frowns, 
  but Zarta quickly stymies further argument. “This is a risk but also 
  an opportunity. Think of what censored history we might uncover 
  from a pre-war Thrune. And if we fail, you’ll still have the pleasure 
  of smashing the talisman. I have the experience and… this is 
  something I need to do, Ambrus.”
  Valsin gives an exasperated sigh, “If you don’t return and leave 
  me to clean up this mess, trust that I will find you and give you a 
  dressing down to remember.”
  As Valsin stalks off, Zarta smirks as though about to make a 
  cheeky response. She quickly refocuses, producing a dark iron 
  talisman set with a ruby and inscribed with Infernal script. 
  “This, my friends, is a melancholic talisman, a device of diabolic 
  manufacture that opens a portal to a specific point in Hell. It 
  activated spontaneously yesterday, allowing a flight of imps 
  access to Skyreach.” Zarta continues with pride. “The Dark 
  Archive has prepared for such planar incursions after last year’s 
  intrusions, and we quickly destroyed or captured the devils. 
  With information gleaned from the imps, I carefully reopened 
  the portal and ventured through. I found myself in the city of 
  Dis in the Nine Hells. I learned through my contacts there of the 
  talisman’s connection to Gellius Thrune, a scion of Cheliax’s ruling 
  family from just after the Everwar about 300 years ago. Gellius 
  sold his soul to a devil named Leventi. Another devil, the osyluth 
  Vetrivides, noticed my investigation, as they too are investigating 
  this Leventi for acting against the interests of Hell. If we can find 
  proof of Leventi’s wrongdoing, Vetrivides will award us the soul of 
  
  Zarta Dralneen
  WHAT PRESTIGE IS WORTH
  55
  Gellius Thrune, who we can then question on how to permanently 
  close the hellmouth. Vetrivides provided me with writs to act as 
  their agent for the next 48 hours.”
  She smiles impishly and concludes, “As you’ve no doubt heard 
  your enemies shout, it’s time to go to Hell.”
  Zarta produces a bone scroll tube with two writs scribed 
  in Infernal, detailing the Pathfinders’ right to legally 
  move about the city of Dis as Vetrivides’ agents 
  for 48 hours after arrival, providing one copy to 
  the PCs. She also explains the risks of drawing 
  Dispater’s Attention (see page 7). The PCs 
  have two hours to make preparations before 
  departure.
  Zarta answers the Pathfinder’s questions to 
  the best of her ability. 
  What can you tell us about Dis? Zarta 
  brushes back a singed hair. “It is an 
  immense city of iron and fire and delights 
  and torments of the flesh, with sights of 
  wonder and horror in equal measure. Most 
  there will be eager to learn your heart’s 
  desire and provide it at a price.” Zarta 
  considers this sufficient information 
  to start, but she can provide more detail 
  if pressed—see the Knowledge (local or 
  planes) entry on page 6. 
  Why not destroy the talisman? 
  “There’s risk. It may destabilize 
  the portal, close it, or open it 
  permanently.” 
  Zarta 
  appears 
  lost in thought for a moment. 
  “Also, I… we can’t miss this 
  opportunity to question a Thrune who witnessed sights the 
  current regime long ago excised from Cheliax’s history.” 
  Do we have to work with a devil? “While Vetrivides is a 
  convenient ally, there are other leads to pursue if you find 
  even the temporary partnership distasteful.”
  Won’t the devils kill or enslave us? Zarta rubs at her 
  wrists. “Rest assured, they will strip you of freedom and hope 
  in rapid succession given the chance. Don’t let a friendly 
  demeanor deceive you. But there are rules to this, and we can 
  use them to travel safely. Keep to your word, and use caution 
  in giving it.” 
  Who are your contacts? “I worked with and for Cheliax 
  and House Thrune until about 5 years ago, after which my 
  employment ended on…poor terms. However, my training 
  makes me familiar with Hell and its devils, and I still have 
  numerous acquaintances willing to provide me intelligence. 
  I hold them at more than arm’s length, though.
  KNOWLEDGE (HISTORY)
  Based on the result of a Knowledge (history) check, the PCs 
  might know more about House Thrune and Gellius Thrune 
  specifically. They learn all of the information with a DC equal 
  to or less than the result of their check. Zarta can provide 
  information equivalent to the DC 25 result if she is asked 
  about House Thrune.
  Over the course of this adventure, the PCs have numerous 
  opportunities to interact with or adventure directly 
  alongside Zarta Dralneen. While they are in the same 
  group, give the players Handout #2 (see page 31), which 
  details her statistics.
  Roleplaying: Zarta Dralneen is poised, cultured, 
  and charming, with a playful, flirtatious wit. She 
  has slowly shifted away from her diabolist past 
  and wants to stop this incursion and prove the 
  Dark Archive’s worth. The revelation she is 
  the last living heir to House Davian stirred her 
  grievances against House Thrune, and further 
  reminders only stoke her desire for revenge.
  Rules: The following mechanics apply when 
  presenting Zarta during this adventure.
  • 
  Zarta does not roll initiative; she instead 
  acts at a set point in the initiative count.
  • 
  She can take a move action and a 
  standard action each round. She cannot 
  take a full-round action.
  • 
  Zarta’s melee and ranged 
  attacks automatically hit and deal 
  the listed damage. She can make 
  dagger attacks against adjacent targets 
  and 
  light 
  crossbow 
  attacks 
  against targets within 240 feet.
  • Zarta has several spells and 
  special abilities she can use. 
  When activating one of these 
  abilities, check one of the boxes 
  that precede the ability. When all of an ability’s boxes are 
  checked, she can no longer use that ability. If she takes 
  8 hours to rest, she resets each box so that it can be 
  checked again.
  • Zarta automatically succeeds at saving throws during 
  combat.
  • Enemies can target and damage Zarta, though she tends 
  to avoid making herself a target. Zarta refuses tactical 
  advice that puts her at undue risk.
  • Zarta does not initiate skill checks, but she provides 
  the PCs a +2 bonus on an array of different skills. This 
  represents her support and expertise.
  • Zarta can read and speak Infernal.
  Presenting Zarta
  
  PATHFINDER SOCIETY SCENARIO
  66
  10+: The Thrice-Damned House of Thrune rules Cheliax 
  under Her Infernal Majestrix Abrogail II. 
  15+: Abrogail I struck a bargain with Asmodeus during 
  the Chelish Civil War, gaining an army of devils to secure 
  her victory but selling the nation into Asmodeus’s service 
  in the process. 
  20+: House Davian, under Duchess Lannavia Davian, 
  challenged Thrune for control of Cheliax at the Battle of a 
  Hundred Kings in 4639 AR. Thrune’s victory led to Queen 
  Abrogail I’s coronation the following year. 
  25+: The Davian and Thrune families rose to prominence 
  after the Everwar ended in 4410 AR, with Thrune’s ascendance 
  largely thanks to the military exploits of Alivia Thrune.
  30+: Alivia’s brother Gellius embroiled the family in scandal 
  7 years after the Everwar. Gellius proved a remarkable legal-
  mind, however, and turned the accusations against Thrune 
  to the family’s favor. He was a noted hedonist and obsessive 
  expert on contract law.
  KNOWLEDGE (LOCAL OR PLANES)
  Based on the result of a Knowledge (local or planes) check, the 
  PCs might know more about the city of Dis. They learn all of 
  the information with a DC equal to or less than the result of 
  their check.
  15+: The city of Dis occupies the second of the Nine Hells. 
  The archfiend Dispater rules over it from an impossibly tall 
  tower, the Iron Scepter.
  20+: Legions of devils patrol the streets of Dis, enforcing 
  Hell’s laws, and the city is home to millions of damned souls 
  and other fiends. Its markets teem with merchants and exotic 
  wares from across the multiverse, though simple food and 
  drink is hard to locate.
  25+: Dispater rules the city, with other high-ranking 
  fiends carrying out his will. The archfiend’s wife is Erecura, a 
  demigoddess who rules by his side and exerts a more benign 
  influence. The Erinyes Queen, Eiseth, also claims a portion of 
  the second layer from her aerie, Widow’s Cry.
  30+: The Oppidian Maze occupies most of Dis, its 
  labyrinthine streets ever-shifting according to Dispater’s will. 
  There is an ordered logic to the Maze’s design, known to few. 
  If any PC succeeds at this check, all PCs gain a +5 bonus on 
  checks to navigate Dis.
  CHAOS AND GOOD IN HELL
  It is possible that some PCs receive divine power from 
  chaotic- or good-aligned deities, likely as clerics, inquisitors, 
  or paladins. Devils eagerly work to corrupt such PCs but also 
  monitor them with suspicion. PCs with such strong good ties 
  take a –2 penalty on Bluff, Diplomacy, and Intimidate checks 
  when interacting with the devils of Hell. This penalty stacks 
  with the penalties from planar alignment (see the Hell's 
  planar traits sidebar). These same penalties apply to PCs who 
  have obvious celestial blood. 
  A PC who openly casts a spell with the chaotic or good 
  descriptor, brandishes the holy symbol of a chaotic or good 
  divinity, or actively promotes the worship of chaotic or good 
  entities while in Dis draws the attention of Dispater (see page 
  7), for such acts visibly disrupt the fabric of Hell. 
  Outsider Allies: Every hour or fraction thereof that a PC 
  has a chaotic- or good-aligned outsider companion creature 
  summoned (e.g. an eidolon, familiar, or called creature, not 
  a summoned monster that’s present for a few rounds), the 
  PC associated with that creature draws Dispater’s Attention 
  (see page 7). Although non-devils sometimes do business in 
  Dis, angels, azatas, proteans, and the like draw significant 
  attention and rarely survive for long.
  Because the plane of Hell is strongly evil-aligned and 
  strongly law-aligned, some spells function differently 
  there than elsewhere. Additionally, creatures with nonevil 
  or nonlawful alignments take penalties from being on 
  a plane of pure law and evil. For more information on 
  these planar effects, see Chapter 7 of the Pathfinder RPG 
  GameMastery Guide.
  Strongly Evil-Aligned: Creatures who are not evil-
  aligned take a –2 penalty on all Intelligence-, Wisdom-, and 
  Charisma-based checks. This penalty stacks with the penalty 
  for not being lawful.
  Strongly Law-Aligned: Creatures who are not lawful-
  aligned take a –2 penalty on all Intelligence-, Wisdom-, and 
  Charisma-based checks. This penalty stacks with the penalty 
  for not being evil.
  Enhanced Magic: A spell or spell-like ability with the 
  lawful or evil descriptor is treated as if its caster level were 
  2 higher.
  Impeded Magic: To cast a spell or spell-like ability with 
  the chaotic or good descriptor, a caster must attempt a 
  concentration check (DC 20 + the level of the spell). If the 
  check fails, the spell does not function but is still lost as a 
  prepared spell or spell slot. If the check succeeds, the spell 
  functions normally. 
  A PLACE OF EVIL
  Hell is a traumatic place replete with horrific sights and 
  sounds. It may be prudent to discuss this with your players 
  ahead of the adventure so that they can mentally prepare and 
  raise any concerns. If any of the players are uncomfortable 
  with particular details, strongly consider toning those down 
  or glossing over those features to ensure that everyone can 
  enjoy the adventure. Monitor your players’ reception to 
  the ambiance; it’s okay to recalibrate your depiction of evil 
  themes partway through the adventure.
  Hell’s Planar Traits
  
  WHAT PRESTIGE IS WORTH
  77
  DISPATER'S ATTENTION
  Dispater’s control of Dis leaves little room for anyone to 
  operate outside the law. This includes bribery, illicit attempts 
  to skirt the law in which the associated skill check results in 
  a natural 1 (regardless of whether or not it was successful), or 
  otherwise drawing Dispater’s Attention. Each such infraction 
  imposes a –1 cumulative penalty on those PCs’ ability checks, 
  attack rolls, saving throws, and skill checks while in Dis until 
  the end of the adventure, representing the way in which the 
  environment bends itself to thwart them. A PC can feel this as 
  a mounting sense of dread, misfortune, and paranoia, and the 
  player should have a clear sense that attracting too much of 
  this attention could have dramatic consequences.
  If the value of this penalty equals a PC’s level, Dispater 
  becomes fully aware of their crimes. Within 1 minute of 
  this final infraction, a swirling cloud of sulfurous smoke 
  envelops the PC and binds them within a crystalline prison 
  to await trial and inevitable imprisonment. This is a virtual 
  death sentence. The PC can leverage enough support to 
  secure their freedom by expending a number of Prestige 
  Points equal to 3 × their level; this increases to 4 × their level 
  if they have a strong or overwhelming aura of chaos or good 
  (Pathfinder Core Rulebook 266), or increases to 5 × their level if 
  they have strong or overwhelming auras of both chaos and 
  good. If a PC cannot afford this, they can instead accept the 
  soul, power, or hope Dark Bargain (see page 12). If they do 
  not secure their freedom before the end of the adventure, 
  mark the character as dead.
  A miracle or wish (such as that granted by Leventi [see area 
  G5]) can free a PC imprisoned in this way if performed before 
  the end of the adventure.
  THE IRON CITY OF DIS
  Once everyone is ready, Zarta directs the melancholic talisman 
  at the middle of the room and speaks the command word. 
  The talisman’s jagged engravings twist and spin as if alive, 
  and a wide, fleshy maw of teeth and fire tears itself open 
  within the room’s warded circle. Thin films that cover the 
  interior of the portal snap open like layered eyelids, slowly 
  swelling outward as if under some great pressure. As the 
  last membrane retracts, a blast of heated air billows into the 
  room. Through the portal, the PCs can see the jagged towers 
  and iron architecture of Dis. Zarta steps into the circle and 
  through the vertical portal with shoulders set, motioning for 
  the PCs to follow. Once the PCs enter the portal, read or 
  paraphrase the following.
  The odor of seared blood permeates the choking, hot, smoky air. 
  A low scream resonates from countless writhing bodies impaled 
  on spikes atop the surrounding structures. Fiendish sigils adorn 
  banners hanging from palace walls that stretch across city blocks, 
  while a river of fire wends its way through canals below the 
  nearby courtyard. Flights of imps patrol the bloody skies, while the 
  winged figures of erinyes perch atop buildings, always watching. 
  At the center of it all, a tower of impossible height stretches 
  endlessly upward, its walls covered with gargoyles.
  Zarta checks a series of rods placed around the portal. “These 
  should conceal the portal’s presence and keep anyone from 
  accidentally wandering through,” she explains before looking 
  around at the city and grimacing. “Ah Hell…being away for five 
  years wasn’t long enough.” She gathers herself and continues. 
  “We have two writs and, with only two days to search for clues 
  across a very large city, I suggest we pursue separate leads. I 
  have a good supply of sending scrolls, so we can reconnect.” She 
  gestures along the canal. “In this direction lies the Fallen Fastness, 
  a library of mortal sin. Vetrivides waits there and may have more 
  information.” She gestures in the other direction, toward the river 
  of fire. “Following the Andrimal this way leads to the floating 
  Market of Breaths. Information and treasure flow there, and my 
  contacts say Leventi’s associate Arenthea frequents the market. 
  Leventi’s business dealings may offer some…” She smirks, “…
  damning evidence.”
  Although she intends to set off alone, Zarta warns the 
  PCs against splitting up to cover more ground, not only 
  because of the limited number of writs but also because of 
  the danger of traveling the city without special protections. 
  If asked about her own defenses, she insists that she can stay 
  safe while alone. She provides the PCs six scrolls of sending 
  and coordinates how to reunite in case none of the PCs are 
  able to reliably use the scrolls.
  THE INVESTIGATION
  The PCs begin with two leads to pursue: the Market of 
  Breaths (area B) and The Fallen Fastness (area C). Whenever 
  the PCs travel to one location, they can ask Zarta to investigate 
  another location. For ease of play, her investigations take 
  the same amount of time as the PCs' investigations. Each 
  location details what the PCs can learn and what Zarta learns. 
  After investigating a location, the PCs can meet with Zarta 
  to compare notes. PCs receive a +2 bonus on skill checks 
  when visiting locations Zarta previously visited alone, and 
  that increases to +4 if she goes there twice. New leads and 
  locations become available as the PCs investigate (see 
  GM Handout—Leads on page 29 and provide the players 
  Handout #1 on page 30). 
  If Zarta joins the PCs in an investigation or battle, 
  provide the players Handout #2 (see page 31) and refer to the 
  Presenting Zarta sidebar on page 5. 
  Dis is massive, and despite its orderly layout, the city 
  favors those who can fly or teleport. Navigating from one 
  major site to another takes 3 hours. One PC can take the 
  lead in navigating, attempting a DC 20 Knowledge (planes) 
  or Survival check to reduce that journey’s travel time to 2 
  hours. If the check exceeds the DC by 10 or more, reduce the 
  travel time to 1 hour.
  
  PATHFINDER SOCIETY SCENARIO
  88
  By spending an hour looking for a guide, the PCs can find 
  and hire Artylget (LE male imp), who recently returned to Dis 
  after the death of his master, the self-styled “Zarkimon the 
  Omnipotent.” Having recently escorted Zarkimon’s damned 
  soul from Pharasma’s court to Hell, Artylget is now between 
  assignments. He charges 50 gp in advance for 8 hours of service 
  as a guide. His bonus on Knowledge (planes) checks is +15. The 
  imp takes care to lay out his terms when being hired, insisting 
  that he is there to provide information and safe directions, not 
  to fight, to serve as a dedicated translator, or to perform any 
  unrelated negotiations. Decades spent attending to Zarkimon’s 
  ego has forced Artylget to repress his snide comments until 
  now, and he finds it amusing to point out mortal foibles and 
  any of the PCs’ habits that remind him of his former master (e.g. 
  “Oh yeah, spellcasting’s the answer; Zarkimon use to say that a 
  lot. I wonder whatever happened to—oh right, he died.”). Devils 
  sometimes ask Artylget for his assessment of his clients, and 
  the imp faithfully answers based on what he’s observed, though 
  never in such a way that ruins the PCs’ ongoing negotiations. 
  If the PCs seem very reliant on the imp, he renegotiates his fee 
  after every 8 hours—potentially while the PCs are already in 
  transit—increasing his rate by 25–50 gp each time.
  The PCs face several skill challenges during the adventure. 
  Allow creative PCs to use spells and other skills to accomplish 
  or circumvent checks, using the existing DCs as a guide. PCs 
  who speak Infernal receive a +2 bonus on skill checks when 
  interacting with devils.
  The PCs have 48 hours to complete their investigation. Every 
  2 hours spent in Hell after that draws Dispater’s Attention (see 
  page 7).
  Starting a Fight: Dis is home to millions of devils, evil 
  outsiders, and sundry other malign forces. However, this 
  is their home with their rules. If the PCs force a violent 
  confrontation beyond those presented in this adventure, 
  they earn Dispater’s Attention. Within one minute, two 
  erinyes (Pathfinder RPG Bestiary 75; see page 37) and a hamatula 
  (Bestiary 72; see page 35) show up to subdue and question the 
  PCs. If the PCs do not resist and the crime is relatively tame 
  by Hell’s standards (e.g. alleviating a petitioner’s suffering 
  or harming a non-devil), these devils are willing to just fine 
  the PCs 1,000 gp. If the PCs cannot pay the fine or resist 
  reprimand, the devils attempt to capture them. A captured 
  PC is imprisoned, though they can spend 5 Prestige Points 
  or accept a Dark Bargain (see page 12) in order to be released. 
  
  WHAT PRESTIGE IS WORTH
  99
  If a PC is not freed by the end of the adventure, they remain 
  trapped in Hell and are marked as dead.
  The first time a PC unwisely attempts violence against 
  Dis’s citizenry, it might be best to have the intended target 
  or a bystander caution that character against their intended 
  course, citing the likely ramifications. This is a courtesy to the 
  players as much as to the character, serving as a reminder of 
  their dangerous and unforgiving surroundings.
  Evidence: During this adventure, the PCs can find 
  multiple clues and pieces of evidence, represented by 
  Evidence Points. Each location includes an Evidence entry 
  that summarizes the evidence the PCs can find there and 
  how many points they can earn. Once the PCs are ready, they 
  can present their findings to Vetrivides or report to Rowane 
  in area E, if the Pathfinders agreed to work with her. 
  Timing: Once the PCs earn 1 Evidence Point and meet 
  with Zarta, she shares a letter sealed with a halo of runes, 
  saying she recently received the missive from an imp. The 
  letter asks the Pathfinders to meet with the norn Rowane at 
  Eleusys (area E). The PCs or Zarta may now pursue that lead.
  If fewer than 150 minutes minutes of gameplay remain 
  in which to complete the adventure, Zarta discovers Leventi 
  has set events in motion to arrest the Pathfinders. She 
  informs the PCs that they need to move against the devil 
  immediately, bringing the investigation to a close. However, 
  before the PCs can proceed, they face Leventi's agents. 
  Proceed to encounter A below.
  Treasure: The first half of this adventure focuses on 
  investigating Leventi, which involves comparatively little 
  treasure. However, when the PCs present their findings to 
  Rowane or Vetrivides, they receive the following cumulative 
  rewards based on the number of Evidence Points they earned.
  2 Points: a scroll of vision of hell (Pathfinder RPG Ultimate 
  Magic 248), a scroll of mass bear’s endurance, and an oil of magic 
  vestment (CL 12th).
  3 Points: a wand of volcanic storm (10 charges; Ultimate 
  Magic 248).
  4+ Points: a lesser piercing metamagic rod (Ultimate Equipment 
  190), or a piercing metamagic rod in Subtier 10–11.
  Rewards: If the PCs earned fewer than 4 Evidence Points, 
  reduce their gold earned by the following amount for each 
  Evidence Point fewer than four.
  Subtier 7–8: Reduce each PC’s gold earned by 250 gp.
  Out of Subtier: Reduce each PC’s gold earned by 325 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 400 gp.
  A. SOUL HUNTERS (CR 11 OR CR 14)
  Leventi has numerous agents helping to cover his tracks and 
  thwart any investigation into his work. This group does not 
  appear until the PCs are ready to travel to area G or there are 
  150 minutes of gameplay remaining to finish the adventure. 
  At this time, they set up an ambush at the PCs' meeting point 
  with Zarta. A PC who succeeds at a DC 24 Perception check 
  (DC 26 in Subtier 10–11) spots one of these agents stalking 
  them right before returning to the meeting place. The agent, 
  Ophelia, quickly retreats after being spotted and signals her 
  allies to attack. If no PCs succeed at this check, the PCs' foes 
  get a surprise round.
  Creatures: Leventi’s band of damned souls includes: 
  a former Thrune agent, Ophelia Peran, now a soul bound 
  to an infernal contract; Narsino Gabet, Kirash Nouri’s 
  apprentice, a mortal desperately clinging to life; and the 
  fallen Hellknight Teena Forester, a lost soul wrongfully 
  damned to Hell. Leventi controls each through infernal 
  contracts or intimidation.
  Over the first half of the adventure, the PCs can acquire 
  ways to sway each of these agents, causing them to surrender, 
  retreat, or otherwise cease being a threat. Each of these 
  strategies takes a standard action to perform.
  • The PCs can acquire Ophelia’s contract from Yseldra (area B).
  • The PCs can uncover proof of Narsino’s freedom by 
  analyzing Kirash Nouri’s contracts (area E).
  • A PC can convince Teena to remember her duty and cease 
  fighting by presenting her Hellknight insignia (acquired 
  in area D) to her and succeeding at a DC 20 (DC 23 in 
  Subtier 10–11) Diplomacy, Perform (oratory), or Profession 
  (barrister or soldier) check.
  If the PCs defeat all of the agents—either by swaying them 
  or attacking them—the erinyes (see below) cease fighting.
  During the second round of combat, at initiative count 
  10, an erinyes (Pathfinder RPG Bestiary 75; see page 37) arrives 
  and demands an end to hostilities; in Subtier 10–11, two 
  erinyes arrive. Leventi’s agents immediately cease attacking 
  and present bounty paperwork stating the PCs are wanted 
  criminals. The erinyes glances toward the papers for an instant 
  before grinning and declaring that the PCs are valid bounties 
  to be captured or slain as necessary. She demands the PCs cease 
  fighting in acknowledgement of the other party’s claim. If the 
  PCs refuse or keep fighting, continue the combat.
  However, the PCs can refute their foes’ bounty and 
  assault in two ways, and pausing long enough to do so 
  temporarily ends the encounter. The PCs can argue their 
  own legal authority under Vetrivides’s writ, convincing the 
  bloodthirsty erinyes to acknowledge it with a successful 
  DC 24 (DC 27 in Subtier 10–11) Diplomacy check or a DC 
  20 Profession (barrister) check. If the PCs review the agents’ 
  paperwork and succeed at a DC 22 (DC 25 in Subtier 10–11) 
  Linguistics or Profession (barrister) check, they recognize 
  the bounty is still pending approval. Each of these checks 
  takes at least 1 minute and may involve a PC moving closer 
  to one of the enemy agents to review or present the texts. 
  Once the PCs have made their case, the erinyes shouts 
  her verdict and begins the combat again; roll initiative and 
  resume the fight, taking care to terminate any conditions 
  
  A. Soul Hunters
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: City Streets
  N
  T
  : Teena Forester
  O
  : Ophelia Peran
  N
  : Narsino Gabet
  N
  T
  O
  PATHFINDER SOCIETY SCENARIO
  10
  10
  
  WHAT PRESTIGE IS WORTH
  11
  11
  whose durations have ended. If the PCs succeed at neither 
  of the checks, the erinyes joins Leventi’s agents in fighting 
  the Pathfinders. If the PCs succeed at one of the tasks, the 
  erinyes perches nearby and doesn’t intervene in the fight. If 
  the PCs succeed at both tasks, the erinyes fights against the 
  NPCs. If one or more PCs have the checked version of the 
  Infernal True Name boon (from Pathfinder Society Scenario #9-
  16: Fallen Family, Broken Name), treat the PCs as though they 
  succeeded at one less check.
  SUBTIER 7–8 (CR 11)
  OPHELIA PERAN 
  CR 8
  LE blackstrike (Pathfinder RPG NPC Codex 236; see page 32)
  hp 86
  TACTICS
  Before Combat Ophelia drinks her potion of bull’s strength 
  and hides.
  During Combat Ophelia uses Power Attack to attack the most 
  lightly armored PC.
  Morale Ophelia fights in the service of whoever holds her 
  contract. If destroyed, she vanishes, rejuvenating fully formed 
  near her contract one week later.
  NARSINO GABET 
  CR 7
  hp 63 (see page 32)
  TACTICS
  Before Combat Narsino casts mirror image and shield.
  During Combat Narsino attacks foes in melee, preferring to 
  team up with Ophelia against her target.
  Morale Narsino begs for his life when reduced to 10 or fewer hp, 
  but remains compelled to fight. If freed, he aids the Pathfinders.
  TEENA FORESTER 
  CR 8
  hp 77 (see page 32)
  TACTICS
  Before Combat Teena hides on a roof and drinks her potion of 
  shield of faith and potion of owl’s wisdom.
  During Combat Teena targets humans first, preferring spellcasters 
  and archers.
  Morale Teena fights until destroyed, shattering into soul stuff if 
  killed. If reminded of her duty, she aids the Pathfinders.
  SUBTIER 10–11 (CR 14)
  OPHELIA PERAN 
  CR 12
  hp 110 (see page 33)
  TACTICS
  Before Combat Ophelia drinks her potion of bull’s strength before 
  hiding and approaching the PCs. She drinks her potion of haste 
  right before launching her attack.
  During Combat Ophelia uses Power Attack and Improved Vital 
  Strike to attack the most lightly armored PC. 
  To accommodate a group of four PCs, give each of the agents 
  the shaken condition. Narsino has already expended his 
  mirror image spell.
  Scaling Encounter A
  Morale Ophelia fights in the service of whoever holds her contract. 
  If destroyed, she vanishes, rejuvenating fully formed near her 
  contract one week later.
  OPHELIA’S SHADOW 
  CR —
  hp 55 (see page 3)
  NARSINO GABET 
  CR 11
  LN spellmaster (Pathfinder RPG Villain Codex 12; see page 34)
  hp 117
  TACTICS
  Before Combat Narsino drinks his potion of barkskin, and casts 
  stoneskin, bear’s endurance, invisibility, and shield.
  During Combat Narsino activates his arcane pool and uses spell 
  combat to attack. He favors his offensive touch spells but 
  switches to defensive spells like greater invisibility, monstrous 
  physique II, and mirror image when feeling threatened.
  Morale Narsino begs for his life when reduced to 20 or fewer 
  hit points, but remains compelled to fight. If freed, he aids 
  the Pathfinders.
  TEENA FORESTER 
  CR 12
  hp 99 (see page 34)
  TACTICS
  Use the tactics from Subtier 7–8.
  Development: If freed, Narsino and Teena offer potions 
  and spellcasting to thank the PCs. Ophelia obeys anyone 
  holding her contract, vanishing to the Boneyard if it’s 
  destroyed. Narsino leaves to meet with Kirash. Teena leaves 
  to rejoin her comrades. Each squad member knows the 
  layout of area G except G5.
  Evidence: If the PCs discover the flaws in the bounty 
  paperwork, they earn 1 Evidence Point. If they successfully 
  sway the erinyes, they earn 1 Evidence Point.
  Zarta: Ophelia was part of the team that abducted Zarta 
  nearly six years ago on orders from Cheliax. If Zarta is 
  accompanying the PCs, she recognizes Ophelia’s face. The 
  sudden recollection of her abduction shocks Zarta; she 
  backs against a nearby wall and freezes in panic for one 
  round after Ophelia stops hiding. After that, Zarta rejoins 
  the fight with renewed determination. Afterward, if Ophelia 
  survives, Zarta stoically approaches, leans close, and 
  observes that the former paracountess’s shared experience 
  being bound to obey and powerless to resist a tyrant’s will 
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  is all that keeps her from slapping the defeated Ophelia 
  for what happened years ago. Zarta leaves Ophelia’s fate in 
  the PCs’ hands, and she is willing to see the shadowdancer 
  slain, released, or even offered the opportunity to assist the 
  Society as a first step toward making amends.
  Rewards: If the PCs fail to defeat or sway Leventi’s agents, 
  reduce their gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,077 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,815 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,553 gp.
  B. MARKET OF BREATHS
  The market occupies a tower floating 300 feet above the 
  ground. A PC can fly, use magic, or pay the grinning ferryman 
  Gelkine (LE male tiefling expert 6) 10 gp each way for transport 
  on a bone barge carried by a fiendish roc.
  The floating tower drips a constant rain of pitch onto the streets 
  below and vibrates with a chorus of screams from the countless 
  living tongues layered into its walls. In contrast, the upper portico 
  hums pleasantly with commerce. Pergolas covered in thorny 
  vines and quivering flesh loom over the maze-like cobbled 
  streets. Snaking flames illuminate storefronts promising life, 
  death, and everything in between, while tents of all shapes and 
  construction host the quick patter of haggling and the predatory 
  gaze of shopkeepers. Fiends, mortals, and more barter and deal, 
  all under the watchful gaze of an enormous blue dragon perched 
  atop the tower.
  The PCs have the opportunity to gather information, 
  look for leads, and make purchases of virtually any 
  variety. The fiendish blue dragon Erzylian oversees all 
  business. Almost anything can be purchased here (subject 
  to normal purchase limit restrictions), but the merchants 
  disdain gold. If a PC pays only with coins, gems, or other 
  conventional valuables, increase the effective market price 
  by 10%. However, if a PC exchanges a portion of themselves 
  (see the Dark Bargains sidebar), the item is available at its 
  normal market price, and the PC receives a discount based 
  on what they exchanged.
  Mortal goods are difficult to locate, with survival essentials 
  like food costing 100 times the normal amount. Lodging 
  costs 150 gp for 8 hours. 
  DIPLOMACY (GATHER INFORMATION)
  Rumors circulate readily in the Market of Breaths, and 
  making a Diplomacy check to gather information takes 
  only 1d2 hours. The PCs learn all of the information with a 
  DC equal to or less than the result of their check. For each 
  additional hour the PCs spend searching for information, 
  they learn additional information as though their check 
  result were a cumulative 5 higher.
  15+: Merchants from around the multiverse offer wares 
  ranging from fabulous physical treasures to emotions, 
  experiences, and concepts. The sellers prefer more exotic 
  commodities than gold in trade. 
  Infernal merchants sell weapons, potions, and other 
  equipment, but many also deal in souls, lives, and other 
  esoteric commodities. When purchasing anything in the 
  Market of Breaths, a PC may exchange one or more elements 
  of their being for a fixed discount on goods—referred to in 
  this adventure as a Dark Bargain. Each entry below lists how 
  much credit the PC earns on a purchase, as well as what the 
  ramifications are. This credit cannot reduce an item’s price 
  below 0 gp, and any leftover credit not used to buy other 
  items in that exchange is lost.
  A PC might also accept a Dark Bargain during this adventure 
  for a variety of reasons, such as collateral for a bet or as 
  payment to avoid imprisonment for crimes committed in Dis. 
  Dark Bargains are a serious commitment, yet devils 
  tend to gloss over the loss’s impact and emphasize the 
  PC’s prospective gains (e.g. “Hope has always clouded your 
  understanding of what is possible, so you wouldn’t be losing 
  hope so much as gaining valuable perspective”). A merchant 
  doesn’t explain the impact of making a Dark Bargain using 
  rules language, but might provide some context so that a 
  player can make a somewhat informed choice. (For example, 
  a devil might try to persuade a PC by saying, “Giving up 
  your soul doesn’t mean anything until you’re dead, at which 
  point you are Hell’s property. That makes it quite simple: 
  if you don’t die, this doesn’t cost you a thing.”) Ending a 
  Dark Bargain is difficult and is covered in more detail on this 
  adventure’s Chronicle sheet.
  Soul (7,500 gp): The PC’s soul belongs to Hell. If the PC dies, 
  that character’s soul is lost, and they cannot be restored to life.
  Power (7,500 gp): The PC surrenders part of their power 
  and potential, gaining one permanent negative level that 
  cannot be removed.
  Hope (5,000 gp): The PC loses their ability to hope or aspire 
  toward unlikely outcomes. A natural 20 no longer represents 
  an automatic success for the PC’s attack rolls, saving throws, 
  stabilization rolls, and other such checks. The PC cannot use 
  any ability to reroll a natural 1 rolled on any d20 check.
  Emotions (2,500 gp): The PC no longer feels strong 
  feelings of happiness, anger, or other emotions. They 
  cannot benefit from morale bonuses, bardic performances, 
  or similar abilities. The PC also gains a +3 bonus on saving 
  throws against effects with the emotion descriptor.
  Fate (2,500 gp): Portents of imminent doom haunt 
  the PC. The PC takes a –1 penalty on all saving throws and 
  cannot stabilize while below 0 hit points.
  Dark Bargains
  
  WHAT PRESTIGE IS WORTH
  13
  13
  20+: Mortal merchants here have particular interest in 
  unsullied food and drink. The gnome Artinean Tecbright 
  has been eagerly purchasing any food he can find.
  25+: The erinyes Arenthea is a known associate of Leventi’s 
  and seems particularly desperate to acquire any rare tomes 
  or secrets.
  30+: The night hag Yseldra buys, sells, and leases the souls 
  of dead warriors from her well-hidden shop. She is renting 
  the soul of Ophelia Peran, a former Thrune agent, to Leventi, 
  but she’s grown aggravated with the contract devil’s high-
  pressure tactics to buy the contract. The likelihood that she 
  would make another deal with Leventi is slim.
  KEY NPCS
  The market bustles with creatures from around the planes, 
  the majority of whom are devils. The PCs do not automatically 
  know about the following figures except Arenthea, though 
  they can learn of these NPCs using Diplomacy to gather 
  information (see above).
  Arenthea (LE erinyes wizard 7) works as a librarian for 
  the Fallen Fastness and specializes in acquiring rare tomes, 
  arcana, and the souls of spellcasters. A fallen vulpinal agathion 
  servant of the empyreal lord Irez, she still has black vulpine 
  ears and small, sharp teeth. She adopts the demeanor and 
  dress of an affable scholar, but is inwardly cruel and merciless. 
  The PCs find her at The Emerald Eye, browsing the elven lich 
  Nemetiel’s collection of the preserved heads of scholars.
  Arenthea supplied Leventi with relics connected to House 
  Thrune. However, Leventi recently invoked a punitive 
  clause in their contract, twisting the language and insisting 
  that Arenthea failed to supply enough relics within the 
  required period of time. The erinyes now sees that Leventi 
  outmaneuvered her when the deal was negotiated, and she now 
  owes him an ever greater quantity of goods. Understandably, 
  she is upset. However, she knows that expressing that would 
  only signal her desperation and leave her vulnerable to worse 
  deals. Instead, she limits any discussions about Leventi to his 
  interest in Thrune heirlooms and her ability to secure them. 
  A PC can identify her desperation and bitterness toward 
  Leventi while speaking with her by succeeding at a DC 25 
  Sense Motive check.
  A PC who voices any desire to hinder or harm Leventi 
  piques Arenthea’s interest. She is willing to provide 
  compromising information in exchange for a Dark Bargain 
  (see page 12), though a PC can convince her to provide this 
  information in exchange for a spellbook, scroll, or secrets by 
  succeeding at a DC 20 Diplomacy check. Any such spellbook 
  or scroll must be worth at least 375 gp (700 gp in Subtier 10–11), 
  and recalling a suitably tempting secret requires a successful 
  DC 25 Knowledge check (DC 28 in Subtier 10–11). A PC can 
  attempt a Knowledge check three times in this way before 
  Arenthea assumes that the PC has no worthwhile secrets, at 
  which point she insists on some other payment form. If one 
  or more PCs have the checked version of the Infernal True 
  Name boon (from Pathfinder Society Scenario #9-16: Fallen 
  Family, Broken Name), the DCs above increase by 4.
  Once convinced to share her information, Arenthea shares 
  several facts with the PCs. First, Leventi possesses the soul of 
  Gellius Thrune, one of the founders of House Thrune from 
  centuries ago. Leventi also owns Tholvinus, Gellius’s imp, 
  but does a sloppy job of keeping the imp from wandering 
  off. Tholvinus was recently captured and is now one of many 
  prizes offered by the fighting pits of Widow’s Cry. Second, 
  Arenthea not only acquired Thrune relics for Leventi, she 
  also performed several simple services that would have made 
  it easier for someone to steal heirlooms outright. These and 
  other events suggest that Leventi may have acquired some of 
  his collection through reckless or unlawful means not befitting 
  Hell’s standards. Finally, she mentions that Ophelia Peran has 
  occasionally worked as one of Leventi’s operatives, pointing the 
  PCs to the night hag Yseldra for more information.
  Artinean Tecbright (LN male gnome oracleAPG 7) is a 
  charismatic merchant who operates The Warm Welcome, an 
  armory for an efreeti consortium. The copper-haired gnome 
  greets the PCs with exuberant enthusiasm, and he is eager 
  for mortal company, food, and drink. The PCs can convince 
  him to lend them a room in the back to rest free of charge if 
  they can remind him of the Material Plane. Doing so involves 
  making a successful DC 24 (DC 27 in Subtier 10–11) Diplomacy, 
  Knowledge (geography), Knowledge (local), Knowledge 
  (nature), or Perform check. Alternatively, a PC can provide 
  him tasty food and drink—something more inspiring than 
  trail rations. Artinean can also magically conceal a PC from 
  infernal scrutiny, protecting an individual from attracting 
  Dispater’s Attention as a result of brandishing a holy symbol 
  or casting spells with the chaotic or good descriptor (see page 
  7). This service costs 300 gp and protects the PC for 7 hours.
  Yseldra (NE night hag witchAPG 5) operates out of a hidden 
  alley that houses her shop, the neatly kept Yesterday’s 
  Glories. Yseldra observes anyone approaching and alters her 
  appearance to put customers at ease. The front room has 
  comfortable chairs of varying sizes and a shelf of books with 
  the names and histories of the souls Yseldra sells and leases.
  The PCs can review Yseldra’s catalogue of available souls and 
  servitors, including Ophelia Peran’s entry (treat this result as a 
  successful Knowledge check to identify a creature, securing 3 
  bits of useful information). Yseldra is willing to sell Ophelia’s 
  contract outright for 20,000 gp, though she is willing to reduce 
  the price in exchange for Dark Bargains at twice the normal 
  rate (e.g. 10,000 in exchange for a PC’s hope). She claims the 
  higher price is because the soul is currently being leased to 
  a devil, and she needs to cover the contract’s termination fee. 
  With a successful DC 20 Sense Motive check, a PC can sense 
  that Yseldra is weary of doing business with that devil; she 
  does not name him in the spirit of client privacy, though she 
  confirms the PCs' suspicions if asked about him by name.
  
  PATHFINDER SOCIETY SCENARIO
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  14
  Yseldra is willing to haggle over the price. She reduces the 
  price by 2,500 gp if a PC succeeds at a DC 20 Diplomacy or 
  Profession (merchant) check (DC 23 in Subtier 10–11), and 
  the price falls by an additional 2,500 gp for every 5 points by 
  which a PC exceeds the DC (minimum 5,000 gp total cost). If 
  the PCs are open about their efforts to undermine Leventi, 
  treat the result of their check as though it were 5 higher. 
  Yseldra is also amenable to reducing the final price by 5,000 
  gp (minimum 0 gp) in exchange for information about 
  Leventi’s latest acquisition: the Hellknight Teena Forester. 
  Yseldra believes that the Hellknight came from outside Dis’s 
  core, from the Ghetto of Outcasts on the city’s outskirts. 
  She can provide rough directions, but it falls to the PCs to 
  investigate further.
  Development: If the PCs learn about Tholvinis, they may 
  travel to Widow’s Cry (area F). If they learn about Teena 
  Forester, they can travel to the Ghetto of Outcasts (area D). 
  Evidence: PCs who learn about Leventi’s dealings with 
  Arenthea earn 1 Evidence Point.
  Zarta: On her first visit, Zarta learns about Tholvinis and 
  Widow’s Cry, and she arranges for free rooms with Artinean. 
  If sent a second time, she learns about Teena Forester and the 
  Ghetto of Outcasts from Yseldra. During this second visit, she 
  also negotiates the price of Ophelia’s contract to 10,000 gp, 
  though a PC can later try to negotiate for a better price on 
  their own.
  C. FALLEN FASTNESS
  The Fallen Fastness is one of the two potential starting points 
  for the PCs’ investigation. They do not need to uncover any 
  clues in order to know of and access this location.
  This mountainous stone structure pierces the burning skies of 
  Dis like a jagged thorn. A battalion of fiends monitors all visitors 
  entering its hundred-foot-tall iron doors, while inside a legion of 
  diabolic scholars moves through a maze of iron-chained shelves. 
  Tomes silently beckon to prospective readers and promise infernal 
  secrets, while bottled souls peer longingly or fearfully at passersby. 
  Hundreds of floors stretch up from the atrium, and beneath the 
  smoky obsidian floor, countless imps and other fiends toil over a 
  scroll that spirals downward for miles.
  This massive library is home to many of the most evil tomes 
  in the multiverse. The miles-long scroll is a unique artifact 
  of Hell: scholarly devils catalog the sins of all living mortals 
  and archive the sins of the dead. Leventi’s scriptorium (area 
  G) lies within the Fallen Fastness, but the contract devil is 
  sequestered there until his performance review concludes. 
  The Pathfinders can only pass this infernal barrier and enter 
  the scriptorium after presenting their findings to Vetrivides 
  or Rowane. It’s beyond the PCs ability to enter by force.
  Reviewing the Scroll: If the PCs met the Hellknights in area 
  D, the PCs can spend 2 hours reviewing the scroll of sins and—
  with a successful DC 22 Linguistics or Profession (barrister 
  or scribe) check or a DC 28 Perception check (DCs 24 or 31 
  respectively in Subtier 10–11)—confirm that the Hellknights 
  were wrongfully damned. Dozens of devils work around the 
  scroll, and getting a good view without offending them is 
  difficult. A PC who succeeds at a DC 20 Acrobatics, Climb, Fly, 
  or Survival check gains a +5 circumstance bonus on checks to 
  review the scroll, by navigating treacherous balconies, black 
  pools, and staggering drops to get a closer look. 
  Leventi’s Contracts: The Fallen Fastness is a virtually 
  impenetrable vault that contains many of Hell’s contracts, 
  and in order to preserve these treasures, mortals are rarely 
  Hell is a dangerous place, and its inhabitants are perhaps 
  the most dangerous element. Devils are unfazed by 
  compassion, opposed to free will, and utterly dedicated 
  to the advancement of infernal law. It’s easy to consider 
  them caricatures without any depth, yet it is devils who 
  see mortals as simplistic beings, vulnerable to the power of 
  temptation and prone to chaotic outbursts.
  Leventi’s Failings: During the investigation, numerous 
  devils might provide clues pointing to Leventi’s failings. 
  Although these devils consider his failings worrisome, 
  they understand that there is a system in place to weed 
  out dissidents and weak links. They scoff at intervention 
  from anyone except a devil’s superiors or an appointed 
  investigator, observing that such vigilante behavior is but one 
  foible of a lawless and degenerate society—taking particular 
  care to make this point if the PCs identify themselves as 
  adventurers or other freelance troubleshooters. Even when 
  pride would encourage a devil to seek revenge for slights 
  from Leventi, they prefer going through the proper channels.
  Mortal Commodity: To a devil, a mortal represents 
  a weakness that might oppose Hell’s authority through 
  ignorance or lack of self-control. However, mortals also 
  harbor souls, which are the fuel on which the multiverse 
  runs, and entertaining a mortal’s delusions is a small price to 
  pay for securing that creature’s soul or other vital essences.
  Perspective: Most of the fiends the PCs encounter in 
  this adventure are considered lesser devils, yet even these 
  have undergone decades or even centuries of excruciating 
  transformation and promotion to reach their current forms—
  and potentially millennia of other experiences besides. The 
  thought that a mortal might lecture a fiend on morality or 
  truth is laughable to them. Devils know that when faced with 
  the depths of depravity found in the multiverse, a mortal’s 
  shallow worldview collapses. From there, an enterprising 
  devil can re-teach the vulnerable creature, setting them on 
  a course to advance Hell’s dominion.
  Portraying Devils
  
  WHAT PRESTIGE IS WORTH
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  allowed to see the originals. Instead, mortals can make a case 
  to review copies, at which point that area’s curator can create 
  a copy or secure one from the archives. For the duration of 
  the adventure, the curator on duty is Phlagantres, an immense 
  heresy devil (Pathfinder RPG Bestiary 5 80). More information 
  about convincing Phlagantres appears in the Key NPCs 
  section on page 15. These contracts are always non-binding 
  copies useful as reference but with none of the originals’ 
  special power to sustain or coerce infernal agreements.
  Rather than work with Phlagantres, a PC may instead 
  examine the large piles of copied contracts and other 
  documents that await re-shelving or incineration. Among 
  them are several copies of contracts created by Leventi. In 
  order to study more than a few lines, though, a PC needs 
  to free the documents from the pile without upsetting the 
  numerous imps that patrol the area. Doing so requires a PC 
  to succeed at a DC 25 Sleight of Hand or Stealth check, and 
  failing this check earns that PC (and any obvious accomplices) 
  expulsion from the Fallen Fastness for 2 hours. 
  Whatever their method, once the PCs have several 
  contracts, they can spend 2 hours studying the documents. 
  With a successful DC 28 Linguistics or Profession (barrister 
  or merchant) check, a PC can spot several embarrassing 
  loopholes in one of the contracts as well as identify examples 
  of Leventi trading Hell’s resources for personal gain. The 
  PCs can retry the check with a cumulative +2 bonus for each 
  attempt after the first.
  Specific Contracts: Unless the PCs request or seek out 
  specific contracts, they only secure a random assortment of 
  Leventi’s work. If the PCs know to seek out a specific contract 
  (such as the contract associated with the Hellknights in 
  area D), they can request it or seek it out using the standard 
  methods for reviewing any of Leventi’s contracts.
  The 
  Hellknights’ 
  contracts 
  include 
  two 
  different 
  documents both signed by the Hellknight Staebius Kalmp. 
  The first damns his soul to Hell in exchange for the physical 
  strength with which to subdue the untamed wilds. The 
  second forgives the debt of his soul in exchange for the souls 
  of his four subordinates, recognized by the contract’s author 
  as the signer’s property. As any of the devils here recognize, 
  signing away a subordinate’s soul in place of one’s own is 
  quite irregular.
  Gellius Thrune’s contract is only accessible by requesting 
  it from Phlagantres directly. The contract is especially ornate, 
  though its core agreement is fairly straightforward: Gellius 
  exchanged his soul for extensive legal advice and direct 
  assistance in defending House Thrune against slanderous 
  attacks. This might provide additional insight into the 
  adventure’s background, but otherwise holds no special benefit.
  KEY NPCS
  The Pathfinders can seek out several creatures here based on 
  leads they have discovered.
  The investigator Vetrivides (LE agender osyluth) waits 
  impatiently outside Leventi’s scriptorium, tied there by 
  Leventi’s bureaucratic trickery and stalling tactics. Vetrivides 
  looks the PCs over dubiously when they arrive. “The servants 
  of Draleen? Where is your mistress, mortals? I should kill 
  you where you stand for this insult.” Vetrivides exerts their 
  fear aura—causing nearby PCs to become frightened for 1d6 
  rounds unless they succeed at a DC 19 Will save—threatening 
  and taunting the PCs to take their measure and test their 
  restraint. The PCs can recognize this tactic with a successful 
  DC 27 Sense Motive check. Satisfied they know the PC’s limits 
  after one round, Vetrivides relaxes their posture. If all the PCs 
  fled or attacked the osyluth, Vetrivides refuses to speak with 
  anyone but Zarta. Otherwise read or paraphrase the following.
  “You will suffice in this difficult moment. Rejoice in your 
  adequacy.” The osyluth’s stinger settles and the devil rises to their 
  full nine feet, claws clasped behind their back, echoing memories 
  of a dozen venture-captain lectures. 
  “Phistophilus Leventi stands on the cusp of promotion, with 
  only a final review remaining. My analysis into his work is part 
  of that review, and I have found troubling indications of resources 
  improperly allocated and also of clumsily executed language in his 
  contracts. I am currently stationed here and unable to continue my 
  work, however. You creatures will act as my agents in exchange 
  for certain seized contraband, per my bargain with your mistress.” 
  The devil gestures toward an ironbound collection of parchment. 
  “Here are my notes, including a list of Leventi’s suspect contracts 
  that warrant further examination. Also, his agents have made 
  several forays to the Ghetto of Outcasts. I have recorded their 
  route as far as my agent followed. Pick up the trail from there 
  to learn more. Also—” They flip musingly through a maze of text 
  before settling a claw on a name. “Yes. Jarluxis. Seek out this other 
  phistophilus here in the Fastness. She has lost several contracts to 
  Leventi and has incentive to demonstrate her competence with a 
  successful investigation of her coworker.”
  Closing the book, they refocus their skeletal gaze. “Hasten in 
  your work. When your writ expires, so does your usefulness.” They 
  pause and glare. “Go. Now.”
  Vetrivides declines to speak with the PCs further until they 
  have information to report.
  The PCs can find Jarluxis (LE female contract devilB3) 
  on the 50th floor of the Fastness with a successful DC 20 
  Diplomacy check to gather information or by spending 2 
  hours searching. There, she’s carefully wording a prospective 
  contract for a mortal. She’s impatient with the PCs and 
  feigns indifference if they mention Leventi, saying her time 
  is too important to waste on unpaid labor, though she’s 
  willing to help for the right price. Her preferred payment 
  is a Dark Bargain (see page 12). However, she also considers 
  professional assistance with her current project (requiring 
  a successful DC 20 Linguistics or Profession [barrister 
  
  Phlagantres
  PATHFINDER SOCIETY SCENARIO
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  or merchant] check) to be adequate payment, as is having 
  the PCs spend 2 hours acting as paralegals if they cannot 
  provide more informed aid. As a final possibility, the PCs 
  can instead convince Jarluxis to assist them outright with a 
  successful DC 35 Diplomacy check (DC 38 in Subtier 10–11).
  Despite her feigned detachment, any mention of Leventi 
  irks Jarluxis, as Leventi has poached many opportunities 
  from her. By suggesting that Jarluxis’s assistance could 
  inconvenience Leventi, the PCs gain a +5 bonus on the 
  Diplomacy check to convince Jarluxis to help for free.
  Once the PCs secure her help, Jarluxis shares that Leventi’s 
  agents recently transported Gellius Thrune’s imp Tholvinis 
  to Widow’s Cry. She laments her colleague’s sloppy binding 
  of the imp after Gellius’ death, insisting that anyone unable 
  to control an imp shouldn’t be trusted to command mortals. 
  Jarluxis continues working in the Fallen Fastness for the 
  remainder of the adventure, and she can help analyze any 
  contracts or other legal documents the PCs bring to her, 
  granting the PCs a +5 bonus on their checks and allowing 
  them to attempt those checks untrained.
  Phlagantres (LE male heresy devilB5) currently oversees 
  any public requests and is the primary point of contact for 
  any documents the PCs might wish to procure here. Like 
  other heresy devils, he’s an immense, fleshy creature further 
  weighed down by heavy lead robes, though he moves about 
  by means of an equally imposing floating iron throne. 
  Although he finds mortals intriguing, Phlagantres considers 
  them fragile and morally flawed beings that struggle to live 
  up to Hell’s standards. Because of this unflattering view, he 
  rarely grants mortals special access to texts. A PC can only 
  persuade him to relent by making a reasoned argument 
  about how the request is in his or Hell’s interests, followed 
  by success at a DC 40 Bluff or Diplomacy check (DC 43 
  in Subtier 10–11). If the PCs invoke the writ of Vetrivides, 
  whom Phlagantres knows but does not think highly of, the 
  PCs gain a +10 bonus on this check.
  If the PCs succeed, Phlagantres scowls and relents, asking 
  them to wait 30 minutes while he has the contracts procured 
  and copied for their use. If they fail the check, the heresy 
  devil considers their proposal before leaning down toward 
  the group’s spokesperson and confiding that he doesn’t 
  entirely trust that the PCs can handle Hell’s glory. If the 
  PCs insist otherwise, he nods and telekinetically calls to his 
  hand a book whose cover is scaled as if with sharks’ teeth. 
  He hands it to the spokesperson and invites them to read 
  a random passage aloud. The tome is Upon the 
  Razor’s Sigh, a notorious biography of a prolific 
  angel-executioner known as Shyakurl, and 
  the book has a strong evil and lawful aura. Any 
  random passage almost certainly details one of 
  Shyakurl’s blood-soaked exploits in grisly detail, 
  and just processing the information 
  is painful. By reading aloud from the 
  book, the PC takes 4d6 damage and 
  is wracked with convulsive cramps that 
  grant the nauseated condition for 1 minute. A 
  successful DC 21 Fortitude or Will save (DC 
  23 in Subtier 10–11) reduces the damage by 
  half and negates the nauseated condition, 
  though the PC takes a –2 penalty on the 
  save if they are not lawful-aligned. A PC 
  who worships Asmodeus or an archdevil 
  can read the book without any difficulties.
  If the PC reads the passage without 
  becoming nauseated, Phlagantres nods with 
  approval, noting that he has clearly underestimated 
  these mortals. He then procures copies of the contracts 
  for the PCs to study, as detailed above. If a PC fails the 
  save, Phlagentres and the nearby devils chortle at 
  the PC’s misfortune before the heresy devil grimly 
  confirms his assessment that mortals are too weak 
  to be worth his assistance. Either way, he reclaims Upon 
  the Razor’s Sigh.
  
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  Development: If the PCs learn about Tholvinis, they may 
  travel to Widow’s Cry (area F). If they learn about the Ghetto 
  of Outcasts, they may travel to area D. 
  Vetrivides denies access to area G until the PCs have 1 
  Evidence Point and encourages them to secure significant 
  evidence (4 points or more) in order to make a strong case.
  Evidence: The PCs earn 1 Evidence Point for successfully 
  examining and analyzing Leventi’s contracts and 1 Evidence 
  Point for reviewing the Hellknights’ contracts to confirm 
  Leventi’s suspicious deal-making.
  Zarta: Zarta learns about the Ghetto of Outcasts and 
  Widow’s Cry on her first visit. During her second visit, she 
  secures Jarluxis’s help analyzing contracts. 
  D. GHETTO OF OUTCASTS 
  The PCs learn of a lead in this area only after conversing 
  with Yseldra (area B) or Vitravides (area C).
  The broken wasteland outside Dis teems with the damned, 
  who scratch out a squalid existence in the shadow of the city’s 
  mountainous walls. Remnants of buildings sit half-broken beneath 
  the glacial advance of the walls, and the agonized moans of 
  the souls imprisoned within the wall harmonize with the more 
  energetic screams of the partially trapped petitioners slowly 
  joining them.
  The damned souls of the condescending and entitled 
  suffer in impoverishment on the outskirts of the city. Devils 
  regularly patrol the walls and nearby area to safeguard Dis.
  The Pathfinders can investigate their leads concerning 
  Teena Forester or Leventi’s agents. However, navigating the 
  Ghetto of Outcasts is difficult, especially given the frequency 
  with which the scheming petitioners offer misleading 
  information in the hope of earning coins or leading the 
  PCs into traps. Investigating the region takes 1 hour, after 
  which the PCs can attempt a DC 26 (DC 29 in Subtier 10–11) 
  Knowledge (local), Knowledge (planes), or Survival check to 
  track. Alternatively, the PCs can attempt a Diplomacy or Sense 
  Motive check at the same DC to rely on locals’ directions, but 
  this takes 1d3 hours instead. If successful, the PCs find their 
  way to where Teena Forester’s former companions survive. If 
  the PCs fail the check, they waste that time following false 
  leads but can try again.
  The trail leads to the base of the city walls, which are 
  inexorably crushing and consuming the souls of maralictor 
  Devin Madras (LG male petitioner paladin of Iomedae 6) 
  and Hellknights Aurora Tesk (LN female petitioner fighter 
  3) and Ria Dresk (LN female petitioner fighter 3), respectively 
  once a human, tiefling, and half-elf. These fallen members 
  of the Order of the Pike operated out of Fort Inevitable in 
  the River Kingdoms and died during a bandit ambush in 
  4690 ar. What they didn’t know was that their immediate 
  superior, Staebius Kalmp, was a corrupt Hellknight who 
  had made a terrible bargain with Leventi. When it became 
  clear that Leventi would soon collect on his debt, Kalmp 
  attempted to renegotiate. 
  Under most circumstances, revising an infernal contract is 
  inconceivable. However, Leventi allowed Kalmp to damn his 
  four subordinates—Devin, Aurora, Ria, and the Hellknight 
  Teena Forester—as though they were property in order to 
  escape paying his part of the bargain. Leventi was willing 
  to overlook the bizarre circumstances and assumptions 
  of this new contract, believing four more souls worth the 
  risk, especially if Kalmp continued to spread tyranny on the 
  Material Plane (though he died two years later).
  When the four arrived in the Boneyard, Leventi was ready 
  to argue their case. He won on technicalities, whisking them 
  to Hell and trapping them in the walls of Dis to ensure they 
  couldn’t appeal the decision. However, after several years of 
  imprisonment, Teena Forester bargained with Leventi to serve 
  as his agent in return for the relative freedom of escaping the 
  wall. She has not questioned the circumstances of her and her 
  companions’ damnation, serving Leventi without question.
  Her companions consider Teena’s escape a betrayal of 
  their camaraderie and a sign of weakness. Even after decades 
  of imprisonment, Devin has tirelessly endeavored to keep up 
  Aurora’s and Ria’s spirits, even as the wall slowly subsumes 
  all three. However, Hell’s oppression has nearly broken 
  him, too. The Hellknight and armingers are coherent but 
  largely uninterested in conversation. A PC can inspire them 
  to speak by cajoling them, reminding them of their pride 
  as Hellknights, or just being infectiously cheerful, which 
  the PC can accomplish with a successful DC 25 Diplomacy 
  check or a DC 20 Knowledge (religion) or Perform (comedy 
  or oratory) check. 
  Once roused, the three are curious about the PCs. Upon 
  learning of the PCs’ interest in Leventi, the three can relate 
  how Leventi was the devil who shepherded them to Hell 
  and tempted their comrade Teena Forester into his service. 
  To this day, they do not understand why they ended up in 
  Hell, and they lack the acumen to decipher Leventi’s contract. 
  At this point they fear being crushed by Dis’s walls in body 
  and spirit, and would prefer to be free so that they could at 
  least be destroyed on their own terms. Extracting them from 
  the wall is easier said than done, however. The fortifications 
  actively cling to the three unless the PCs succeed at a DC 
  30 (DC 33 in Subtier 10–11) combat maneuver, Escape Artist, 
  Knowledge (engineering), or Profession (miner) check. Any 
  spells that facilitate travel or escape provide a circumstance 
  bonus equal to twice their spell level on the check, but the 
  wall’s anchoring property prevent such spells from freeing 
  the Hellknights outright. Each attempt to free the group takes 
  1 hour, representing the PCs’ wait for a suitable opening. If 
  the PCs don’t wait for an opening, a check takes only a few 
  rounds but earns Dispater’s Attention (see page 7) for each of 
  the participating PCs.
  
  Rowane
  PATHFINDER SOCIETY SCENARIO
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  Development: By speaking with the trapped Hellknights, 
  the PCs learn enough background to request and study the 
  associated contract in the Fallen Fastness (see area C). If the 
  PCs free the Hellknights, Devin produces Teena’s Order of 
  the Pike insignia, asking that if the PCs meet her in their 
  pursuit of Leventi, they remind her of her duty; as Devin 
  insists, “We do not serve Hell. We 
  study and wield it to spread Law, 
  no more.” This insignia can 
  help the PCs convince Teena 
  to stand down (area A).
  The Hellknights are wary 
  of entering Dis, preferring to 
  instead scavenge weapons in the 
  Ghetto of Outcasts that they might use 
  to defend themselves. Likewise, they are not 
  interested in leaving Hell so long as Leventi 
  maintains ownership of their souls. If their 
  testimony can be of use in undermining 
  Leventi, though, they are willing to wait 
  for their summons in a safe place.
  Evidence: The PCs earn 1 Evidence 
  Point for freeing the Hellknights.
  Zarta: Zarta learns about the 
  Hellknights’ story, allowing the 
  PCs to confirm it in area C. On 
  a second visit, she looks for a 
  way to free the Hellknights, and 
  although she fails, she decreases 
  the DC to do so by 5.
  E. ELEUSYS
  The PCs learn of this lead only after earning 1 Evidence Point 
  and checking in with Zarta, who conveys the invitation.
  The palace of the Queen of Dis sprawls expansively in 
  the shadow of the Iron Scepter, a haven of darkly beautiful 
  foliage amid iron and flame. Beyond gates of intricately 
  woven branches, floating forested terraces orbit the grounds, 
  sending cataracts of spring water into the tree line below. 
  Groves and structures seem to shift subtly as if the ground 
  were some slumbering behemoth, and smaller infernal 
  beasts prowl the treetop terraces and soaring bridges 
  between wings of the palace. The plaza before Eleusys brims 
  with petitioners, devils, and visitors to Dis queueing for 
  an audience with Erecura or her handmaidens: the norns 
  Felixia, Rowane, and Selieste. 
  Read or paraphrase the following as the PCs arrive:
  The creatures waiting in line grumble as a livery-adorned imp with a 
  runed halo ignores them, approaching the newcomers instead.
  “Greetings from my mistress, Rowane. She welcomes you to 
  Eleusys and bids you wait here a moment until I return to fetch you.”
  As the imp flies away, it is accosted by an exquisitely groomed 
  Keleshite man in fine robes and wearing a silver Aspis badge. “I 
  have an urgent matter regarding a contractual error that cannot 
  wait! A devil has stolen my property…” The imp ignores the man, 
  who grinds his teeth in frustration at the palace gates.
  Kirash Nouri (LE human wizard 13) has been waiting outside 
  the palace to plead his case. He exchanged property 
  of Leventi’s choosing for a wish that gained 
  him silver agent status. He realized too 
  late that the devil wanted his slave 
  apprentice, Narsino. Unknown 
  to Leventi, Kirash had already 
  submitted the paperwork to 
  free Narsino after growing fond 
  of him. Thus, Narsino’s pending 
  status was as a free person, not 
  Kirash’s property, which greatly complicates 
  Leventi’s claim. Kirash hopes to prove 
  Narsino’s seizure was theft before his 
  apprentice dies in Hell.
  Kirash 
  has 
  documentation 
  proving Leventi’s error, but he 
  needs assurances from the 
  PCs before handing it over. 
  He cautiously discusses his 
  situation if approached, as 
  he sees the PCs have access 
  to Rowane. PCs who succeed 
  at a DC 26 (DC 29 in Subtier 
  10–11) Diplomacy or Profession 
  (barrister) check persuade him 
  of their intentions or expertise, and he shares the contracts 
  with them. The PCs take a –5 penalty on checks to convince 
  Kirash if he learns that they are Pathfinders. While studying 
  the contracts, a PC who succeeds at a DC 23 (DC 26 in Subtier 
  10–11) Linguistics or Profession (barrister or merchant) 
  check can confirm Leventi’s error and recognize that a 
  typical infernal court would rule in Kirash’s favor. This can 
  help his case, though he still stands little chance of defying 
  Leventi without the intercession of a higher authority. The 
  information that the PCs learn from this process, though, 
  helps their own case (see Evidence on page 19).
  A few minutes after the PCs finish interacting with Kirash, 
  the imp returns and escorts the PCs to the norn Rowane. 
  Wide corridors through darkly beautiful foliage wander far 
  enough from the iron streets of the city to be insulated from 
  the omnipresent noise and heat. The journey concludes at 
  a three-tiered gallery displaying armor, weapons, relics, and 
  framed woven swatches, all built around a wide-branched 
  blackwood tree with leaves of gold. A black-haired woman 
  standing 14 feet in height looks away from a skein of thread 
  and rises in greeting, gesturing toward seats around an 
  intricately carved oaken table.
  
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  “Welcome to Eleusys, travelers. Take respite and refreshment as 
  guests in the home of my queen, Erecura. I, Rowane, greet you 
  in her name.” 
  The norn asks each Pathfinder’s name in turn and offers 
  food and drink. 
  “My queen knows of your investigation and wishes to take up the 
  matter. Leventi made certain promises in Hell’s name, the details 
  known to him alone. She asks that you retrieve his personal 
  records—should your investigation prove successful—so that she 
  can see his obligations fulfilled and no one else suffers for his 
  alleged mistakes.”
  Rowane’s goals are not as straightforward as she portrays 
  them. With a successful DC 33 Knowledge (nobility) or Sense 
  Motive check, a PC can recognize that by ensuring Hell meets 
  its obligations, Dispater avoids embarrassment, Erecura 
  would strengthen her own reputation in Dis, and the infernal 
  duke responsible for Leventi would suffer a setback. If asked 
  about these ramifications, Rowane graciously acknowledges 
  that PC’s insight, noting that their deductions are correct.
  Development: If the PCs agree to be Rowane’s agents, 
  she provides pins bearing Erecura’s symbol, a halo of runes. 
  While wearing such a pin, the PCs can operate with the same 
  authority as though they were bearing the writ of Vetrivides. 
  In addition, the PCs reduce any penalty from attracting 
  Dispater’s Attention by 1, representing Erecura shielding 
  them from her spouse’s wrath.
  If the PCs relate to Rowane the results of their investigation 
  and have at least 1 Evidence Point, she provides Erecura’s 
  authorization to enter area G. She does, however, encourage 
  the PCs to seek more evidence (representing 4+ points) before 
  confronting the devil. Rowane advises that once the PCs enter 
  Leventi’s quarters, they should look for further evidence of his 
  obligations and deal with him to their satisfaction.
  Evidence: The PCs earn 1 Evidence Point for successfully 
  studying Kirash’s documents.
  Zarta: Zarta meets with Rowane and provides the 
  Pathfinders the option to work with the norn. On a second 
  visit, Zarta learns about Kirash’s plight.
  F. WIDOW’S CRY (CR 10 OR CR 13)
  The PCs can pursue this lead only after learning about 
  Tholvinus from Arenthea (area B) or Jarluxis (area C).
  A mountain of brass and iron blades rises on the outskirts of the 
  city: this is the palace of Eiseth, the Erinyes Queen. Impaled bodies 
  adorn the mountain, and screams of suffering echo for miles. A 
  black cloud of erinyes circles above, while legions of devils train and 
  clash in claustrophobic alleys and miles-wide plazas. Arenas line the 
  fringes of Eiseth’s domain, and a steady flow of contenders rush to 
  test themselves in the Queen of Night’s gladiatorial matches.
  Devils guard the passes deeper into Eiseth’s domain, 
  barring passage. However, the outer arenas are abuzz with 
  activity and offer a host of minor prizes to successful 
  gladiators. Among these prizes is Tholvinus, the imp once 
  bound to Gellius Thrune.
  Eiseth uses these gladiatorial matches to test her army 
  against non-devil adversaries. The erinyes Cerenthiel 
  manages this arena and arranges battles to the death, after 
  which victors choose their prizes but the bodies of the 
  losers are forfeit. The PCs can bargain for their match to be 
  nonlethal with a successful DC 25 Diplomacy or Profession 
  (merchant) check. Any nonlethal match requires collateral, 
  though, amounting to either a Dark Bargain or a number 
  of Prestige Points equal to the number of PCs, representing 
  the PCs’ wagering the adulation of their peers. If the PCs 
  win their bout, they lose nothing. Breaking the terms of a 
  nonlethal bout draws Dispater’s Attention.
  Hellhounds and erinyes guard the cage of blades 
  containing the prizes, but a Pathfinder can steal Tholvinis or 
  another item with a successful DC 35 Stealth check followed 
  by a successful DC 40 Disable Device check to unlock the 
  cage. The cages’ interiors are warded in a way that prevents 
  teleportation into or out of them, and the erinyes’ true seeing 
  ability means that illusions such as invisibility are of no use 
  here. If a thief is caught trying to steal any of the prizes, the 
  guards throw the offender into the next lethal match (other 
  PCs can join the match if they like). If caught a second time, 
  the offender is chased from Widow’s Cry by dozens of erinyes 
  who lash them with whips for 10d4 slashing damage, after 
  which the criminal is barred from returning to this area.
  Creatures: 
  Eiseth’s 
  champions 
  emerge 
  from 
  the 
  hypogeum below the arena. Two erinyes challenge the 
  PCs, with an additional erinyes and an executioner devil in 
  Subtier 10–11. The devils salute toward Eiseth’s palace and 
  engage once Cerenthiel starts the match. They have trained 
  as a team and work together seamlessly.
  Hazards: The fiery entrance to the hypogeum deals 4d6 
  fire damage to anyone passing through it. It is a 50-foot drop 
  to the bottom, and climbing out of the pit is relatively easy 
  (Climb DC 18).
  This fighting ring also backs against a channel of the Lethe, 
  an offshoot of the mighty River Styx. With a successful DC 20 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: The erinyes are beginning the transformation 
  process to executioner devils and are sickened.
  Subtier 10–11: Remove one erinyes, and the remaining 
  two are sickened as Subtier 7–8.
  Scaling Encounter F
  
  F. Widow’s Cry
  1 square = 5 feet
  Pathfinder Map Pack: Hellscape
  N
  PATHFINDER SOCIETY SCENARIO
  20
  20
  Knowledge (planes) check, a PC can recognize this waterway 
  and its infamous ability to erase the memories of anyone who 
  so much as touches it. If splashed with this water, a creature 
  must succeed at a DC 25 Will save or be unable to remember 
  their identity or past. They still maintain their ability to 
  make new memories, languages known, skills, feats, and 
  class abilities, though they might be surprised to rediscover 
  these abilities. These memories can be restored by restoration 
  (including the full 1,000 gp of diamond dust) or heal.
  If submerged in the water, the creature instead must 
  succeed at a DC 25 Will save or lose all memories, including 
  all class abilities, feats, and skill ranks. The victim still 
  remembers how to speak and perform basic tasks, and they 
  retain their base attack bonus, saving throw bonuses, CMB, 
  CMD, and hit points. These memories can be restored by 
  greater restoration, limited wish, miracle, or wish.
  Spectators cheer from the sidelines. When a creature 
  succeeds at a Perform check as a standard action, confirms a 
  
  WHAT PRESTIGE IS WORTH
  21
  21
  critical hit, or knocks a creature prone, they earn the crowd’s 
  favor. This grants that creature and their allies a +2 morale 
  bonus on attack and damage rolls until the end of that 
  creature’s next turn.
  SUBTIER 7–8 (CR 10)
  ERINYES (2) 
  CR 8
  hp 94 each (Pathfinder RPG Bestiary 75; see page 37)
  TACTICS
  During Combat The erinyes stay aloft, focusing on lightly 
  armored targets. They are strong enough to lift Small targets 
  entangled in their ropes, and the erinyes delight in dropping 
  targets into the hypogeum or the Lethe. In a nonlethal bout, 
  they use nonlethal tactics with blunted arrows and swords, 
  accepting any PC’s surrender.
  Morale The erinyes fight to the death. In a nonlethal bout, they 
  surrender when reduced to 15 or fewer hit points.
  SUBTIER 10–11 (CR 13)
  ERINYES (3) 
  CR 8
  hp 94 each (Pathfinder RPG Bestiary 75; see page 37)
  TACTICS
  See Subtier 7–8.
  EXECUTIONER DEVIL 
  CR 11
  hp 150 (Pathfinder RPG Book of the Damned 247, see page 37)
  TACTICS
  During Combat The executioner devil protects the erinyes, 
  focusing on flying and ranged attackers. In a nonlethal bout, 
  she strikes for nonlethal damage and accepts a PC’s surrender.
  Morale The executioner devil fights to the death or surrenders 
  after awakening from unconsciousness in a nonlethal bout.
  Treasure: There are numerous prizes that the PCs can win, 
  and after winning a bout, they can select any one of them: 
  the imp Tholvinus, a +2 good outsider bane longsword, black 
  feathered wings of flying, an onyx gem that contains a soul 
  worth 2,500 gp, or a diamond worth 10,000 gp. If the PCs 
  successfully defeated their foes without any of the PCs falling 
  unconscious, Cerenthiel congratulates them on their infernal 
  efficiency and allows them to select two prizes.
  Time permitting, the PC could potentially repeat this fight 
  several times to win more of the prizes. Just keep an eye on 
  how much time remains in which to conclude the scenario, 
  and encourage the PCs to continue securing Evidence Points 
  if they still have numerous leads left to explore.
  Development: Tholvinus is a scheming and suspicious 
  imp (Pathfinder RPG Bestiary 78) who, if freed, first tries to 
  learn the PCs’ motives and then promises the PCs extravagant 
  treasures if they return him to Gellius Thrune. He becomes 
  helpful if the PCs agree to help Gellius or if they succeed at a 
  DC 20 Intimidate check to compel his obedience. Otherwise 
  he attempts to escape at the earliest promising opportunity.
  Tholvinis has worked with Gellius for centuries to plot an 
  escape, for the imp’s contract endured after Gellius’s death, 
  denying Tholvinis opportunities for advancement while 
  Leventi has Gellius. If made helpful, Tholvinis reveals how 
  close Gellius came to escaping through the hellmouth, a 
  mark of Leventi’s negligence. The imp also knows the general 
  layout of area G, except G5. The imp can assist the PCs, but 
  he avoids direct combat. He pushes for Leventi’s destruction, 
  telling them horror stories (many true) and emphasizing 
  Leventi’s untrustworthiness to drive the point home.
  Evidence: The PCs earn 1 Evidence Point if they learn from 
  Tholvinus about Leventi’s negligence in securing Gellius.
  Zarta: Zarta accompanies the PCs if they wish aid in combat 
  here, but she doesn’t travel here alone.
  G. LEVENTI’S SCRIPTORIUM
  Once the PCs have accumulated at least 1 Evidence Point—
  though ideally at least 4—they can travel to Leventi’s 
  scriptorium. Glowing runes bar passage into or out of the 
  scriptorium, though once the PCs approach with either 
  Rowane’s or Vetrivides’s authority, this barrier dissipates.
  The contract devil’s sanctum is part living nightmare 
  and part museum. The collection of rooms is scattered 
  throughout the Fallen Fastness, connected by arcane conduits 
  that resemble infernal contracts. Since claiming Gellius 
  Thrune and seeing the opportunity that Abrogail I’s bargain 
  with Asmodeus created for those with authority over House 
  Thrune, Leventi has obsessed over the family, collecting 
  books, trophies, dwellings, and souls connected to the 
  damned lineage. Several of these souls (treat as unseen servants) 
  wander this area, partly visible and weighed down with chains 
  as they clean and organized the devil’s possessions.
  Unless otherwise noted, the ceilings here are 20 feet high, 
  and the glow emanating from the display cases and infernal 
  contracts provides dim illumination. Leventi acquired each 
  of these rooms from the Material Plane, hiring laborers 
  to transplant the varied architecture. A PC can recognize a 
  location’s provenance with a successful DC 20 Knowledge 
  (history) check.
  Hazards: Many of the large wall scrolls are portals to other 
  rooms. By pressing against a scroll, a creature can push their 
  way through it as though it were a viscous fluid. Once the 
  creature is partly absorbed, the scroll draws them in and 
  channels them to a corresponding scroll. This process takes 
  1 round, depositing the creature into the next room at the 
  beginning of their next turn.
  This process causes some of the scroll’s text to adhere to 
  the creature like tattoos (Will DC 14 negates), and for each 
  such marking, a creature receives a cumulative –1 penalty 
  on saving throws against Leventi’s spell-like abilities. The 
  markings and their penalties last for 1 hour. Any effect that 
  
  G. Levent’s Scriptorium
  L
  : Leventi
  L
  1 square = 5 feet
  G4
  G5
  G1
  G2
  G3
  N
  PATHFINDER SOCIETY SCENARIO
  22
  22
  
  WHAT PRESTIGE IS WORTH
  23
  23
  can destroy writing (such as erase) can eliminate all of the text 
  on one creature.
  Zarta: Zarta insists on accompanying the PCs into area G. 
  She has special reactions to several of the rooms, which help 
  to convey her heritage.
  G1. ENTRANCE HALL (CR 9 OR CR 12)
  The bone devil Vetrivides awaits the PCs here, whether or not 
  the Pathfinders agreed to work with them.
  Silver flames along the wall accent the features in this statuary 
  chamber. A marble humanoid devil with four horns stands proudly 
  in the center, draped in robes and reaching toward the horizon. 
  Regal statues of humans line the walls. Three large wall scrolls 
  with writhing text adorn the north, west, and east walls.
  Leventi had these walls dismantled and extracted from 
  a fallen temple of Aroden outside Ostenso in Cheliax. The 
  middle statue depicts Leventi, while the six around the 
  chamber are the monarchs of House Thrune: Abrogail I, 
  Antoninus, Terthule, Carellia, Infrexus, and Abrogail II.
  Vetrivides can convey that the scrolls serve as supernatural 
  conduits to other parts of Leventi’s quarters. A PC can 
  discern this on their own with a successful DC 15 Knowledge 
  (arcana) or Spellcraft check, and exceeding the DC by 10 or 
  more lets a PC predict the dangerous text, reducing the DC 
  to avoid the hazard to 12.
  Creatures: Vetrivides waits here, along with two additional 
  bone devils in Subtier 10–11. They are currently inspecting 
  an opaque steel hourglass attached to the base of the devil 
  statue and designed to limit teleportation into and out 
  of the area. If the PCs agreed to work with Vetrivides, the 
  osyluth looms over them and demands a report of what 
  they’ve found. They are dismissive of the PCs’ efforts if 
  the findings represent 3 or fewer Evidence Points, whereas 
  they instead offer a backhanded compliment of the PCs’ 
  accomplishments if they secured at least 4 Evidence 
  Points. Either way, Vetrivides conveys that there is enough 
  to make a case against Leventi. The PCs are to explore the 
  scriptorium and arrest Leventi, destroying him if he resists. 
  If the PCs inquire why Vetrivides doesn’t perform the arrest, 
  the osyluth grins maliciously and responds, “Why give 
  Leventi the satisfaction of being arrested by a peer when 
  sending mortals to do the job would convey the weight of 
  his failures?”
  If the PCs did not agree to work with Vetrivides, he makes 
  smug comments based upon their previous interactions, such 
  as "Regardless of your intentions, you serve my interests."
  SUBTIER 7–8 (CR 9)
  BONE DEVIL 
  CR 9
  hp 105 (Pathfinder RPG Bestiary 74; see page 35)
  TACTICS
  During Combat Vetrivides uses wall of ice to separate opponents. 
  They use quickened invisibility after attacking in order to move 
  and set up a devastating surprise attack the following round.
  Morale Vetrivides flees to report the Pathfinders’ treachery once 
  reduced to 20 or fewer hit points.
  SUBTIER 10–11 (CR 12)
  BONE DEVILS (3) 
  CR 9
  hp 105 each (Pathfinder RPG Bestiary 74; see page 35)
  TACTICS
  Use the tactics from Subtier 7–8.
  Development: If the PCs attack Vetrivides, Zarta rushes 
  them out once they have Gellius and have defeated the bone 
  devils. If any of the bone devils escape, a vengeful horde 
  of devils begins assembling and hounds the group as they 
  desperately make their way back to the portal site. If at least 
  one osyluth escapes to report back, each of the PCs earns 
  Dispater’s Attention.
  If the PCs defeat Leventi, orchestrate his capture, or trick 
  Vetrivides, Vetrivides acknowledges their performance as 
  satisfactory. The osyluth announces that their business 
  is concluded, and they can return home at their leisure. 
  However, Vetrivides recommends not lingering, for they 
  no longer protect the PCs from any enterprising devils’ 
  schemes or attacks.
  If the PCs strike a bargain with Leventi (see area G5), 
  Vetrivides becomes their new adversary. The osyluth regards 
  the PCs with suspicion as they emerge from deeper in the 
  scriptorium without Leventi, but so long as the PCs are only 
  maneuvering themselves for an imminent fight, Vetrivides 
  merely demands an explanation. Although suspicious, 
  they already presume that mortals are fallible; unless the 
  PCs’ excuse is particularly complex or far-fetched, the DC 
  of the Bluff check to deceive Vetrivides is 29 (33 in Subtier 
  10–11). If successful, Vetrivides simply makes plans to 
  secure an infernal team to handle the task, declaring that 
  the usefulness of the PCs has ended and their agreement 
  is fulfilled. To succeed, though, the PCs must also disable 
  the hourglass focus in a subtle way. Doing so requires a 
  successful DC 29 Bluff, Sleight of Hand, or Stealth check (DC 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Vetrivides has already expended all uses of 
  quickened invisibility and summon.
  Subtier 10–11: Remove one bone devil from the encounter.
  Scaling Encounter G1
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  33 in Subtier 10–11) to hide what the PCs are doing, followed 
  by a DC 25 Disable Device check or DC 20 Strength check to 
  detach the device.
  If the PCs succeed at all of these steps, they can depart the 
  Fallen Fastness in peace. Once they step from the building, 
  their copy of the contract perceptibly coils in upon itself. 
  If investigated, the contract now bears an authoritative seal 
  indicating it’s fulfilled, and the parchment is wrapped around 
  the glass jar containing Gellius’s soul and the last surviving 
  copy of Gellius’s contract. Leventi makes no further attempts 
  to contact the PCs and considers their business concluded.
  If the PCs fail to deceive Vetrivides in this way or sabotage 
  the hourglass device sneakily, the osyluth declares them 
  enemies of Hell and attacks.
  Zarta: The sequence of statues here leads Zarta to muse 
  aloud about the Thrune legacy of rulers deposed or murdered 
  by their successors—and who might be scheming to unseat 
  Abrogail II, the current ruler of Cheliax.
  G2. STUDY
  A steep, narrow staircase spirals down one hundred feet to an 
  isolated office with a simple wooden writing desk, a bookshelf 
  stuffed with heavy legal texts, and an iron post with chains and 
  manacles attached.
  Leventi acquired this Kantarian spire from a scion of 
  House Narikopolus. A contemporary scribe chronicled 
  Iomadae’s mortal deeds here. 
  Treasure: PCs who succeed at a DC 24 (DC 27 in Subtier 
  10–11) Perception check or DC 20 Profession (librarian) check 
  locate Leventi’s ledger. This contains cryptic notes about 
  dozens of different contracts and deals that are difficult to 
  parse but might provide more context when combined with 
  other clues.
  A soul scribe quill (Pathfinder RPG Planar Adventures 55) rests 
  in a jar.
  Evidence: Finding the ledger earns the PCs 1 Evidence 
  Point, which can help them meet secondary success 
  conditions at the end of the adventure.
  Rewards: If the PCs fail to locate the quill, reduce their 
  gold earned by 375 gp.
  G3. ARCHIVES
  This simple storage area contains numerous records and 
  treasures Leventi isn’t currently displaying.
  Hazards: Burnt othur fumes (Pathfinder Core Rulebook 
  558) suffuse the air in this chamber. There is a sufficient 
  quantity that the gas does not dissipate over time. Effects 
  that would displace harmful gases (e.g. gust of wind) instead 
  clear the affected area for 5 minutes, after which the fumes 
  refill that area in with enough of a concentration to be 
  harmful again.
  Treasure: PCs who search the area locate a hidden panel 
  in the lower storage area with a successful DC 25 Perception 
  check. A trunk inside contains Leventi’s travel equipment, 
  including a featherlight compass and homebound timepiece 
  (Pathfinder RPG Planar Adventures 53).
  Zarta: The northeast shelf holds the first 19 editions of 
  The Glorious Nation of Cheliax: The Certified Most Accurate 
  and Complete History of the Greatest Empire on Golarion. Zarta 
  comments how she wouldn’t exist even as a memory if the 
  Pathfinders had not thwarted the Order of the Rack and 
  Tancred Desimire’s schemes. Tancred Desimire was the 
  man who conspired to have her abducted years ago.
  Rewards: If the PCs fail to locate the travel equipment, 
  reduce their gold earned by 458 gp.
  G4. THRUNE MUSEUM (CR 11 OR CR 14)
  This opulent gallery hosts an esoteric collection of relics, 
  dioramas, and portraits. The prow of a frigate juts from the 
  north wall, a seared section of bridge sits in the southwest, and 
  unmoving figures play out a diabolic sacrifice beneath a twisted 
  tree in the northeast. Along a reproduced battlement to the 
  northwest, a desperate battle between human combatants is 
  frozen in time.
  This gallery acquired from a fallen Wiscrani house boasts 
  a 40-foot vaulted ceiling. Exhibits include: a fragment from 
  the Arch of Aroden burnt with hellfire when the devil 
  Baraxiel dragged the paladin Rius Galdaeon to Hell outside 
  Corentyn; illusory figures fighting on a Corentyn battlement 
  during Davian’s last surge during the Battle of One Hundred 
  Kings in 4639 ar; the prow from the Sargavan frigate 
  Dauntless that sank in that same battle; a ritual scene re-
  enacting Abrogail I’s sale of her soul to Asmodeus in Winter 
  Grove, and a copy of the contract’s two page preamble in a 
  glass display case. The portraits depict Thrune agents whose 
  souls Leventi acquired. Leventi previously displayed Gellius 
  here on a corner shelf.
  Haunts: As the Pathfinders investigate the room, spiritual 
  fragments in trophies from the Battle of One Hundred Kings 
  respond to Zarta’s presence and recreate the chaos and panic 
  of the battle’s final moments. Zarta resists the effect and 
  rallies the PCs before attacking and dispelling Gorthoklek 
  after the pit fiend has made its third attack.
  SUBTIER 7–8 (CR 11)
  THRUNE ASCENDANT 
  CR 11
  LE persistent haunt (area G4)
  Caster Level 11th
  Notice Perception DC 25 (distant warning shouts, the figures to the 
  northwest slowly moving, and a growing sense of dread)
  hp 49; Trigger proximity; Reset 1 day
  
  Gellius Thrune
  WHAT PRESTIGE IS WORTH
  25
  25
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 7–8: Leventi already expended delayed blast 
  fireball, dismissal, and plane shift.
  Subtier 10–11: Remove the advanced simple 
  template from Leventi. He has already expended 
  dismissal and plane shift.
  Scaling Encounter G5
  Effect The illusory army assaulting the battlements to the 
  northwest increases in size, filling most of the room. A moment 
  later, an illusion of the Large pit fiend Gorthoklek manifests 
  in a pillar of flame amid them, sowing terror. Creatures in 
  the area are panicked for 1 round and then confused for 2d4 
  rounds; creatures who succeed at a DC 18 Will save are only 
  shaken for 1 round and not confused. Gorthoklek taunts 
  Zarta, mistakenly identifying her as Lannavia Davian, 
  last matriarch of House Davian, while attacking the 
  nearest PC. The pit fiend can fly 
  up to 60 feet per turn, attacks 
  once per round (melee 
  claw +32), and any target 
  struck is affected by 
  phantasmal killer (DC 18). 
  Gorthoklek does not make attacks 
  of opportunity. Any attacks against 
  the illusory fiend (AC 25, touch 18; Fort 
  +14, Ref +11, Will +8; immune to 
  fire) decrease the haunt’s hit points, 
  and once reduced to 0 hit points, 
  the haunt is neutralized.
  Destruction Destroying the 
  true Gorthoklek destroys 
  the haunt permanently.
  SUBTIER 10–11 (CR 14)
  THRUNE ASCENDANT        CR 14
  LE persistent haunt (area G4)
  Caster Level 14th 
  Notice Perception DC 28 (distant 
  warning shouts, the figures to the northwest slowly moving, 
  and a growing sense of dread)
  hp 63; Trigger proximity; Reset 1 day
  Effect This haunt functions as the version in Subtier 7–8. However, 
  increase the saving throw DCs by 2, and increase all of the 
  illusion’s defenses (AC and saving throws) by 2. 
  Destruction See Subtier 7–8.
  Zarta: Zarta finds unexpected resolve facing down 
  Gorthoklek, and looks on the doomed illusory Davian 
  warriors assailing the walls of Corentyn thoughtfully. If asked 
  about her experience, she notes that there’s nothing that she 
  can do for the dead—including the forces that opposed 
  House Thrune decades ago—but she wonders what the living 
  might do to stop further injustices.
  G5. TROPHY ROOM (CR 11 OR CR 14)
  The lurid glow of flames within an iron-grated pit illuminates this 
  well-appointed chamber. Ancient scrolls smoldering with Infernal 
  script move with an unseen breeze, and glass cases display 
  statues carved to resemble hellish armor along the 
  southern wall.
  Leventi displays his most prized contracts 
  here, where he can bask in past success 
  and plot future victories. He casts 
  mage’s private sanctum here every day.
  Creatures: Leventi waits here for 
  the Pathfinders’ arrival near the 
  south wall, charming and poised. 
  He 
  leveraged 
  his 
  possession 
  of Gellius Thrune into rapid 
  advancement, but ambition made 
  him reckless, resulting in several 
  ill-advised contracts and errors, 
  including the illicit use of Hell’s 
  resources for personal gain and 
  the embarrassing near-escape 
  of Gellius Thrune. He remains 
  confident his wit and the PCs’ 
  mortal greed can see him through. He uses his considerable 
  social skill to gauge and ply the PCs (see below for his more 
  detailed strategies). If he believes negotiation impossible, he 
  uses Sleight of Hand to surreptitiously unveil the symbol of 
  pain concealed behind him, initiating combat.
  Leventi uses binding to contain Gellius Thrune (LE 
  petitioner), who has suffered for centuries from Leventi’s 
  mood swings and playful cruelties. Although Gellius 
  made his infernal pact on his own initiative, he did so to 
  protect his family’s reputation. He perceives his continued 
  imprisonment as proof that House Thrune abandoned him 
  despite his sacrifice. As Leventi became increasingly lax in 
  guarding his many trophies, Gellius managed to activate 
  his melancholic talisman and secure Tholvinus’s assistance 
  in escaping, though Leventi narrowly intercepted them and 
  bound Gellius here.
  In Subtier 10–11, one Hellknight statue is a fiend-infused 
  stone golem Leventi acquired from the Athenaeum. He 
  hesitates to risk it, waiting until he has taken at least 40 points 
  of damage or otherwise feels that he’s not in control of the 
  combat. The golem begins tearing itself free from the display 
  
  Leventi
  PATHFINDER SOCIETY SCENARIO
  26
  26
  case, only entering the combat on the following round. This 
  delayed inclusion reduces the golem’s effective CR by 1.
  As the PCs enter, read or paraphrase the following.
  “Welcome, my esteemed guests! Please, let us not resort to our 
  baser instincts when we can instead discuss this matter to our 
  mutual benefit. I am a simple broker, and if I have something you 
  desire…” He holds up a glass jar swirling with inky mist and an 
  older Chelish man’s disembodied head peering out. “…I would 
  gladly negotiate its sale.”
  Leventi’s goal is to avoid punishment and any serious 
  allegations that would threaten his infernal advancement; 
  these 
  threats 
  include 
  the 
  PCs, 
  Vetrivides’s 
  investigation, and any evidence the PCs may have gathered 
  to condemn him. Through his agents and own deductions, 
  Leventi believes that the PCs are after Gellius Thrune, and 
  Leventi is willing to exchange this valuable soul in exchange 
  for the PCs surrendering their evidence and destroying 
  Vetrivides. With the osyluth gone, Leventi is confident that he 
  can discredit any other accusations.
  The following cover a few issues and conflicts that may 
  arise in this encounter.
  Devil-Slaying PCs: Leventi knows that some mortals just 
  hate Hell and devils. If the PCs are eager to weaken Hell, 
  Leventi observes that as far as Hell is concerned, he has 
  shown too much initiative and recklessness, which the 
  archdevils would consider a crack in Hell’s armor. By this 
  reasoning, capturing him would reinforce Hell’s authority, 
  whereas letting Leventi survive would allow the PCs to 
  undermine Hell’s authority.
  More Demands: The PCs might consider Leventi to be at a 
  disadvantage and try to coerce more favorable terms before 
  assisting him. With a successful DC 32 Bluff or Diplomacy 
  check or a DC 25 Intimidate check, a PC can convince 
  Leventi to also grant them a wish contingent on fulfillment 
  of their part of the deal. Other than wishing for a fellow 
  PC’s release or restoration (such as from attracting too 
  much of Dispater’s Attention or falling into the Lethe), these 
  wish benefits are primarily resolved on this adventure’s 
  Chronicle sheet.
  Note that accepting a wish in this way is a lawful and 
  evil act—one that might violate a PC’s code of conduct or 
  offend a divine patron. This should be apparent to anyone 
  who succeeds at a DC 10 Knowledge (planes) or Knowledge 
  (religion) check. Each PC may choose individually whether or 
  not to accept the wish. Those who abstain are not denied any 
  benefit, though, as covered in the adventure’s Conclusion.
  Nonviolence: If the PCs insist on helping Leventi in a 
  way that doesn’t involve destroying Vetrivides, the contract 
  devil is willing to accept an alternative measure. Near the 
  scriptorium’s entrance is a metallic hourglass device that 
  inhibits Leventi’s ability to leave so long as it remains 
  connected to his likeness (the statue in area G1). If the PCs 
  provide a detailed accounting of their evidence, sneakily 
  detach the hourglass, and convince Vetrivides that the PCs 
  failed to find him (such as by persuading him they were 
  stymied by Leventi’s guardians), Leventi is willing to give 
  them Gellius’s soul. These services would allow Leventi to 
  escape long enough to eliminate witnesses and cover his 
  tracks before Vetrivides could corroborate the PCs’ findings. 
  This option is more of a burden for Leventi, though, and the 
  DC of skill checks to convince him to grant a wish increases 
  by 5.
  Hazards: The infernal contracts defend Leventi once 
  combat begins. The jagged parchment makes the marked 
  area difficult terrain for Leventi’s enemies and deals 1 
  
  WHAT PRESTIGE IS WORTH
  27
  27
  slashing damage plus 1d6 bleed to enemies entering or 
  ending their turn in the area. The contracts deflect four 
  ranged attacks at Leventi each round as Deflect Arrows. The 
  room’s contracts are divided into three areas, and if an area 
  takes at least 10 damage from an area effect, the contracts in 
  that area are damaged enough that the hazard is deactivated 
  there for 1d4 rounds while the parchment regenerates. The 
  contracts are immune to fire damage.
  Traps: Hellfire erupts when a mortal creature steps onto 
  the iron grate after combat has begun, sending a blast through 
  the area. A PC can slide the iron plate beneath the grate closed 
  with a successful Disable Device check as normal, or with a 
  successful DC 20 Strength check as a full-round action.
  ALL SUBTIERS
  FLAMES OF HELL 
  CR 8
  Type magical; Perception DC 15; Disable Device DC 30
  EFFECTS
  Trigger proximity (living creature on grate); Reset 2 rounds
  Effect blast of hellfire (6d6 fire and unholy damage), DC 18 Reflex 
  save for half damage; multiple targets (targets above the grate)
  SUBTIER 7–8 (CR 11)
  LEVENTI 
  CR 10
  Contract devil (Pathfinder RPG Bestiary 3 76; see page 36)
  hp 136 
  TACTICS
  Before Combat Leventi cast symbol of pain behind the scroll on 
  the south wall. 
  During Combat Leventi uses a move action to reveal the symbol 
  of pain. He favors spell-like abilities, such as delayed blast 
  fireball to strike groups of PCs, dismissal and plane shift to 
  remove melee threats, and silence to force spellcasters into the 
  trap or hazard. He does not use his summon ability.
  Morale Leventi desperately attempts to escape using dimension 
  door when reduced to 20 or fewer hit points. However, the 
  hourglass focus prevents him from traveling far; he only reaches 
  area G4, where he makes a last stand.
  SUBTIER 10–11 (CR 14)
  LEVENTI 
  CR 10
  Advanced contract devil (Pathfinder RPG Bestiary 3 290, 76; see 
  page 35)
  hp 162
  TACTICS
  Use the tactics in Subtier 7–8.
  FIEND-INFUSED STONE GOLEM 
  CR 13
  hp 121 (Pathfinder Campaign Setting: Cheliax, the Infernal 
  Empire 60; see page 38)
  TACTICS
  During Combat Leventi directs the golem to block melee attackers.
  Treasure: The contracts bear the signatures of prominent 
  Inner Sea families and represent potential blackmail material.
  Leventi carries an angelskin handy haversack that contains 
  eight legal texts written in a variety of languages (including 
  several completely unknown to Golarion), a handful of 
  semiprecious gems he uses to bribe mortals as needed, and 
  several wrapped parcels protecting the pieces of a suit of 
  infernal armor (this functions as demon armor but resembles 
  a cornugon and inflicts poison with its claw attacks rather 
  than contagion).
  Development: Gellius recognizes Zarta’s Davian ancestry 
  and conceals a scheming smile with reminiscences about a 
  brief fling with Rufino Davian. He asks for his freedom, but 
  Zarta pockets the jar and contract, saying, “All in due time.”
  If the PCs bargain with Leventi to help him escape or 
  destroy Vetrivides, he magically creates a contract laying out 
  the terms and asks a representative to sign it. The contract 
  clearly lays out the terms to which the PCs agreed, and Leventi 
  has avoided secreting any tricks into the fine print. However, 
  the contract is very clear that until the PCs fulfill their part of 
  the bargain, they will not receive the agreed soul and contract.
  If the PCs destroy Leventi, the contracts fall still, and the 
  lingering servant souls wander confusedly, suddenly free. 
  Rewards: If the PCs fail to defeat Leventi, reduce their gold 
  earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,125 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,750 gp.
  CHOOSING A FAMILY
  With Gellius secured and Leventi dealt with, the PCs and 
  Zarta make their way back to the hellmouth and travel back 
  to Skyreach. There, Zarta consults with Gellius’s trapped soul 
  before using the melancholic talisman to permanently shut 
  down the portal. As she does, read or paraphrase the following.
  The talisman briefly flares as Zarta closes the hellmouth. The infernal 
  scents fade slowly as Gellius Thrune’s bound soul bobs approvingly. 
  “Closed as promised, Lady Davian.” Zarta winces slightly. “Of course, 
  I cannot promise perfect control in this state…” The disembodied 
  head nods within its glass prison. “But before we quibble over 
  terms, let me speak plainly, for I see in you the same need that has 
  consumed me for centuries: revenge against House Thrune.”
  Gellius Thrune’s bitterness over his family abandoning 
  him to burn in Hell, after what he considers his noble sacrifice 
  saving the family from (his) fraud, has festered into full 
  hatred, which Leventi fed with stories of Thrune agents who 
  received better treatment. Gellius offers Zarta aid leveraging 
  her Davian lineage to strike at Thrune, using his knowledge 
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  of the foundations of the house and its secrets to weaken and 
  wound them. Read or paraphrase the following.
  Zarta twirls the point of a blade on Gellius’ infernal contract as 
  she contemplates his offer. “I admit I’ve yearned for this: a chance 
  to slide the knife in, slow and deep, and see those who betrayed 
  me twist on it. Not only did Thrune betray me, but I’ve known for 
  only a few years that they were also responsible for the deaths 
  and erasure of my ancestors, House Davian. However, as I look at 
  you, my treasures, the choice is less clear. I have made a home 
  here, with those who risked their souls to rescue me. Undermining 
  Thrune and restoring Davian would mean leaving this behind, 
  resigning my position, so that Thrune’s reprisals would not target 
  the Society.” She smiles. “So please, tell me how you can’t bear to 
  be without me or how my absence would only stoke your ardor.”
  Zarta sincerely looks to the Pathfinders for advice in this 
  momentous decision. They may discuss and individually 
  recommend which path she should pursue. If she pursues 
  revenge and the resurgence of House Davian, she would 
  leave the Pathfinder Society. If she chooses to remain with 
  the Pathfinder Society, she would likely continue her work 
  with the Dark Archive while making peace with her past.
  Tally the PCs’ recommendations. If a PC has earned at 
  least 7 Prestige Points attributed to the Dark Archive or 
  Cheliax factions, count that PC’s recommendation twice. 
  Zarta listens to the recommendations and promises to take 
  the advice under consideration, voicing her inclination 
  toward a particular option if it received strong support. This 
  tally impacts the scenario’s reporting conditions, shaping 
  Zarta’s role in the Society.
  CONCLUSION
  With the hellmouth closed, the Grand Lodge returns to 
  its usual relative peace. Zarta takes several days leave to 
  contemplate her future after hearing the PCs’ advice, and 
  Ambrus Valsin turns to the PCs to provide reports on their 
  exploits in Hell. If the PCs recommended that Zarta depart 
  the Society, rumors soon begin as to whether she’s leaving 
  and who her replacement might be. If the PCs urged her 
  to stay, she soon leverages the recent adventure’s success to 
  secure more resources from the Decemvirate as the Dark 
  Archive continues to grow with renewed enthusiasm.
  Be certain to note which PCs accepted one or more Dark 
  Bargains on their respective Chronicle sheets, and note what 
  the PC purchased with the Dark Bargain, if they did so, in 
  the Market of Breaths. If the PC accepted a Dark Bargain for 
  another purpose, write a word or two that describe what the 
  PC gained (e.g. “information” or “freedom”). If a PC did not 
  accept a Dark Bargain, cross out that boon altogether. 
  If the PCs successfully negotiated for a wish from Leventi, 
  have each player who accepted the wish select one of the 
  Contracted Wish benefits on their Chronicle sheet. Any PC 
  who refused the wish instead earns the Abstained from the 
  Inferno option.
  REPORTING NOTES
  If the PCs made a deal with Leventi, check box A. If the 
  PCs chose to work as agents of Erecura, check box B. If 
  the PCs’ recommendation was for Zarta to remain with the 
  Dark Archive, check box C. If their recommendation was 
  to pursue revenge and her noble heritage, check box D. If 
  the PCs’ tally was a tie, check neither box C nor D. If they 
  strongly recommended an alternate course for Zarta, post 
  about the result in this scenario’s GM discussion thread 
  (https://paizo.com/community/forums/organizedPlay/
  gmDiscussion).
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary goal if they recover Gellius 
  Thrune and his contract from Leventi and return with him 
  to the Grand Lodge.
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary goal if they accomplished 
  three of the following: freed Ophelia, freed Narsino, freed 
  Teena, earned 4 or more Evidence Points, earned 6 or more 
  Evidence Points, no PC attracted Dispater’s attention more 
  than once, or escaped Hell within 24 hours.
  FACTION NOTES
  The goals that the PCs recommended Zarta pursue may 
  have far-reaching consequences for her and the faction. If a 
  PC voted for Zarta to pursue her revenge, that Dark Archive 
  faction member earns the Davian Rises boon. If the PC 
  encouraged her to stay, that faction member earns the The 
  Family We Choose boon. If the PC recommended a different 
  path altogether, either give that Dark Archive PC the boon 
  that most closely represents the recommendation, or let that 
  player choose.
  
  WHAT PRESTIGE IS WORTH
  29
  29
  GM Handout: Leads 
  GM Handout: Evidence 
  This handout notes each potential lead the PCs might find, which area it opens for exploration, and how the PCs can find the lead.
  Lead 
   
   
  When is it Available?
  Soul Hunters (area A) 
  Occurs automatically at the rendevous point with Zarta when the PCs are ready to leave for  
                                                                
                                               area G or if there are less than 150 minutes remaining in which to complete the adventure
  Market of Breaths (area B) 
  The PCs arrive in Dis.
  Fallen Fastness (area C) 
  The PCs arrive in Dis.
  Ghetto of Outcasts (area D) The PCs learn of Leventi’s agent or his trips to the Ghetto of Outcasts from Vetrivides or Yseldra.
  Eleusys (area E) 
   
  The PCs earn at least 1 Evidence Point and speak with Zarta.
  Widow’s Cry (area F) 
  The PCs learn of Tholvinus the imp from Arenthea or Jarluxis.
  Leventi’s Scriptorium (area G) The PCs have earned at least 1 Evidence Point and have spoken with Vetrivides or Rowane.
  The following lists the possible Evidence Points the PCs might earn in each area.
  Area A
  ▫ Discover the flaws in the bounty paperwork.
  ▫ Convince the erinyes to either stop fighting the PCs or turn on the soul hunters.
  Area B
  ▫ Learn of Leventi’s dealings from Arenthea.
  Area C
  ▫ Successfully examine and analyze Leventi’s contracts.
  ▫ Successfully review the Hellknights’ contracts.
  Area D
  ▫ Free the Hellknights.
  Area E
  ▫ Successfully analyze Kirash’s documents.
  Area F
  ▫ Learn of Leventi’s negligence from Tholvinus.
  Area G2
  ▫ Acquire the ledger.
  
  Dis
  Oppidan Maze
  Oppidan Maze
  • Widow’s Cry
  Ghetto of Outcasts
  Market of Breaths
  Fallen Fastness
  •
  Eleusys
  •
  Benefits Earned:
  Ghetto of Outcasts
  Bonus:
  +2
  +4
  Benefits Earned:
  Market of Breaths
  Bonus:
  +2
  +4
  Benefits Earned:
  Eleusys
  Bonus:
  +2
  +4
  Benefits Earned:
  Fallen Fastness
  Bonus:
  +2
  +4
  Benefits Earned:
  Widow’s Cry
  Bonus:
  +2
  +4
  PATHFINDER SOCIETY SCENARIO
  30
  30
  Handout #1: Dis
  
  WHAT PRESTIGE IS WORTH
  31
  31
  Handout #2: Zarta Dralneen
   ZARTA DRALNEEN
  Female human aristocrat/bard
  Init 13
  hp 75 (12 HD)
  AC 26, touch 17, flat-footed 16
  COMBAT
  Speed 30 ft.
  Melee 4 good magic piercing damage [dagger]
  Ranged 8 good magic piercing damage [light crossbow]
  Spells Known (CL 8th; concentration +15)
  ▫▫▫▫▫ cure moderate wounds, haste, heroism, hideous laughter (DC 19), see invisibility, 
  tongues 
  Special Abilities
  ▫▫ Experienced Archivist Attempt to remove one ongoing curse, disease, or poison as remove 
  curse, remove disease, or neutralize poison (CL 12th)
  ▫▫▫▫▫▫▫▫ Inspire Courage Provide the benefits of a bard’s inspire courage bardic 
  performance (+3) for 1 round.
  STATISTICS
  Str 10, Dex 17, Con 12, Int 18, Wis 12, Cha 24
  CMD 25
  INVESTIGATION
  +2 bonus to Bluff, Diplomacy, Knowledge (any), Sense Motive, Use Magic Device
  
  PATHFINDER SOCIETY SCENARIO
  32
  32
  APPENDIX 1: LEVENTI’S AGENTS
  This appendix includes the statistics for Leventi’s agents, 
  featured in area A and divided by subtier.
  SUBTIER 7–8
  OPHELIA PERAN 
  CR 8
  Blackstrike (Pathfinder RPG NPC Codex 236)
  Human fighter 7/shadowdancer 2
  CN Medium humanoid (human)
  Init +2; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 86 (7d10+2d8+34)
  Fort +9, Ref +8, Will +4; +2 vs. fear
  Defensive Abilities bravery +2, evasion, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +17/+12 (2d6+13/19–20)
  Ranged mwk shortbow +11/+6 (1d6/×3)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  Before Combat Ophelia drinks her potion of bull’s strength 
  and hides.
  During Combat Ophelia uses Power Attack to attack the most 
  lightly armored PC.
  Morale Ophelia fights in the service of whoever holds her contract. 
  If destroyed, she vanishes, rejuvenating fully formed near her 
  contract one week later.
  STATISTICS
  Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +8; CMB +14; CMD 28
  Feats Combat Reflexes, Disruptive, Dodge, Lightning Reflexes, 
  Mobility, Power Attack, Toughness, Vital Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)
  Skills Acrobatics +14, Climb +10, Handle Animal +3, Heal +1, 
  Knowledge (arcana) +4, Knowledge (geography, local, religion) 
  +2, Perception +12, Perform (dance) +4, Ride +6, Stealth +14, 
  Swim +10
  SQ armor training 2, hide in plain sight
  Combat Gear potion of blur, potion of bull’s strength, potion of cure 
  moderate wounds; Other Gear +1 chain shirt, +1 greatsword, 
  masterwork shortbow with 20 arrows, amulet of natural armor 
  +1, cloak of resistance +1, ring of protection +1, 219 gp
  NARSINO GABET 
  CR 7
  Human magus 8 (Pathfinder RPG Ultimate Magic 9)
  LN Medium humanoid (human)
  Init +1; Senses Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
  hp 63 (8d8+24)
  Fort +8, Ref +4, Will +8
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 rapier +11/+6 (1d6+4/18–20)
  Special Attacks arcane pool (+2, 7 points), improved spell 
  combat, magus arcana (arcane accuracyUM, close rangeUM), spell 
  recall, spellstrike
  Magus Spells Prepared (CL 8th; concentration +11)
  3rd—dispel magic, fly, ray of exhaustion (DC 16)
  2nd—bear’s endurance, frigid touchUM, invisibility, mirror image, 
  intensified shocking grasp
  1st—chill touch (DC 14), corrosive touchUM, frostbiteUM, shield, 
  true strike
  0 (at will)—acid splash, arcane mark, detect magic, light,  
  mage hand
  TACTICS
  Before Combat Narsino casts mirror image and shield.
  During Combat Narsino attacks foes in melee, preferring to team 
  up with Ophelia against her target.
  Morale Narsino begs for his life when reduced to 10 or fewer hp, 
  but remains compelled to fight. If freed, he aids the Pathfinders.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 17, Wis 8, Cha 10
  Base Atk +6; CMB +9; CMD 21
  Feats Arcane Strike, Combat Casting, Intensified SpellAPG, Iron Will, 
  Toughness, Weapon Focus (rapier)
  Skills Bluff +4, Diplomacy +4, Intimidate +11, Knowledge (arcana) 
  +14, Knowledge (planes) +14, Perception +7, Spellcraft +14
  Languages Abyssal, Common, Dwarven, Infernal
  SQ knowledge pool, medium armor
  Combat Gear potion of barkskin (CL 9th); Other Gear +1 
  breastplate, +1 rapier, cloak of resistance +1, ring of 
  protection +1, spellbook, 230 gp
  TEENA FORESTER 
  CR 8
  Human Hellknight 4/ranger (skirmisher) 5 (Pathfinder RPG 
  Adventurer’s Guide 90, Pathfinder RPG Advanced Player’s 
  Guide 128)
  LN Medium humanoid (human)
  Init +4; Senses Perception +12
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
  hp 77 (9d10+23)
  Fort +8, Ref +10, Will +3; +2 bonus vs. compulsion
  Defensive Abilities force of will (compulsion)
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +12/+7 (1d4+2/18–20)
  Ranged +1 composite longbow +14/+9 (1d8+3/×3)
  Special Attacks combat style (archery), favored enemies 
  (goblinoids +2, humans +4), hunter’s tricks (2/day; hobbling 
  attackAPG), smite chaos 2/day (+2 attack and AC, +4 damage)
  Hellknight Spell-Like Abilities (CL 9th; concentration +11)
  
  WHAT PRESTIGE IS WORTH
  33
  33
  At will—detect chaos
  5/day—discern lies
  1/day—greater command (DC 17)
  TACTICS
  Before Combat Teena hides on a roof and drinks her potion of 
  shield of faith and potion of owl’s wisdom.
  During Combat Teena targets humans first, preferring spellcasters 
  and archers.
  Morale Teena fights until destroyed, shattering into soul stuff if 
  killed. If reminded of her duty, she aids the Pathfinders.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 8, Wis 10, Cha 14
  Base Atk +9; CMB +11; CMD 25
  Feats Deadly Aim, Endurance, Heavy Armor Proficiency, Manyshot, 
  Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
  Skills Climb +4, Intimidate +10, Knowledge (planes) +4, 
  Perception +12, Sense Motive +5, Stealth +12, Survival +8
  Languages Common
  SQ aura, discipline (command), favored terrain (forest +2), 
  Hellknight armor 1, hunter’s bond (companions), track +2, wild 
  empathy +7
  Combat Gear potion of owl’s wisdom, potion of shield of faith; 
  Other Gear +1 Hellknight plateISWG, +1 composite longbow (+2 
  Str) with arrows (40), mwk kukri, cloak of resistance +1, 90 gp
  SPECIAL ABILITIES
  Aura of Law (Ex) Teena’s lawful aura functions as that of a 9th-
  level cleric.
  Disciplines (Sp) Teena has the ability to cast greater command 
  once per day as a spell-like ability.
  Force of Will (Ex) Teena gains a +2 bonus on Will saves against 
  spells with the compulsion descriptor.
  Hellknight Armor (Ex) Teena has earned the right to wear 
  Hellknight plate, which functions in many ways as full plate 
  armor. This armor does not reduce her speed, and while 
  wearing it, she reduces its armor check penalty by 1 and 
  increases the maximum Dexterity bonus allowed by 1.
  Smite Chaos (Su) This ability functions as the paladin’s smite evil 
  class feature but against chaotic-aligned creatures. This ability 
  is twice as effective against outsiders with the chaotic subtype, 
  chaotic-aligned aberrations, and fey.
  SUBTIER 10–11
  OPHELIA PERAN 
  CR 12
  Human fighter 8/shadowdancer 4
  LE Medium humanoid (human)
  Init +2; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 23, touch 15, flat-footed 19 (+8 armor, +1 deflection, +2 Dex, 
  +2 dodge)
  hp 110 (12 HD; 4d8+8d10+44)
  Fort +11, Ref +10, Will +7 (+2 vs. fear)
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 60 ft.
  Melee +1 shock greatsword +19/+19/+14/+9 (2d6+10/19–20 
  plus 1d6 electricity)
  Ranged mwk composite shortbow +15/+15/+10/+5 (1d6+4/×3)
  Special Attacks weapon training (heavy blades +1)
  Shadowdancer Spell-Like Abilities (CL 4th; concentration +3)
  2/day—shadow illusion (DC 10)
  1/day—shadow call (DC 13)
  TACTICS
  Before Combat Ophelia drinks her potion of bull’s strength before 
  hiding and approaching the PCs. She drinks her potion of haste 
  right before launching her attack.
  During Combat Ophelia uses Power Attack and Improved Vital 
  Strike to attack the most lightly armored PC. If near an especially 
  vulnerable target, she favors attacking multiple times.
  Morale Ophelia fights in the service of whoever holds her contract. 
  If destroyed, she vanishes, rejuvenating fully formed near her 
  contract one week later.
  STATISTICS
  Str 19, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +11; CMB +15; CMD 29
  Feats Combat Reflexes, Disruptive, Dodge, Improved Vital 
  Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)
  Skills Acrobatics +16, Climb +9, Handle Animal +3, Heal +1, 
  Knowledge (arcana) +8, Knowledge (geography) +2, 
  Knowledge (local) +2, Knowledge (planes) +8, Knowledge 
  (religion) +2, Perception +15, Perform (dance) +4, Ride +5, 
  Stealth +16, Swim +9
  Languages Common, Infernal
  SQ armor training 2, hide in plain sight, rogue talent (fast stealth), 
  shadow jump, summon shadow
  Combat Gear potion of bull’s strength, potion of haste; Other 
  Gear +2 breastplate, +1 shock greatsword, mwk composite 
  shortbow (+4 Str) with 20 arrows, cloak of resistance +2, ring of 
  protection +1, 74 gp
  OPHELIA’S SHADOW 
  CR —
  LE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 55 (3d8+6)
  Fort +9, Ref +6, Will +4
  Defensive Abilities channel resistance +4, incorporeal; Immune 
  commanding, turning, undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +13 (1d6 Str)
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  
  PATHFINDER SOCIETY SCENARIO
  34
  34
  Base Atk +11; CMB +13; CMD 26
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light, –4 Stealth 
  in bright light
  NARSINO GABET 
  CR 11
  Spellmaster (Pathfinder RPG Villain Codex 12)
  Human magus 12 (Pathfinder RPG Ultimate Magic 9)
  LN Medium humanoid (human)
  Init +1; Senses Perception +11
  DEFENSE
  AC 28, touch 12, flat-footed 27 (+7 armor, +1 deflection, +1 Dex, 
  +5 natural, +4 shield)
  hp 117 (12d8+60)
  Fort +13, Ref +7, Will +11; DR 10/adamantine (120 hp)
  OFFENSE
  Speed 20 ft.
  Melee +2 rapier +16/+11 (1d6+8/15–20)
  Special Attacks arcane pool (+3, 10 points), improved spell 
  combat, improved spell recall, magus arcana (arcane 
  accuracyUM, close rangeUM, critical strikeUM, hasted assaultUM), 
  spellstrike
  Magus Spells Prepared (CL 12th; concentration +16)
  4th—arcana theftUM, greater invisibility, monstrous physique 
  IIUM, stoneskin
  3rd—dispel magic, fly, force punchUM (DC 17), ray of exhaustion 
  (DC 17), vampiric touch
  2nd—bear’s endurance, frigid touchUM, invisibility, mirror image, 
  intensified shocking grasp (2)
  1st—chill touch (DC 15), corrosive touchUM, frostbiteUM, shield, 
  true strike (2)
  0 (at will)—acid splash, arcane mark, detect magic, light,  
  mage hand
  TACTICS
  Before Combat Narsino drinks his potion of barkskin, and casts 
  stoneskin, bear’s endurance, invisibility, and shield.
  During Combat Narsino activates his arcane pool and uses spell 
  combat to attack. He favors his offensive touch spells but 
  switches to defensive spells like greater invisibility, monstrous 
  physique II, and mirror image when feeling threatened.
  Morale Narsino begs for his life when reduced to 20 or fewer 
  hit points, but remains compelled to fight. If freed he aids 
  the Pathfinders.
  STATISTICS
  Str 18, Dex 12, Con 17, Int 18, Wis 8, Cha 10
  Base Atk +9; CMB +13; CMD 25
  Feats Arcane Strike, Combat Casting, Improved Critical (rapier), 
  Intensified SpellAPG, Iron Will, Power Attack, Toughness, Weapon 
  Focus (rapier), Weapon Specialization (rapier)
  Skills Bluff +6, Diplomacy +6, Intimidate +15, Knowledge 
  (arcana, planes) +19, Perception +11, Spellcraft +19, Use 
  Magic Device +15
  Languages Abyssal, Common, Draconic, Dwarven, Elven
  SQ fighter training, knowledge pool, medium armor
  Combat Gear potion of barkskin (CL 12th); Other Gear +1 
  breastplate, +2 rapier, belt of giant strength +2, cloak of 
  resistance +2, ring of protection +1, 135 gp
  TEENA FORESTER 
  CR 12
  Human Hellknight 7/ranger (skirmisher) 5 (Pathfinder RPG 
  Adventurer’s Guide 90, Pathfinder RPG Advanced Player’s 
  Guide 128)
  LN Medium humanoid (human)
  Init +4; Senses Perception +15
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+11 armor, +3 Dex)
  hp 99 (12d10+29)
  Fort +10, Ref +11, Will +4; +4 bonus vs. compulsion, +2 bonus 
  vs. fear 
  Defensive Abilities force of will (compulsion, fear)
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +15/+10/+5 (1d4+2/18–20)
  Ranged +2 composite longbow +18/+13/+8 (1d8+4/×3)
  Special Attacks combat style (archery), favored enemies 
  (goblinoids +2, humans +4), hunter’s tricks (2/day; hobbling 
  attackAPG), lawbringer, smite chaos 3/day (+2 attack and AC, 
  +7 damage)
  Hellknight Spell-Like Abilities (CL 12th; concentration +14)
  At will—detect chaos
  5/day—discern lies
  2/day—dispel chaos, greater command (DC 17)
  TACTICS
  Before Combat Teena hides on a roof and drinks her potion of 
  shield of faith and potion of owl’s wisdom.
  During Combat Teena targets humans first, preferring 
  spellcasters and archers.
  Morale Teena fights until destroyed, shattering into soul stuff if 
  killed. If reminded of her duty, she aids the Pathfinders.
  STATISTICS
  Str 14, Dex 19, Con 12, Int 8, Wis 10, Cha 14
  Base Atk +12; CMB +14; CMD 28
  Feats Deadly Aim, Endurance, Heavy Armor Proficiency, Improved 
  Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid 
  Shot, Toughness
  Skills Climb +5, Intimidate +10, Knowledge (planes) +4, 
  Perception +15, Sense Motive +5, Stealth +16, Survival +8
  Languages Common
  SQ disciplines (command, dispel chaos), favored terrain (forest 
  +2), Hellknight armor 2, hunter’s bond (companions), track +2, 
  wild empathy +7
  Combat Gear potion of owl’s wisdom, potion of shield of faith; 
  Other Gear +2 Hellknight plateISWG, +2 composite longbow 
  (+2 Str) with arrows (40), mwk kukri, cloak of resistance +1, 
  90 gp
  
  WHAT PRESTIGE IS WORTH
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  SPECIAL ABILITIES
  Aura of Law (Ex) Teena’s lawful aura functions as that of a 12th-
  level cleric.
  Disciplines (Sp) Teena has the ability to cast greater command 
  once per day as a spell-like ability.
  Force of Will (Ex) Teena gains a +4 bonus on Will saves against 
  spells with the compulsion descriptor and a +2 bonus on Will 
  saves against spells with the fear descriptor.
  Hellknight Armor (Ex) Teena has earned the right to wear 
  Hellknight plate, which functions in many ways as full plate  
   
  armor. This armor does not reduce her speed, and while  
  wearing it, she reduces its armor check penalty by 2 and 
  increases the maximum Dexterity bonus allowed by 2.
  Lawbringer (Su) Teena’s attacks are treated as being lawful for 
  the purpose of overcoming damage reduction.
  Smite Chaos (Su) This ability functions as the paladin’s smite 
  evil class feature but against chaotic-aligned creatures. This 
  ability is twice as effective against outsiders with the chaotic 
  subtype, chaotic-aligned aberrations, and fey.
  
  PATHFINDER SOCIETY SCENARIO
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  36
  APPENDIX 2: STAT BLOCKS
  This appendix includes all other stat blocks included in 
  this adventure.
  BARBED DEVIL
  From the tip of its lashing tail to the serrated features of its fang-filled 
  visage, this fiery-eyed sentinel bristles with barbs.
  BARBED DEVIL 
  CR 11
  Pathfinder RPG Bestiary 72
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
  DEFENSE
  AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
  hp 138 (12d10+72)
  Fort +14, Ref +14, Will +8
  Defensive Abilities barbed defense; DR 10/good; Immune fire, 
  poison; Resist acid 10, cold 10; SR 22
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
  Special Attacks fear, impale 3d8+9
  Spell-Like Abilities (CL 12th; concentration +16)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  hold person (DC 17), major image (DC 17), produce flame, 
  pyrotechnics (DC 16), scorching ray (2 rays only)
  1/day—order’s wrath (DC 18), summon (level 4, 1 barbed devil 
  35%), unholy blight (DC 18)
  STATISTICS
  Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
  Base Atk +12; CMB +18 (+22 grapple); CMD 34
  Feats Alertness, Cleave, Combat Reflexes, Improved Critical 
  (claws), Iron Will, Power Attack
  Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge 
  (planes) +16, Perception +21, Sense Motive +21,Spellcraft +12, 
  Stealth +13, Survival +14
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Barbed Defense (Su) A creature that strikes a barbed devil with a 
  melee weapon, an unarmed strike, or a natural weapon takes 
  1d8+6 points of piercing damage from the devil’s barbs. Melee 
  weapons with reach do not endanger a user in this way.
  Fear (Su) A barbed devil’s fear attack affects any creature it 
  damages with its claws. A DC 20 Will save resists this effect, 
  otherwise the victim becomes frightened for 1d4 rounds. This is 
  a mind-affecting fear effect. The save DC is Charisma-based.
  Grab (Ex) A barbed devil can use its grab attack against a foe of 
  up to Medium size.
  Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage 
  to a grabbed opponent with a successful grapple check.
  BONE DEVIL
  Merging the most horrifying features of carrion-fed insect and 
  withered cadaver, this bony devil moves in unsettling lurches.
  BONE DEVIL 
  CR 9
  Pathfinder RPG Bestiary 74
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
  Aura fear aura (5 ft., DC 19, 1d6 rounds)
  DEFENSE
  AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
  hp 105 (10d10+50)
  Fort +12, Ref +12, Will +7
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting 
  +14 melee (3d4+5 plus poison)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 12th; concentration +16)
  Constant—fly
  At will—dimensional anchor, greater teleport (self plus 50 lbs. 
  of objects only), invisibility (self only), major image (DC 17), 
  wall of ice
  3/day—quickened invisibility (self only)
  1/day—summon (level 4, 1 bone devil, 35%)
  STATISTICS
  Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
  Base Atk +10; CMB +16; CMD 31
  Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, 
  Quicken Spell-Like Ability (invisibility)
  Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, 
  Knowledge (planes) +16, Perception +19, Sense Motive +19, 
  Spellcraft +16, Stealth +14
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 
  6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. 
  CONTRACT DEVIL
  With rust-colored skin and a jutting crown of ridge-like horns, this 
  muscular devil is draped in lengthy contracts.
  ADVANCED CONTRACT DEVIL 
  CR 11
  Pathfinder RPG Bestiary 3 290, 76
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +13; Senses darkvision 60 ft., see in darkness; Perception +28
  DEFENSE
  AC 29, touch 20, flat-footed 19 (+9 Dex, +1 dodge, +9 natural)
  hp 162 (13d10+91)
  Fort +11, Ref +17, Will +18
  DR 10/good; Immune fire, mind-affecting effects, poison; Resist 
  acid 10, cold 10; SR 21
  
  WHAT PRESTIGE IS WORTH
  37
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  OFFENSE
  Speed 30 ft.
  Melee binding contract +22/+17/+12 (1d4+9 plus grab and 
  bleed) or
  gore +18 (2d6+7)
  Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
  Special Attacks binding contract, bleed (1d6), impale (2d8+7)
  Spell-Like Abilities (CL 13th; concentration +21)
  Constant—tongues
  At will—bestow curse (DC 22), detect thoughts (DC 20), 
  dimension door, erase, identify, major image (DC 21), 
  produce flame, sending
  3/day—arcane eye, break enchantment, greater teleport (self 
  plus 50 lbs. of objects only), hold person (DC 21), locate 
  creature, mage’s private sanctum, scorching ray, silence (DC 
  20), vision
  1/day—contact other plane, delayed blast fireball (DC 25), 
  dismissal (DC 23), plane shift (DC 25), summon (level 4, 1d6 
  bearded devils or 1 bone devil 50%), symbol of pain (DC 23)
  STATISTICS
  Str 21, Dex 29, Con 24, Int 28, Wis 27, Cha 26
  Base Atk +13; CMB +18 (+22 grapple); CMD 38
  Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, 
  Mobility, Persuasive
  Skills Bluff +28, Diplomacy +28, Disguise +10, Intimidate +28, 
  Knowledge (arcana, history, nobility, planes, religion) +25, 
  Linguistics +22, Perception +28, Profession (scribe) +21, Sense 
  Motive +28, Sleight of Hand +22, Spellcraft +22, Stealth +25
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, 
  Infernal, Orc, Sylvan, Tengu, Terran, Undercommon; telepathy 
  100 ft., tongues
  SQ infernal contract, infernal investment
  SPECIAL ABILITIES
  Binding Contract (Su) All contract devils carry numerous lengthy 
  contracts draped over their horns or within their numerous 
  carrying cases. They can wield these contracts like whips, but 
  deal lethal damage regardless of the armor bonus of their 
  target. A contract devil modifies attack and damage rolls when 
  using a binding contract by its Intelligence modifier, not its 
  Strength modifier (a +9 bonus). Wounds created by a binding 
  contract resemble horrifically deep paper cuts and cause 1d6 
  points of bleed damage. A contract devil can use its binding 
  contract to disarm and trip foes as if the contract were a whip. 
  If it is itself disarmed of the contract, the devil can rearm itself 
  with a new contract as an immediate action.
  Impale (Ex) As a swift action, a contract devil can impale an 
  opponent grappled by its binding contract, dealing 2d8+7 points 
  of piercing damage.
  Infernal Contract (Su) As a full-round action, a contract devil 
  can produce an infernal contract for a single living mortal 
  creature. This contract can grant a wide range of abilities and 
  effects, as detailed on page 77 of Pathfinder RPG Bestiary 3. 
  To receive any of these bonuses, however, the mortal must 
  sign its true name to the document of its own free will. Upon 
  doing so, that mortal’s soul is sworn to the contract devil, 
  condemning the soul to an eternity of servitude in Hell rather 
  than whatever fate would naturally befall it upon the mortal’s 
  death. Breaking a contract with a contract devil is difficult and 
  dangerous (Bestiary 3 77); as long as the infernal contract 
  remains in effect, the victim cannot be restored to life after 
  death save by a miracle or a wish. If a mortal is restored to 
  life in this way, the contract devil immediately senses the 
  development—it not only knows which soul has been restored 
  to life, but also gains the benefits of a discern location 
  spell targeted on the character or creature that restored the 
  damned soul to life.
  Infernal Investment (Su) As a subclause of all infernal contracts, 
  a contract devil can use greater scrying at will upon any 
  creature it has a contract with. The target creature always 
  fails its save against the devil’s scrying attempt—this ability 
  otherwise functions at caster level 20th.
  CONTRACT DEVIL 
  CR 10
  Pathfinder RPG Bestiary 3 76
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +11; Senses darkvision 60 ft., see in darkness; Perception +26
  DEFENSE
  AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
  hp 136 (13d10+65)
  Fort +9, Ref +15, Will +16
  DR 10/good; Immune fire, mind-affecting effects, poison; Resist 
  acid 10, cold 10; SR 21
  OFFENSE
  Speed 30 ft.
  Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed 
  and grab), gore +11 (2d6+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
  Special Attacks binding contract, bleed (1d6), impale (2d8+4)
  Spell-Like Abilities (CL 13th; concentration +19)
  Constant—tongues
  At will—bestow curse (DC 20), detect thoughts (DC 18), 
  dimension door, erase, identify, major image (DC 19), 
  produce flame, sending
  3/day—arcane eye, break enchantment, greater teleport (self 
  plus 50 lbs. of objects only), hold person (DC 19), locate 
  creature, mage’s private sanctum, scorching ray, silence (DC 
  18), vision
  1/day—contact other plane, delayed blast fireball (DC 23), 
  dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 
  bearded devils or 1 bone devil 50%), symbol of pain (DC 21)
  STATISTICS
  Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
  Base Atk +13; CMB +16; CMD 34
  Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, 
  Mobility, Persuasive
  
  PATHFINDER SOCIETY SCENARIO
  38
  38
  Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, 
  Knowledge (arcana) +23, Knowledge (nobility) +20, Knowledge 
  (planes) +23, Knowledge (religion) +23, Linguistics +20, 
  Perception +26, Profession (scribe) +19, Sense Motive +26, 
  Sleight of Hand +20, Spellcraft +20
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, 
  Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 
  100 ft., tongues
  SQ infernal contract, infernal investment
  SPECIAL ABILITIES
  Binding Contract (Su) All contract devils carry numerous lengthy 
  contracts draped over their horns or within their numerous 
  carrying cases. They can wield these contracts like whips, but 
  deal lethal damage regardless of the armor bonus of their 
  target. A contract devil modifies attack and damage rolls 
  when using a binding contract by its Intelligence modifier, 
  not its Strength modifier (this equates to a +7 bonus for 
  most contract devils). Wounds created by a binding contract 
  resemble horrifically deep paper cuts and cause 1d6 points of 
  bleed damage. A contract devil can use its binding contract to 
  disarm and trip foes as if the contract were a whip. If it is itself 
  disarmed of the contract, the devil can rearm itself with a new 
  contract as an immediate action.
  Impale (Ex) As a swift action, a contract devil can impale an 
  opponent grappled by its binding contract, dealing 2d8+4 points 
  of piercing damage.
  Infernal Contract (Su) As a full-round action, a contract devil can 
  produce an infernal contract for a single living mortal creature. 
  This contract can grant a wide range of abilities and effects, as 
  detailed on page 77 of Pathfinder RPG Bestiary 3. To receive 
  any of these bonuses, however, the mortal must sign its true 
  name to the document of its own free will. Upon doing so, that 
  mortal’s soul is sworn to the contract devil, condemning the 
  soul to an eternity of servitude in Hell rather than whatever fate 
  would naturally befall it upon the mortal’s death. Breaking a 
  contract with a contract devil is difficult and dangerous (Bestiary 
  3 77); as long as the infernal contract remains in effect, the 
  victim cannot be restored to life after death save by a miracle 
  or a wish. If a mortal is restored to life in this way, the contract 
  devil immediately senses the development—it not only knows 
  which soul has been restored to life, but also gains the benefits 
  of a discern location spell targeted on the character or creature 
  that restored the damned soul to life.
  Infernal Investment (Su) As a subclause of all infernal contracts, 
  a contract devil can use greater scrying at will upon any 
  creature it has a contract with. The target creature always 
  fails its save against the devil’s scrying attempt—this ability 
  otherwise functions at caster level 20th.
  ERINYES
  Some calamity has befallen this angelic warrior. Wings stained black 
  shear the air as her merciless eyes search for a target.
  ERINYES 
  CR 8
  Pathfinder RPG Bestiary 75
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +16
  DEFENSE
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
  hp 94 (9d10+45)
  Fort +11, Ref +12, Will +7
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee +1 longsword +15/+10 (1d8+8/19–20)
  Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 
  plus 1d6 fire) or
  rope +15 touch (entangle)
  Spell-Like Abilities (CL 12th; concentration +17)
  Constant—true seeing
  At will—fear (single target, DC 19), greater teleport (self plus 
  50 lbs. of objects only), minor image (DC 17), unholy blight 
  (DC 19)
  1/day—summon (level 3, 2 bearded devils, 50%)
  STATISTICS
  Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
  Base Atk +9; CMB +14; CMD 31
  Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run
  Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, 
  Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge 
  (religion) +8, Perception +16, Sense Motive +10, Stealth +15
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Entangle (Su) Each erinyes carries a 50-foot-long rope that 
  entangles opponents of any size as an animate rope spell (CL 
  16th, DC 20). An erinyes can hurl its rope 30 feet with no range 
  penalty. An erinyes’s rope functions only for the erinyes who 
  made it and no other. The save DC is Dexterity-based.
  EXECUTIONER DEVIL
  Corded muscles ripple under this massive devil’s red skin as her black 
  wings beat overhead and her black eyes smolder like coals.
  EXECUTIONER DEVIL 
   
  CR 11
  Pathfinder RPG Book of the Damned 247
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
  DEFENSE
  AC 26, touch 13, flat-footed 23 (+7 armor, +3 Dex, +6 natural)
  hp 150 (12d10+84); fast healing 5
  Fort +15, Ref +10, Will +14
  DR 10/good; Immune fire, poison; Resist acid 15, cold 15; SR 22
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  
  WHAT PRESTIGE IS WORTH
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  Melee +1 keen battleaxe +20/+15/+10 (1d8+11/19–20/×3), 
  gore +14 (1d6+3)
  Special Attacks enraged warrior
  Spell-Like Abilities (CL 11th; concentration: +18)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  scorching ray
  1/day—summon (level 4, 3 erinyes 60%)
  STATISTICS
  Str 25, Dex 23, Con 24, Int 14, Wis 23, Cha 24
  Base Atk +12; CMB +19 (+21 bull rush, sunder); CMD 35 (37 vs. 
  bull rush or sunder)
  Feats Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Power Attack
  Skills Acrobatics +18, Fly +22, Intimidate +22, Knowledge (planes) 
  +17, Perception +21, Sense Motive +21, Stealth +18, Swim +19
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Enraged Warrior (Ex) An executioner devil has trained her mind 
  and body to wreak as much destruction as possible, and as she 
  causes bloodshed, she flies into a frenzy, hitting harder with each 
  subsequent attack. Whenever an executioner devil hits with all 
  of her attacks in a single round, she adds her Charisma modifier 
  (+7 for most executioner devils) to all weapon damage rolls until 
  the end of her next turn. If an executioner devil’s attacks reduce 
  a creature to below 0 hit points, her critical threat range for all 
  attacks doubles until the end of her next turn (typically increasing 
  her battleaxe threat range to 17–20 and her gore threat range to 
  19–20). This is an emotion effect.
  FIEND-INFUSED STONE GOLEM
  The fists of this stone statue radiate flames that flicker in red and black 
  and reek of brimstone. Its chiseled face bears a feral, wicked grin.
  FIEND-INFUSED STONE GOLEM 
   
  CR 13
  Pathfinder Campaign Setting: Cheliax, the Infernal Empire 60
  NE Large construct
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
  hp 121 (14d10+44); fast healing 5
  Fort +4, Ref +3, Will +4
  DR 10/adamantine and good; Immune construct traits, fire, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slam +23 (2d10+9 plus hellfire touch)
  Space 10 ft., Reach 10 ft.
  Special Attacks berserk liberation, hellfire touch, slow
  STATISTICS
  Str 28, Dex 9, Con —, Int 4, Wis 11, Cha 10
  Base Atk +14; CMB +24; CMD 33
  Feats Blind-Fight, Improved Initiative, Intimidating Prowess, Power 
  Attack, Skill Focus (Intimidate), Toughness, Weapon Focus 
  (slam)
  Skills Intimidate +29
  Languages Abyssal, Infernal (can’t speak)
  SPECIAL ABILITIES
  Berserk Liberation (Ex) When a fiend-infused golem enters 
  combat, there is a cumulative 2% chance each round that the 
  animating fiend breaks free and the golem goes berserk. This 
  chance resets to 0% after 1 minute of inactivity. When a fiend-
  infused golem goes berserk, the animating fiend explodes in a 
  conflagration of hellfire, dealing 13d6 points of damage to all 
  creatures within 60 feet (Reflex DC 17 half). Half of this damage 
  is fire damage, but the other half results directly from unholy 
  power and is not reduced by resistance to fire-based attacks. 
  The save DC is Constitution-based. The berserk golem then loses 
  the fiend-infused template permanently and thereafter attacks 
  the nearest living creature, or smashes some object smaller 
  than itself if no creature is within reach. Once it goes berserk, 
  no known method can reestablish control.
  Hellfire Touch (Su) A fiend-infused golem’s body radiates 
  the soul-scorching heat of the evil Outer Planes, dealing 
  2d6 points of damage with its touch. Half of this damage 
  is fire damage, but the other half results directly from 
  unholy power and is not reduced by resistance to fire-based 
  attacks. Creatures attacking a fiend-infused golem with 
  unarmed strikes or natural weapons take this same hellfire 
  damage each time one of their attacks hits. A fiend-infused 
  golem’s natural attacks are treated as evil for the purpose of 
  overcoming damage reduction.
  Immunity to Magic (Ex) A fiend-infused stone golem is immune 
  to any spells or spell-like abilities that allow spell resistance. In 
  addition, certain spells and effects function differently against 
  the creature, as noted below.
  • A transmute rock to mud spell slows a fiend-infused stone golem 
  (as per the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock restores all of its lost hit points.
  • A stone to flesh spell does not actually change the golem’s 
  structure but negates its damage reduction and immunity to 
  magic for 1 full round.
  • A banishment or dismissal spell quells the animating fiend 
  temporarily, negating the golem’s hellfire touch ability for 1 
  round with no saving throw. The spell also increases the chance 
  of the golem’s berserk liberation by 20% in subsequent rounds 
  of combat.
  Slow (Su) A fiend-infused stone golem can use a slow effect, as 
  per the spell, as a free action once every 2 rounds. The effect 
  has a range of 10 feet in a burst centered on the golem and a 
  duration of 7 rounds. A successful DC 17 Will save negates the 
  effect. The save DC is Constitution-based.
  
  PATHFINDER SOCIETY SCENARIO
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  40
  APPENDIX 3: DEVILS
   BARBED DEVIL
  Also known as hamatulas, barbed devils are both guardians of 
  Hell’s deepest vaults and living weapons.
   CONTRACT DEVIL
  Also known as a phistophilus, a contract devil is a suave 
  bargainer for mortal souls and manager of Hell’s records of 
  the damned.
   BONE DEVIL
  Also known as osyluths, bone devils are enforcers of Hell’s 
  laws and report on the disobedience of devils and their 
  disciples.
  ERINYES
  Erinyes are executioners and vengeful furies ever eager to 
  soar into battle.
  
  WHAT PRESTIGE IS WORTH
  41
  41
  APPENDIX 3: DEVILS CONT.
   EXECUTIONER DEVIL
  Extremely rare, the executioner devils are refined from the 
  more brutal erinyes to serve as elite soldiers for Eiseth, one of 
  the Queens of the Night.
  PIT FIEND
  Pit fiends are the generals of Hell, wielding immense power 
  and blasphemous magic.
  IMP
  Created directly from the pits of Hell, imps are among the 
  weakest fiends and often serve others, including mortal 
  spellcasters.
  
  PATHFINDER SOCIETY SCENARIO
  42
  42
  
  WHAT PRESTIGE IS WORTH
  43
  43
  
  PATHFINDER SOCIETY SCENARIO
  44
  44
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #10–08: What Prestige is Worth © 2018, Paizo 
  Inc.; Author: Matt Duval.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-08: 
  What Prestige is Worth
  
  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 #
  7–8
  10–11
  —
  2,205
  3,868
  —
  3,037
  4,410
  7,736
  —
  6,073
  Out of
  Subtier
  Pathfinder Society Scenario #10-08: 
  What Prestige is Worth
  Contracted Wish: You secured a wish from a contract devil. Choose one of the following benefits and cross the others off 
  your Chronicle sheet.
  Wish for Glory: You regain 2 Prestige Points, but any points that exceed your Fame must be spent immediately or are lost.
  Wish for Power: You can spend 16 Prestige Points once to gain a +1 inherent bonus to one ability score of your choice. 
  Wish for Wealth: You earn an extra 650 gp (Subtier 7–8) or 1,100 gp (Subtier 10–11) for completing this scenario.
  Abstained from the Inferno: You chose not to accept the wish. You can manifest your defiance of Hell once per day as 
  a standard action to harm evil outsiders as if you were a cleric of your character level using channel energy to harm 
  undead. The DC for this effect is equal to 10 + your character level. If you can already use the channel energy ability to 
  harm evil outsiders or living creatures, you can instead use this boon once per day to increase the ability’s save DC for 
  evil outsiders by 2.
  Dark Bargain: You traded away something more precious than gold during your time in Hell. Any Dark Bargain 
  provides an ongoing effect and can be removed by spending the listed Value in gold pieces between adventures (have 
  your GM initial in the Cleared column). If you have multiple Dark Bargain effects, any special effect that would cross 
  out a boon only eliminates the effects of one Dark Bargain.
  Your GM will fill out the sections below.
  Bargain  
  Gained 
   
   
                                                                Cleared
  ______________ 
   ______________________________________________  
  __________
  ______________ 
   ______________________________________________  
  __________
  ______________ 
   ______________________________________________  
  __________
  Soul (15,000 gp): Your soul belongs to Hell. If the you die, you cannot be restored to life under any circumstances.
  Power (15,000 gp): You surrendered part of your power, gaining one permanent negative level that cannot be removed.
  Hope (10,000 gp): You lost your ability to hope or aspire toward unlikely outcomes. A natural 20 no longer represents an 
  automatic success for your attack rolls, saving throws, stabilization rolls, and other such checks. You cannot use any ability 
  to reroll a natural 1 rolled on any d20 check.
  Emotions (5,000 gp): You no longer feel strong emotions. You cannot benefit from morale bonuses or bardic performances 
  (or similar abilities). You also gain a +3 bonus on saving throws against effects with the emotion descriptor.
  Fate (5,000 gp): Portents of imminent doom haunt you. You take a –1 penalty on all saving throws and cannot stabilize 
  while below 0 hit points.
  Davian Rises (Dark Archive): You encouraged Zarta to pursue her family legacy. In case of Thrune reprisals, she offers 
  training in overcoming the agents of Hell. Once per adventure you can use this boon after failing a Knowledge (planes) 
  check or after failing any d20 roll against a lawful evil outsider, devil worshipper, or Hellknight in order to reroll that 
  check and take the second result.
  The Family We Choose (Dark Archive): You encouraged Zarta to continue leading the Dark Archive. After helping 
  stop this infernal incursion, she begins expanding the faction’s training and resources with increased support from the 
  Society’s leadership. You can check up to two faction goals you fulfilled after completing a scenario. In addition, when 
  using the Enduring Scholar reward, Dark Archive faction PCs at your table may use the bonus of the faction member 
  with the most goals completed at the table.
  Core Campaign
  All Subtiers
  +2 good outsider bane longsword (18,315 gp)
  featherlight compass (1,500 gp; Pathfinder RPG Planar 
  Adventures 53)
  homebound timepiece (4,000 gp; Planar Adventures 53)
  infernal armor (52,260 gp; functions as demon armor but 
  inflicts poison on claw attacks rather than contagion)
  lesser piercing metamagic rod (3,000 gp; Pathfinder 
  RPG Ultimate Magic 154)
  oil of magic vestment (CL 12th; 1,800 gp)
  piercing metamagic rod (11,000 gp; Ultimate Magic 154)
  potion of barkskin (CL 9th; 900 gp, limit 1)
  scroll of vision of Hell (700 gp; Ultimate Magic 154)
  soul scribe quill (4,500 gp; Planar Adventures 55)
  wand of volcanic storm (10 charges; 4,200 gp, limit 1; 
  Ultimate Magic 248)
  wings of flying (54,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-08 - What Prestige is Worth.pdf