TEXT: By Mike Kimmel
  THE UNSEEN INCLUSION
  PATHFINDER SOCIETY SCENARIO #9-04 
  TIER 1–5
  
  Pathfinder Society Scenario #9–04: The Unseen 
  Inclusion is a Pathfinder Society Scenario designed 
  for 1st- through 5th-level characters (Tier 1–5; 
  Subtiers 1–2 and 4–5). 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 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Mike Kimmel
  Development Lead • John Compton
  Contributing Artists • Giorgio Baroni, Paul Guzenko, 
  Scott Purdy
  Cartography • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell  
  and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
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  Chief Technical Officer • Vic Wertz
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  Keith, and Eric Miller
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License 
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  Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #9–04: The Unseen Inclusion © 2017, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered 
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  GM ResouRces
  The Unseen Inclusion makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3, Pathfinder RPG 
  Ultimate Equipment (UE), and Pathfinder RPG Ultimate Magic (UM). This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced in this adventure are available in 
  the free online Pathfinder Reference Document at paizo.com/prd, and the relevant rules from 
  the Bestiary volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  The Unseen Inclusion  .   .   .   .   .   .   .   .   .  3
  Player Handouts  .  .  .  .  .  .  .  .  .  .  . 22
  Appendix  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 24
  Chronicle Sheet  .   .   .   .   .   .   .   .   .   .   .   . 27
  
  Thuvia
  • Merab
  Inner Sea
  3
  Construction workers recently unearthed an ancient 
  complex that predates Merab’s earliest surviving records. 
  This was an outpost of the Pharaoh of Forgotten Plagues, 
  overseen by the Usij necromancer. She decommissioned the 
  site shortly before her death, in the process sealing away a 
  doru div that she had forced to serve her. When the workers 
  broke through, the doru tore free and wreaked havoc in 
  Merab, seeking its former master. Its search led it to a hidden 
  cell of Usij cultists who had recently recovered a sage jewel, 
  and now the doru waits and hopes to exact revenge when 
  the cultists at last commune with the necromancer’s spirit.
  W
  hen Osirion’s first golden age began its 
  dramatic decline, a secretive cabal of scholars 
  and mystics formed to salvage the kingdom’s 
  greatest relics lore. Later known as the Jeweled Sages, they 
  developed a complex process for creating their eponymous 
  sage jewels, each a magnificent gem that could store not 
  only the knowledge but also the personality of the creator. 
  These passed from teacher to student, each adding more 
  information and adopting the mantle of the respective 
  founding sage. After having been scattered millennia ago, 
  a new generation of scholars has collected several of the 
  lost jewels and restarted the organization. They rightly 
  believe that their efforts are recovering the lost history and 
  technology of Ancient Osirion, but they have inadvertently 
  preserved one of that kingdom’s cruelest villains.
  The sage jewels were not these scholars’ original invention, 
  for they modeled the design off of a similar gemstone they 
  recovered in their earliest days. What they did not recognize 
  was that the gem contained the mind and life force of the 
  vile necromancer and Usij cultist Aryana Tahari, who served 
  under the infamous Pharaoh of Forgotten Plagues, helped 
  develop the dreaded Night Plague that ravaged Jistka, and 
  performed innumerable other heinous experiments. Much 
  like a lich’s phylactery, the gem was to be a focus that extended 
  her lifespan indefinitely. However, when the Song Pharaoh 
  rose to power and began terminating out the previous 
  dynasty’s crimes, Tahari died, and her vital essence retreated 
  to the gem. The Jeweled Sages have unknowingly copied and 
  spliced her trapped spirit, replicating and diluting it with 
  each new sage jewel they created. As the jewels are reunited, 
  the necromancer’s spirit has gradually awoken, begun to 
  feed off the sages’ power, and prepared for the day that she 
  might break free.
  The Sapphire Sage Amenopheus has recently noticed 
  signs that a mysterious entity is exerting influence over him 
  and his colleagues. He suspects the entity is contained in 
  his sage jewel, but he lacks evidence that his concerns are 
  more than an outlandish theory. He is not the only one 
  investigating—several Usij cells have perceived Tahari’s 
  awakening and begun rituals to accelerate it.
  By Mike Kimmel
  The Unseen Inclusion takes place in Merab, the largest 
  of Thuvia’s city-states and the region from which the 
  Pharaoh of Forgotten Plagues waged war against the 
  Jistka Imperium in ancient times. The PCs discover some 
  of the region’s history over the course of this scenario. 
  For more information regarding the region and its history, 
  see Pathfinder Campaign Setting: The Inner Sea World 
  Guide, Pathfinder Campaign Setting: Osirion, Legacy 
  of Pharaohs, and Pathfinder Campaign Setting: Lost 
  Kingdoms, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  
  Diya Akan
  PATHFINDER SOCIETY SCENARIO
  4
  SUMMARY
  Amenopheus, sensing something in the 
  ruin’s vicinity yearning for his jewel, 
  sends the PCs to learn more 
  about the creature, especially its 
  intentions and destination. 
  The 
  venture-captain 
  in 
  Merab instructs the PCs to 
  begin their search where 
  the workers discovered 
  the 
  evil 
  creature, 
  stressing that they should 
  first fulfill the Society’s 
  archaeological obligation to Merab 
  by clearing out the ruin of hazards and 
  documenting their discoveries. The PCs 
  begin by interviewing the construction team, and within the 
  ruin, the PCs defeat several guardians to uncover clues about 
  the site’s history. After clearing the ruin, the PCs investigate the 
  div’s movements and speak to some of its victims. Eventually, 
  with the help of a local scholar, they learn the div is seeking a 
  specific stronghold of his former master: the Dungeons of the 
  Ever-Dying. The PCs must be particularly successful in their 
  investigation, or rely on help from an agent of Grandmaster 
  Torch, if they want to find the site. When the Pathfinders arrive 
  at the Dungeons—now the home of the Usij cultists—they 
  discover a hellish nightmare playing out: the div has turned 
  the cultists against one another. After defeating the cultists, 
  the PCs recover the sage jewel and piece together the terrifying 
  implications of the cult’s work, for the ancient necromancer 
  within the sage jewel is poised to awaken.
  GETTING STARTED
  The adventure begins in the Twisting Garden Lodge in 
  Merab, an expansive garden maze surrounded by a few small 
  buildings that house caretakers, residents, and visitors. The 
  proprietor of the Lodge is Diya Akan, a half-elf who retired 
  from adventuring when a potent curse—one that magic has 
  yet to overcome and that she has accepted—in an ancient 
  tomb left her blind. The same mission left her quite wealthy, 
  so she established this lodge to continue her service to the 
  Society. Since Amenopheus’s revival of the Jeweled Sages, 
  Diya has also taken an interest in that faction and lent her 
  aid to the sages when she can.
  It takes nearly five full minutes, even with a 
  guide, to traverse the maze of hedges and 
  sandstone walls leading to the center of the 
  Twisting Garden Lodge in Merab. The 
  path eventually opens onto a spacious 
  courtyard with a large pavilion at 
  the center. A voice calls out, “Please, 
  join me, before the food grows 
  stale!” The guide gestures to the 
  pavilion, where cushioned benches 
  line the edges of the shaded area 
  and surround a large table covered 
  in delicacies. There Diya awaits, 
  wearing a loosely wrapped red 
  and white headscarf affixed 
  at her shoulder with a 
  scarab pin. She is fairly 
  nonchalant 
  about 
  her 
  blindness, 
  and 
  just to confirm who 
  has arrived, she requests introductions. 
  Once she has a sense of who is present, 
  she introduces herself.
  “I am Venture-Captain Diya Akan. Please, 
  eat. Then we shall talk.” Her eyes, though clouded with blindness, 
  betray her elven heritage. A dog with sand-colored fur snoozes at 
  the venture-captain’s feet, his ears giving the occasional twitch when 
  someone speaks.
  Diya continues. “If you have spent any time in Merab these 
  past few weeks, you have no doubt witnessed the ongoing 
  construction as this city expands to meet its fast-growing demand 
  for housing. You may have also heard that an archaeological 
  dig team accidentally loosed an angry spirit on the city when 
  they broke into an ancient section of the undercity. Rumors are 
  swirling, and the creature is causing serious harm. Usually this 
  would be left to the city watch, not the Pathfinder Society, but—
  well, I will let the Sapphire Sage explain.” She hands a letter to 
  whoever is nearest. “Read it aloud, would you?”
  Give the players Handout #1. After one of them reads it 
  aloud, the venture-captain continues.
  “Merab’s officials have requested that your first order of business 
  be to inspect and clear the ruin. You may learn something of the 
  creature’s purpose in the process. I suggest you interview the dig 
  The Unseen Inclusion makes use of the Pathfinder 
  RPG Core Rulebook, Pathfinder RPG Advanced Player’s 
  Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG 
  Bestiary 3, Pathfinder RPG Ultimate Equipment (UE), 
  and Pathfinder RPG Ultimate Magic (UM). This adventure 
  assumes the GM has access to these sourcebooks. All 
  rules referenced in this adventure are available in 
  the free online Pathfinder Reference Document at 
  paizo.com/prd, and the relevant rules from the 
  Bestiary volumes are reprinted at the back of 
  the adventure for the GM’s convenience.
  GM Resources
  
  5
  THE UNSEEN INCLUSION
  team and speak with the scholar Obahar, who is probably already 
  nosing about the site. You can trust his assistance. After investigating 
  the ruin, follow up on these leads, and any others you discover. We 
  must discover what this creature wants, as Amenopheus asked.”
  Give the players Handout #2. The venture-captain asks 
  if the PCs have any quick questions and encourages them 
  to equip themselves appropriately for the mission ahead. 
  Merab is the largest of Thuvia’s city-states and has many 
  markets to meet the PCs’ outfitting needs.
  Diplomacy (gather information) or 
  Knowledge (local)
  Based on the result of a Diplomacy check to gather 
  information or a Knowledge (local) check, the PCs might 
  know more about the culture and people of Merab. They 
  learn all of the information with a DC equal to or less than 
  the result of their check.
  15+: The people of Thuvia are often quite religious and 
  observe a number of superstitions. Citizens may be reluctant 
  to speak of evil creatures.
  20+: The most common type of fiend encountered in 
  Thuvia is the div, a creature spawned from a corrupted genie 
  that seeks the corruption of all things.
  Knowledge (dungeoneering or history)
  Based on the result of a Knowledge (dungeoneering) or 
  Knowledge (history) check, the PCs might know more about the 
  ancient ruins beneath Merab. They learn all of the information 
  with a DC equal to or less than the result of their check.
  15+: During Merab’s millennia of continuous occupation, 
  its citizens have as often demolished or build atop of older 
  structures. As a result, it’s not unusual for dig crews to 
  stumble upon long-concealed layers generally referred to as 
  the undercity.
  20+: Typically, such ruins are uncovered as the city 
  expands outward, but this discovery was near the center 
  of the city, where previous construction is being cleared to 
  make way for newer, sturdier buildings. These ruins likely 
  predate any known structures.
  Scarab Sages Faction Goals
  Diya asks for members of the Scarab Sages faction to stay 
  for a few moments longer. She explains that whatever these 
  ruins are, they clearly bear some relation to the sage jewels. 
  While finding the fiend and ending its reign of terror is a 
  priority, a thorough investigation of the ruins could yield 
  invaluable discoveries for the faction.
  DIG SITE
  Merab’s population has grown steadily over the past decade, 
  and construction crews—such as this one—have prospered, 
  breaking new ground and leveling old buildings to make 
  way for new structures. It is not uncommon for workers 
  to break through into a collapsed section of the old city—
  or more accurately, older cities. The workers at this site, 
  however, had to halt their excavation when they uncovered 
  an ancient complex that predates Merab’s earliest surviving 
  records. When the over-eager workers accidentally breached 
  the sealed ruin, the doru imprisoned there tore free in a fury 
  of growling and gnashing teeth before turning invisible and 
  escaping into the city.
  Now, the workers stand idly by while Obahar, an expert 
  on ancient history and archeology, pokes and prods at 
  the entrance to the ruins, looking for any clues about the 
  structure’s origin or purpose. The PCs can interview Obahar 
  and the dig team before descending to the site itself. 
  Nearly a dozen workers mill about the area as a wide 
  array of excavation tools gather dust in the corners. A 
  bearded man busily examines charts and objects laid out on 
  a wooden table shaded by temporary awnings. A muscular 
  young man in his late teens walks up and says, “I am Anaref. 
  If you’ve come to cleanse the ruins of evil, I’ll tell you all you 
  need to know!”
  Interviewing the Crew
  Most of the workers did not get a good look at the div before 
  it turned invisible, but they agree that it was hideous, angry, 
  and could fly. They direct the PCs to speak with Kehlaviya, 
  their foreman, who was the first to enter the ruins.
  Anaref: This strong young Garundi man enjoys being 
  perceived as an expert, which is at odds with his general 
  youth and inexperience. He approaches the PCs as soon 
  as they arrive and eagerly provides them any information 
  (largely supposition) they might want. “I saw the creature 
  with my own eyes! A floating head, with a tongue as long 
  as my arm and eyes like ice. It tried to lick me! I asked 
  my gran, and she says it was a vargywheel.” Any PC who 
  succeeds at a DC 12 Sense Motive check knows he is fibbing 
  to get attention from the others. He caught only a glimpse 
  of the creature.
  Kehlaviya: The leader of the dig team, called “Kehl” 
  by her crew, prefers to breach any potentially hazardous 
  areas herself; she saw the div first and got the best look. 
  She is eager to get her team back to work—they don’t 
  earn silver sitting around—but she fears for their safety. 
  If the PCs succeed at a DC 15 Perception check as they 
  approach Kehlaviya, they notice that she wears a bracelet 
  with a protective talisman bearing the symbol of Pharasma. 
  Local superstition dictates that speaking of a near-death 
  experience is a good way to tempt fate to repeat it, so 
  Kehlaviya initially refuses any request to describe what she 
  saw and heard. She emphasizes her curt response with a 
  warding gesture, which the PCs recognize if they succeed 
  at a DC 13 Knowledge (religion) check or DC 18 Knowledge 
  (local) check; worshipers of Pharasma automatically 
  
  Obahar
  PATHFINDER SOCIETY SCENARIO
  6
  recognize the gesture. The PCs must succeed at a DC 15 
  Diplomacy check to convince Kehlaviya to overcome her 
  fears and describe what she saw. A devout worshipper of 
  Pharasma who offers to pray with or bless Kehlaviya (or her 
  crew) automatically succeeds at this check. The Intimidate 
  skill does not work; Kehl is far more afraid of the div than 
  she is of the PCs.
  If the PCs succeed, read or paraphrase 
  the following.
   “It was a floating head, like the others say—
  thin and ugly. Seemed to be in quite a bit of 
  pain. Reminded me of a rabid animal. I heard 
  it in my mind. It said it was looking for the 
  dungeons, and that ‘she who wears the spiral 
  of death’ would be there. I have no idea what 
  it meant. I’ll admit, I don’t scare easy, but it 
  scared the skin off me. Please kill it.”
  Obahar: While not technically 
  a member of the dig team, 
  Obahar regularly consults 
  on 
  historical 
  and 
  archaeological 
  matters 
  for Merab. He is a former 
  Pathfinder who retired 
  early in his tenure when he 
  realized the dangers of the 
  job. His ill-fitting clothes are an 
  odd mix of styles and colors and are in 
  various states of disrepair; the only aspect 
  of his appearance he seems to care about 
  is his neatly trimmed beard. The workers mutter that they 
  think Obahar is taking too long, but the scholar cares only 
  about acquiring whatever knowledge he can from this place 
  without risking his own hide.
  Obahar examines some old blueprints on a table near 
  the ruins’ entrance, occasionally glancing up at the tunnel 
  and making thoughtful noises. He startles when he finally 
  notices the PCs. When he acknowledges the PCs, read or 
  paraphrase the following.
  “You must be the Pathfinders. I am Obahar, local expert on 
  archeology and ancient history. I’m glad you’re here! With our 
  combined expertise, we’ll have this all figured out soon enough! 
  While I am eager to learn more about the ruins, I am afraid my 
  adventuring days are long behind me. Please go inside and 
  take careful note of what you discover. This is possibly the most 
  important find in Merab’s history—aside from the sun orchid elixir, 
  of course! Where was I? Ah yes. The ruins spat out one fiend 
  already, so there’s no telling what awaits you. Whatever you find, 
  return it as-is. When you report back, we can find out where this 
  monster is from and what it might be up to.”
  Faction Notes: Obahar makes a unique request of any 
  members of the Scarab Sages: he asks that whenever they 
  make an interesting discovery (see the Discoveries entries 
  in area A), they take note of what their senses—aside 
  from sight—can tell them about whatever they found. He 
  awkwardly explains that, after all, “the venture-captain 
  will have need of such descriptions—the 
  smell of the objects, the way they feel, and 
  so on. Just don’t taste anything—could 
  be dangerous!” PCs who succeed at a 
  DC 12 Sense Motive check realize that 
  Obahar believes he can impress Diya 
  with such information, though that 
  information could be as valuable even 
  if Obahar were not the messenger.
  Whenever an area’s discoveries have 
  special sensory information that would 
  interest Obahar and Diya, it appears 
  in that area’s Faction Notes entry. In 
  general, each area with a discovery 
  has some form of sensory clue 
  for these PCs, and if a PC comes 
  up with some clever way to 
  study these elements that 
  would 
  not 
  detect 
  the 
  intended Scarab Sages 
  phenomenon, it’s okay 
  to add an additional 
  effect that provides some 
  vague information that befits the tone 
  and location. For example, using merchant 
  scales to weigh one of the haunted bones 
  in area A4 might cause the scale to wobble uncertainly in 
  defiance of gravity, tip over, and drop the bone to shatter on 
  the ground, releasing a wispy wail.
  These observations contribute to a boon that members of 
  the faction can earn on the Chronicle sheet.
  A. HALLS OF THE FORGOTTEN
  This structure dates to the Age of Destiny, when the 
  complex served as a secret outpost for the necromancer 
  Aryana Tahari. Here, she engineered curses and diseases 
  to attack their victims’ minds, obliterating their memories, 
  revealing their deepest secrets, and driving them mad. For 
  many years, the doru div Veshtahz served as her servant, 
  prisoner, and the subject of countless experiments—a 
  process that only sharpened the fiend’s contempt for 
  mortals. After decommissioning the site, Tahari trapped the 
  contemptuous div here. Veshtahz waited millennia before 
  the dig team set him free.
  The ruins are carved from stone and are windowless. 
  Unless otherwise noted, ceilings within the ruins are 15 feet 
  high, and all rooms are dark.
  
  A. Halls of the Forgotten
  S
  : Skeletal Champion
  C
  : Caryatid Column
  C1
  C2
  S2
  S3
  S1
  1 square = 5 feet
  A8
  A7
  A6
  A5
  A1
  A2
  A3
  A4
  Pathfinder Map Pack: Secret Rooms
  N
  7
  THE UNSEEN INCLUSION
  
  PATHFINDER SOCIETY SCENARIO
  8
  Discoveries: The PCs have several opportunities to study 
  objects and features of the ruins to learn new information. 
  These discoveries can aid the PCs in identifying the 
  Dungeons of the Ever-Dying (area B) while providing 
  additional details about the history and purpose of the 
  ruins. The text indicates when the PCs earn a “discovery,” 
  usually by succeeding at a skill check to document a 
  finding. GMs should track these discoveries—there are a 
  total of seven—as the PCs’ accomplishments in the ruins 
  help to determine their secondary success conditions. In 
  Subtier 4–5, increase the DCs of all skill checks related to 
  these discoveries by 2. 
  A1. ENTRANCE
  The air cools as the tunnel leads deeper beneath Merab. Wooden 
  supports shore up the walls in more precarious spots, and 
  abandoned side tunnels show where the crew explored layers 
  of older construction beneath the dig site. Eventually, the tunnel 
  intersects a wall of much older construction than the surrounding 
  area. Sledgehammers and other tools lie outside a hole in the 
  wall large enough for a person to step through that opens onto a 
  large room. The southern part of the room is largely collapsed. A 
  sprawling message in red symbols covers the floor.
  When a living creature enters this room, the magic 
  symbols on the floor writhe into a spiral, and a telepathic 
  message broadcast by an irritated, deep feminine voice 
  enters the mind of all nearby creatures. Creatures who 
  understand any language can understand the message:
  “Pathetic slave! Your base obsession with secrets served its 
  purpose for a time, but you have grown tiresome. And now you 
  dare to turn this obsession against me?! Foolish! You could have 
  served a higher purpose, empowering me for all eternity. Now, 
  for your defiance, you will grow to hate your immortality. You 
  will wallow in ignorance forever, and even I, your master, will 
  forget you.”
  PCs who succeed at a DC 22 Knowledge (planes) check 
  know of several creatures obsessed with secrets, such as the 
  powerful nalfeshnee demons and the ambitious doru divs. 
  Given the construction team’s observations, it’s far more 
  likely that the telepathic voice refers to a doru.
  A2. DISCARDED MEMORIES
  A chest sits in this room’s western alcove. The chest is 
  locked (Disable Device DC 20), but in poor condition; it has 
  only 10 hp, hardness 2, and a break DC of 20. Within are 
  dozens of small, dull gray stones with no apparent value. 
  Many of the stones have cracks, divots, and pockmarks. 
  These stones were once gems that Tahari used in her early 
  experiments on trapping memories. In her earliest tests, she 
  could siphon memories from her victims, but the process 
  obliterated these recorded memories, and her failed magic 
  caused the stones to lose their luster and become coarse and 
  pockmarked. Even magic cannot restore the gems.
  Treasure: The chest also contains four onyx gemstones 
  worth 30 gp each.
  Discoveries: PCs who succeed at a DC 14 Appraise or 
  Knowledge (arcana) check determine that the stones were 
  once flawless gemstones and that they were likely used as 
  components in the creation of a spell or magical effect. 
  PCs who learn this information earn one discovery. PCs 
  who exceed the DC by 5 or more deduce that these stones 
  represent failed attempts at necromancy of some kind; this 
  information earns the PCs a second discovery.
  Faction Notes: The stones are fairly soft and brittle, 
  capable of being scratched by a fingernail. Dust scraped from 
  a stone falls into patterns of Ancient Osiriani text on the 
  floor, though the messages are gibberish as though formed 
  from disjointed ideas (really reflections of the corrupted 
  memories imprinted on each stone). Licking a stone causes 
  a sharp pain in the tongue and tastes like screaming.
  Rewards: If the PCs do not recover the onyx gemstones, 
  reduce each PC’s gold earned by 20 gp.
  A3. ABANDONED LAB
  Detritus litters this room, including bits of metal, broken furniture, 
  crushed glass, leather strips, and shredded parchment. The walls, 
  ceiling, and floor are covered in deep gouges forming words and 
  phrases in multiple languages.
  Tahari used this room to perform experiments—both 
  physical operations and magic rituals. Veshtahz did as much 
  damage as possible to the room after the necromancer 
  abandoned the site, rendering its contents useless. He used 
  what remained of his horns to gouge the phrases “I will seek 
  the Dungeons, find the screams, remember your name, KILL 
  YOU” repeatedly in Abyssal, Ancient Osiriani, and Infernal 
  on every surface of the room.
  Treasure: A sturdy box holds 8 flasks of alchemist’s fire. 
  Discovery: If the PCs spend a few minutes investigating 
  the detritus, they determine that the room once contained a 
  table with thick leather restraints, a single stool, and a small 
  writing desk. PCs who succeed at a DC 13 Linguistics or DC 
  15 Perception check can find enough scraps of parchment 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce the skeletal champion’s current 
  hp to 10.
  Subtier 4–5: Remove one skeletal champion.
  Scaling Encounter A5
  
  9
  THE UNSEEN INCLUSION
  to determine that the pages contained Ancient Osiriani 
  writing, arcane symbols, and sketches of gemstones and 
  humanoid skulls. PCs who understand Ancient Osiriani 
  or exceed the Linguistics (not Perception) check DC by 5 or 
  more determine that the writing dates to the Age of Destiny, 
  around seven millennia ago. PCs who learn this information 
  earn one discovery.
  Faction Notes: The edges of the parchment are caked 
  with dried, crystallized saliva that numbs the skin slightly 
  on contact. This is the dried remnant of the doru’s poison. 
  Tasting or otherwise ingesting the substance imparts a few 
  seconds of wooziness and leaves the creature unreasonably 
  irritable for a few minutes. This doesn’t cause any mechanical 
  penalty, though it can result in some amusing roleplay.
  Rewards: If the PCs do not recover the alchemist’s fire, 
  reduce each PC’s gold earned by 13 gp.
  A4. PLAGUE CHAMBER
  Over a dozen small alcoves line this hallway, each containing 
  rusted shackles bolted to the walls and copious amounts of dust. 
  Three of the alcoves contain brittle skeletons hanging from the 
  shackles. Frantic whispers echo around the otherwise-silent 
  chamber, seemingly originating from the skulls of the deceased.
  This room served as a place for Tahari to observe the 
  victims of her experiments. The necromancer operated 
  many such sites, but it was here that she conducted her 
  early work on diseases and curses affecting memories and 
  personality. The whispers emanating from the skulls are by-
  products of Tahari’s experiments. They are unintelligible 
  and disturbing but have no other effects. A PC can set 
  the unquiet spirits to rest by casting bless, consecrate, or a 
  similar spell. Alternatively, a PC can do so by anointing 
  the area with a vial of holy water and succeeding at a DC 
  15 Knowledge (religion) check. A PC who has the Repose 
  domain (or one of its subdomains) automatically succeeds 
  at this skill check.
  Discoveries: Most of the bodies here decomposed ages 
  ago, but Tahari’s experiments and the energies in the ruins 
  preserved some remains. PCs who succeed at a DC 13 Heal or 
  Knowledge (religion) check determine that the bones once 
  belonged to adult humanoids who suffered from multiple 
  horrific and fatal diseases. PCs who learn this information 
  earn one discovery. PCs who exceed the check by 5 or more 
  deduce that only magic or divine energies could have kept 
  these people alive long enough to contract so many deadly 
  diseases, and that force is likely what preserved the bones; 
  this information earns the PCs a second discovery.
  Development: If the PCs set the whispering spirits to 
  rest, they gain a +1 sacred bonus to AC during the encounter 
  against the skeletal champions in area A5.
  Faction Notes: While this area remains haunted, the bones 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce the column’s current hp to 15.
  Subtier 4–5: Replace the caryatid column with a 
  second damaged caryatid column.
  Scaling Encounter A6
  bear a traumatic psychic energy. Anyone handling the bones 
  for more than a few seconds feels an uncomfortable tingling 
  that grows to acute pain after about a minute of contact.
  A5. ETERNAL GUARDIANS (CR 2 OR CR 5)
  Broken marble litters the southern corners of this room, where 
  a pair of toppled statues brandishing curved stone swords must 
  once have reached nearly to the ceiling. Many broken weapons lie 
  scattered about the room.
  Tahari forced a captive Jistkan artificer to construct 
  caryatid columns to guard this site. She never noticed that 
  the artificer designed the statues to eventually turn on those 
  they were supposed to protect. Several of Tahari’s guards 
  battled the malfunctioning constructs and were entombed 
  inside with them while she completed her rituals to trap the 
  doru in this complex.
  The stairs here rise to a platform 10 feet high, and the 
  ceiling here is 20 feet tall.
  Creatures: The necromancer’s entombed guards later 
  rose as undead. They attack anyone who enters the room.
  Subtier 1–2 (CR 2)
  SKELETAL CHAMPION 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 252; see page 24)
  Subtier 4–5 (CR 5)
  SKELETAL CHAMPIONS (3) 
  CR 5
  hp 17 each (Pathfinder RPG Bestiary 252; see page 24)
  Discovery: PCs who succeed at a DC 12 Knowledge 
  (arcana or history) check determine that the columns were 
  once magical constructs and that the magic animating the 
  columns is Jistkan in origin, based on the symbols carved 
  into the destroyed constructs. This counts as one discovery. 
  PCs who exceed this check DC by 5 or more notice that the 
  symbols contain intentional flaws that would have weakened 
  the constructs or caused them to lose control. PCs who 
  understand Jistkan gain a +4 competence bonus on this check.
  Faction Notes: The broken caryatid columns bear barely 
  perceptible cracks that run vertically through the stone, and 
  
  PATHFINDER SOCIETY SCENARIO
  10
  a PC who handles the material can easily notice this while 
  running fingers across the flaws. The stone smells faintly 
  of ash and char, despite there being no signs of scorching.
  Rewards: If the PCs fail to defeat the undead in this area, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 45 gp.
  Out of Subtier: Reduce each PC’s gold earned by 89 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 134 gp.
  A6. BROKEN GUARDIAN (CR 2 OR CR 5)
  Statues of men with hyena heads block the passage leading north 
  from this room.
  Creatures: This room contains the last of the Jistkan 
  artificer’s version of caryatid column(s). 
  Subtier 1–2 (CR 2)
  DAMAGED CARYATID COLUMN 
  CR 2
  hp 36 (currently 20; Pathfinder RPG Bestiary 3 46; see page 24)
  Melee slam +7 (1d6+4)
  SPECIAL ABILITIES
  Damaged (Ex) The column lacks the immunity to magic and 
  shatter weapons abilities and has the modified statistics above.
  Subtier 4–5 (CR 5)
  CARYATID COLUMN 
  CR 3
  hp 36 (Pathfinder RPG Bestiary 3 46; see page 24)
  DAMAGED CARYATID COLUMN 
  CR 2
  hp 36 (currently 20; Pathfinder RPG Bestiary 3 46; see page 24)
  Melee slam +7 (1d6+4)
  SPECIAL ABILITIES
  Damaged (Ex) The column lacks the immunity to magic and 
  shatter weapons abilities and has the modified statistics above.
  A7. TREASURE CHAMBER
  The walls, ceiling, and floor of this 
  room are covered in elaborate 
  patterns of countless tiny tiles. 
  The tiles also form three images 
  on the west wall: one 
  depicts a woman in a cloak 
  hovering above a pile of 
  skulls; another depicts the 
  same woman kneeling before 
  a massive fiend; the third 
  shows her in the company of a 
  godlike figure standing before a 
  massive pyramid.
  This was one of Tahari’s treasure vaults, though when she 
  decommissioned the site, she took much of the treasure with 
  her. PCs who succeed at a DC 15 Knowledge (religion) check 
  recognize the fiend as Ahriman, Lord of All Divs.
  Treasure: All told, the damaged objects (see Discovery 
  below) are worth 420 gp to the Society (650 gp in Subtier 4–5).
  Discovery: Tahari left behind several objects for which 
  she held little regard—gifts from the Pharaoh of Forgotten 
  Plagues, whom she had grown to despise as her ambitions 
  to attain “immortality” increased. These objects are heavily 
  damaged, having been repeatedly tumbled about the room 
  by Veshtahz during his countless tantrums through the ages. 
  The objects include: gold-plated idols of the pharaoh (heavily 
  dented); a lacquered box of stale incense (covered in tooth 
  marks but unopened); a ceremonial platinum dagger (snapped 
  in half); dozens of pieces of pottery (smashed to bits); six 
  scrolls (chewed up into spitballs and stuck to the ceiling—now 
  illegible); and numerous objects of gold and silver, all dented, 
  battered, and broken a dozen times over. If the PCs succeed at 
  a DC 15 Appraise or Knowledge (history) check, they determine 
  that these items date to the reign of the Pharaoh of Forgotten 
  Plagues. This counts as one discovery. 
  Faction Notes: The objects here don’t yield any dramatic 
  or apparent breakthroughs for members of the Scarab 
  Sages faction. Collectively, though, they provide enough 
  additional information to contribute to these faction PCs’ 
  investigations in this ruin.
  Rewards: If the PCs do not find the treasures in this area, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 70 gp.
  Out of Subtier: Reduce each PC’s gold earned by 89 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 108 gp.
  A8. VAULT
  A well-preserved wooden chest sits atop a platform against the 
  south wall of this room. A series of arcane glyphs burnt into the 
  top of the chest forms a spiral. Iron 
  bindings reinforce the chest, and 
  it has no apparent lock or key. A 
  series of heavy latches keep the 
  lid tightly shut. 
  Before Tahari imprisoned 
  Veshtahz, she siphoned some 
  of his memories into this “box 
  of banished memories”—
  an item she designed. She 
  intended to use it to hide her 
  secrets from the div, as the box 
  cannot be opened by a creature with 
  no hands, but decided instead to torment 
  him for eternity by trapping his knowledge 
  
  11
  THE UNSEEN INCLUSION
  within it. She chose memories in which she let slip clues about 
  her experiments, labs, and subversive mission to elevate and 
  preserve her own knowledge. Beyond the purpose it serves in 
  this scenario, the box is neither magical nor valuable.
  Anyone with hands can easily manipulate the chest’s 
  latches and open it with little effort. Inside the chest are three 
  curved horns. Any creature that touches one of the horns 
  receives a mental flash of knowledge from the memories 
  stored within. In each vision, the PC senses that they are a 
  disembodied, floating being, always in the presence of a 
  woman dressed in Ancient Osiriani garb. Any distinguishing 
  features of the woman blur and shift, as if either magically 
  obscured or remembered poorly. When she speaks—the same 
  voice that addressed the PCs when they entered area A1—the 
  PC recognizes that she is speaking Ancient Osiriani and can 
  understand her whether they speak the language or not.
  First Vision: The woman stands surrounded by the 
  aftermath of a great battle in the desert. She examines the 
  wounded and dying with interest, ignoring their cries for 
  help. She kneels by a dying man, places her hand on his 
  forehead, and says, “Were you one of ours? One of theirs? 
  It matters not. The Plague loves all of you the same. Do 
  you feel it? As your body dies, does your mind cling to life? 
  Yes—I sense it. Wonderful! I must try again. Soon even the 
  Lady of Graves will have no hold over my fate.”
  Second Vision: Screams echo around the dark halls as 
  the woman snarls. “They die too quickly! There is no time. 
  I need healthier subjects.” She looks up, but her features 
  remain obscured. “Go to the training grounds. Tell the 
  captain I require another full squad of his most able-bodied 
  guards for the Dungeons of the Ever-Dying. Perhaps they 
  can survive long enough to further my studies. No—not one 
  squad. A dozen fresh recruits each week.”
  Third Vision: Feelings of intense pain and desperation 
  accompany this memory. The woman mockingly waves one 
  of the horns into view. “What better material to preserve a 
  memory than the horn of a creature fundamentally obsessed 
  with knowledge? Perhaps I shall find others like you, take 
  their essence, and perfect my magic. Pain? Yes. There will 
  always be pain for you. I will leave you those memories. A 
  suiting gift for a traitor.”
  Development: When the PCs exit the ruins, Obahar asks 
  for their report. He suggests that he return to his study to 
  research these findings while the Pathfinders follow up on 
  the other leads. He instructs them to visit him once they 
  are done so they can put the pieces together. If the PCs 
  describe the visions from the box of banished memories, 
  he says he has never heard of the Dungeons of the Ever-
  Dying, and then asks the PCs what they intend to do. If they 
  do not suggest it themselves, he recommends they visit the 
  Thrice-Shrouded Necropolis in case the reference to the 
  Lady of Graves is significant. He also suggests they rest 
  before proceeding.
  Faction Notes: Witnessing at least one of the visions 
  firsthand contributes to the Scarab Sages goals in area A.
  SEEKING THE DUNGEONS
  The PCs now likely know they seek a doru that is hunting 
  its former master, who is an ancient Osiriani spellcaster. 
  During this investigation, the PCs can discover clues leading 
  to the Dungeons of the Ever-Dying—the doru’s destination. 
  However, these clues—snippets of the doru’s telepathic 
  ranting—reference locations that existed millennia ago. The 
  PCs must gather all three clues and bring them to Obahar, 
  whose historical records can help them find the modern-
  day location of the Dungeons. If they miss one or more 
  clues, their confrontation with the half-orc Zurnzal (see The 
  Scholar’s Study on page 13) or their witnessing a murder (see 
  Murder in Merab on page 14) can provide them additional 
  clues.
  In Subtier 4–5, increase the DCs of all skill checks directly 
  related to securing clues by 2. This includes any checks in 
  the Murder in Merab encounter.
  Temple of the Redeeming Sun
  This temple is the largest in the city. It boasts a massive 
  courtyard where the faithful congregate to pray under the 
  open sun. The gold plating on the surrounding buildings 
  focuses the rays of the sun inward on a tremendous altar 
  at the center of the courtyard—the heat at the apex is so 
  intense that the priests require protective magic to survive 
  giving their sermons. 
  One of the side buildings that provide shelter from the sun 
  is the hospice wing, where the PCs can find Mauta, the woman 
  mentioned in their briefing. When they arrive, a priest named 
  Herhut escorts the PCs to meet her. Mauta lies in a small 
  room separate from the other patients, and her mad screams 
  echo through the halls. The priest explains that Mauta started 
  rambling in garbled Ancient Osiriani shortly after arriving at 
  the temple. They are doing their best to care for her, but they 
  are unable to ease her wild ramblings and hallucinations. 
  A PC who understands Ancient Osiriani or succeeds at 
  a DC 13 Linguistics check discerns the words “seek,” “she,” 
  “spiral,” and “death.” If the PCs succeed at a DC 14 Diplomacy 
  or Heal check they can calm Mauta enough to make out the 
  phrase, “I seek she who wears the spiral of death! I sense her 
  presence! The Servants of the Sun tried to hide the Dungeons, 
  but they remain! Where are they?!” This information—a 
  reference to the Sarenites who cleansed the Dungeons long 
  ago—counts as one clue. If the PCs ask the Sarenites about 
  their involvement in cleansing the Dungeons of the Ever-
  Dying, the priests apologize, explaining that their records 
  are unclear as to the Dungeons’ location.
  If the PCs succeed at a DC 10 Knowledge (religion) check, 
  they realize the “spiral of death” is reminiscent of Pharasma, 
  the Lady of Graves, whose holy symbol is a spiraling 
  
  PATHFINDER SOCIETY SCENARIO
  12
  comet. (This in fact refers to a symbol tattooed on the Usij 
  necromancer—a spiral of blood-red glyphs.)
  The Wayward Alchemist
  The amateur alchemist Sokari closed his shop in disgrace 
  when the authorities discovered his concoctions were 
  sickening consumers. There was no proof Sokari was 
  intentionally harming anyone, so the guards made no arrest. 
  However, he is banned from selling wares, and they took note 
  that he mentioned a “demon’s face” when first confronted. 
  The 
  alchemist 
  reminded 
  Veshtahz 
  of 
  Tahari’s 
  experimental habits. The doru charmed the alchemist into 
  poisoning his customers, hoping to get some pleasure out 
  of ruining the man, but grew bored when the shop closed. 
  Sokari possesses a book written in Ancient Osiriani and 
  filled with notes on necromantic experiments—a possession 
  stolen from the necromancer that the doru gave to the 
  alchemist so his revenge fantasy would be more fulfilling. The 
  alchemist is quite unwilling to part with the text, believing 
  that it holds the secret to immortality, a gift Thuvians are 
  forbidden from attaining through the sun orchid elixir. The 
  journal contains mere snippets of knowledge; no one could 
  ever replicate the necromancer’s “immortality” with these 
  notes alone. However, if the PCs convince Sokari to give 
  them the journal, it serves as a clue, for it references ancient 
  markets the necromancer frequented to procure supplies, as 
  well as her service to the Pharaoh of Forgotten Plagues.
  Sokari is at his shop: a cramped, single-room establishment 
  full of empty shelves, their contents having been confiscated. 
  He initially refuses to speak to the PCs. They must succeed 
  at a DC 15 Diplomacy or Intimidate check to convince him 
  to reveal that a disembodied voice spoke to him, promised 
  him power, and magically compelled him to poison his 
  customers (not the sort of admission he’d normally share 
  with strangers). With a successful DC 13 Craft (alchemy), 
  Knowledge (arcana), or Sense Motive check, the PCs discern 
  that the alchemist could not have performed such advanced 
  experiments without detailed help. He is a coward at heart 
  and hands over the journal if the PCs press him on the 
  matter. He knows nothing else about Veshtahz. 
  Treasure: The journal contains the spells memory lapseAPG, 
  spectral hand, and pain strikeAPG—all told, the book is worth 
  200 gp.
  Rewards: If the PCs do not acquire the journal, reduce 
  each PC’s gold earned by 16 gp.
  The Thrice-Shrouded Necropolis
  Priests of Pharasma, the Lady of Graves, oversee this large 
  graveyard and several small shrines surrounding it. For 
  reasons lost to time, the necropolis possesses three unique 
  traits: the sun’s light shines weakly upon it, causing the 
  graveyard to be dimly lit even on the brightest days; the 
  entire graveyard is under the effects of a calm emotions 
  spell; and sounds in the area are muted, increasing 
  the difficulty of hearing-based Perception checks in 
  the graveyard by 10. These oddities do not prevent the 
  graveyard from being a popular place for Merab’s residents, 
  many of whom worship Pharasma.
  Recent sightings of a “maniacal disembodied head” 
  inspired the Pharasmin priests to send an acolyte to 
  cleanse what they believed was a minor undead menace. 
  When his divine energies failed to defeat the threat, the 
  acolyte, a boy named Manetho, gave in to despair. Veshtahz, 
  sensing a vulnerable soul, has paid a few more visits to the 
  acolyte and is slowly convincing him to abandon Pharasma. 
  Manetho lied to his superiors, telling them he handled the 
  threat. Then they caught him digging up graves and locked 
  him up to repent. 
  When the PCs arrive, a mid-ranking priestess named 
  Renofre asks if they have come to pray. When they explain their 
  business, she immediately draws a connection to Manetho’s 
  behavior and asks the PCs to speak to him. She takes them to 
  a small catacomb where they are holding the acolyte—a cool, 
  dark room that has yet to be used for any burials.
  Zurnzal has appeared in several other adventures and 
  played an evolving role behind the scenes for a few 
  seasons. He is one of the featured Aspis agents in 
  Pathfinder Society Special #6–98: Serpent’s Rise. He 
  later helped frame the Pathfinder Society in Tamran in 
  Pathfinder Society Scenario #7–07: Trouble in Tamran, 
  only to be thwarted by Society agents. Having fallen from 
  the Consortium’s good graces, he participated in a deadly 
  mission in Pathfinder Society Special #7–98: Serpents’ Ire. 
  During that venture, he swiped several tools and leads to 
  help him pursue new opportunities.
  He’s exactly the kind of operative Grandmaster Torch—
  an information broker, former Pathfinder, and often 
  adversary of the Society—has been looking for. Although 
  he works with other clients, Zurnzal works for Torch more 
  often than not.
  The half-orc from Lastwall has several chips on his 
  shoulder and aims to prove himself to the world and 
  those who belittled him in his past. He doesn’t mind 
  killing or committing other crimes, but he’s been trying 
  to moderate his behavior and keep his word to avoid 
  playing into others’ stereotypes of his race. He holds no 
  grudge against the Pathfinder Society, for their actions 
  against him and his subordinates years ago was strictly 
  professional. In fact, he and the PCs might begrudgingly 
  bond over a shared distaste for the Aspis Consortium. 
  This doesn’t make him a friend, but nor is he an enemy 
  in this adventure.
  A Half-Orc with History
  
  Zurnzal
  13
  THE UNSEEN INCLUSION
  The boy sits in the corner with his arms around his 
  knees. The PCs must succeed at a DC 13 Bluff, Diplomacy, 
  or Intimidate check to convince the acolyte to speak of his 
  tormentor. If they are successful, he says, “the Lady of Graves 
  could not help me… I was powerless! It promised to reveal 
  its secrets to me. It asked me to dig up graves. It said that 
  she who wears the spiral of death would come for me… so I 
  am waiting. It said she would take me east, beyond the Seven 
  Crypts, to the Ever-Dying.” The “Seven Crypts” is a reference 
  to an ancient shrine to Pharasma, which Renofre explains 
  was destroyed long ago, but this is a clue that the PCs can use 
  in their investigation.
  The Scholar’s Study
  Once the PCs investigate the other locations, they should 
  meet Obahar at his home near the Pathfinder Lodge. If the 
  PCs have not attempted to investigate at least two other 
  locations before visiting the scholar, he turns them away, 
  stating he does not have enough to go on yet. 
  If the PCs have investigated at least two other locations 
  (regardless of the number of clues they have attained), when 
  they visit the study, read or paraphrase the following.
  Obahar’s home is a dilapidated, ancient stone structure that seems 
  out of place among the more modern dwellings surrounding it. 
  While originally three stories tall, most of the top story fell away 
  long ago. The front door hangs slightly ajar.
  Veshtahz learned a few weeks ago that the knowledge 
  necessary to locate the Dungeons of the Ever-Dying could 
  be found here, and he has used invisibility to spy on the 
  scholar. Later, when Veshtahz learned that Obahar was 
  investigating the entrance to the Dungeons, the doru 
  returned and attacked the scholar. The doru’s poison 
  dropped Obahar’s Wisdom to 0, and the frail academic 
  nearly bled to death. Fortunately, Veshtahz has not been the 
  only one shadowing Obahar; a half-orc named Zurnzal has 
  also been interested in the archaeologist’s work. Zurnzal 
  arrived in time to save Obahar’s life with a healing potion 
  and restore some of his mental capacities with a potion of 
  lesser restoration. He then got what information he could 
  from the scholar—swiping a few key documents while he 
  was at it—and left.
  Inside the home, the PCs discover that Obahar lives an 
  austere life—the main floor consists of a tiny kitchen, a 
  sitting room, and a simple bedroom. The second floor is 
  a single large room—the scholar’s study—with a blocked 
  staircase that once led to the third floor. Obahar crouches 
  on a desk in his study, wearing only one shoe and chewing 
  on a scroll. He is addled and unable to speak or understand 
  speech; his current Wisdom score is 1. There are bite scars 
  on his neck and shoulder, though they have mostly healed 
  (thanks to Zurnzal).
  Conveniently, the documents relevant to the PCs’ 
  investigation—maps of the city from long ago, official 
  records from government archives, and the like—are strewn 
  about Obahar’s desk. However, before the PCs have a chance 
  to look them over, an unexpected guest arrives.
  Grandmaster Torch Returns: Zurnzal approaches soon 
  after the PCs arrive, announcing himself by saying, “Good 
  thing I was around, or the old man would be long dead. 
  Those wounds were a lot uglier before I showed up.” He 
  introduces himself and explains that he is there on behalf of 
  Grandmaster Torch to offer aid to the Pathfinders—if they 
  agree to Torch’s conditions. 
  If the PCs accuse Zurnzal of attacking Obahar, he laughs 
  and says “My poisons are far more deadly than those. 
  Besides, biting’s not my style.” 
  If the PCs insist on a Sense 
  Motive 
  check, 
  the 
  GM 
  
  PATHFINDER SOCIETY SCENARIO
  14
  should roll in secret and inform them that Zurnzal is telling 
  the truth—he may not care about the scholar, but he did not 
  assault him, either. If the PCs attack Zurnzal, he drinks a 
  potion of invisibility and flees.
  If the PCs agree to hear Zurnzal out, read or paraphrase 
  the following.
  Zurnzal explains, “My employer has been watching recent 
  events in Merab with keen interest. The doru attacks seemed 
  to draw the eyes of Amenopheus’ agents, and Grandmaster 
  Torch shares mutual concerns with the Sapphire Sage; both 
  of them think there is more to the sage jewels than anyone 
  dares to believe. I am here to offer information to aid in your 
  search for the Dungeons of the Ever-Dying”—the half-orc 
  smiles knowingly—“if you give the Society’s guarantee that 
  when it comes time to act on the threat to the Jeweled Sages—
  whatever it may be—Torch will be welcome to stand alongside 
  his, ah, colleagues, in the Society.”
  Agreeing or not is entirely in the PCs’ hands. If the PCs 
  refuse to hear Zurnzal’s offer, or reject it, he shakes his head 
  and says, “You Pathfinders are all the same. Don’t expect 
  Torch to give up so easily.” Then he takes his leave.
  If the PCs have already attained sufficient clues for the 
  investigation, the GM should make them aware of this fact. 
  If they have yet to acquire sufficient clues, they can still 
  refuse Zurnzal’s offer, but he may turn up again later if they 
  get stuck (see Murder in Merab on page 14).
  If the PCs accept Zurnzal’s offer, he uses his short 
  sword to prick his thumb, uses his blood to draw a simple 
  dagger design just below his throat, and beckons the PCs’ 
  spokesperson (ideally a member of the Scarab Sages faction) 
  to do the same. This is a fairly serious oath-swearing gesture 
  originating from Lastwall, where the dagger represents the 
  adulthood, community, and the tool with which to take one’s 
  life if faced with abduction. Zurnzal is content if a PC mirrors 
  the act or provides an equally significant demonstration of 
  sincerity. That done, he offers three clues, tells the PCs that 
  the Society will hear from his master in due time, and leaves. 
  His clues are:
  • The Dungeons lie “beneath the Red Canals,” a reference 
  to waterways that have existed since ancient times—
  though possibly under different names; Zurnzal heard 
  this repeated by several of Veshtahz’s victims.
  • The Dungeons fell under the domain of General 
  Menetashtor, an infamously cruel general who served the 
  Pharaoh of Forgotten Plagues; Zurnzal offers an ancient 
  tablet showing the general’s troops being assigned 
  “permanent duty” at the Dungeons.
  • The Dungeons were once cleansed by Sarenite priests, 
  who recorded the cleansing but later tampered with their 
  own records to obfuscate knowledge of the Dungeons; 
  Zurnzal offers the altered document as proof.
  Development: Obahar is not necessary to complete 
  the investigation; so long as the PCs have enough clues, 
  they can use the documents arrayed on the scholar’s 
  desk to pinpoint the location of the Dungeons. It takes 
  about one hour to find the references to the various clues 
  and determine the Dungeons lie beneath an abandoned 
  shrine in the middle of the city’s western market and 
  temple district.
  If the PCs do assist Obahar, such as by personally tending 
  his wounds or bringing a healer to him, he can confirm that 
  Zurnzal was not to blame and provide a disjointed retelling 
  of the fiendish head’s attack. Obahar can also assist the PCs 
  in piecing together the clues, though until he is healed of his 
  remaining 9 points of Wisdom damage, his contributions 
  are somewhat absentminded.
  OPTIONAL ENCOUNTER: MURDER IN 
  MERAB
  GMs should use this optional encounter if the PCs were 
  unsuccessful in the investigation, especially if they refused 
  Zurnzal’s offer despite their lack of information. GMs can 
  also use their discretion and add this encounter to increase 
  the length of the scenario if the group has extra time, or 
  to offer an additional opportunity to acquire clues for the 
  secondary success conditions.
  Veshtahz, using suggestion, compels an otherwise 
  innocent Merabite citizen to murder an Usij cultist in the 
  middle of the street. When the authorities apprehend the 
  killer—a man named Thoman—he raves about a strange 
  creature controlling his actions. The PCs can discover the 
  final clues they need at the scene of the crime; if they do not, 
  Zurnzal approaches them a second time to ask if they might 
  reconsider Torch’s offer. 
  To begin this encounter, read or paraphrase the following.
  Shouts suddenly echo through the crowded street. Several city 
  guards converge quickly on the scene, forcing their way through 
  the fleeing throng of citizens. A man cries out, “Oh, gods, it made 
  me… I didn’t mean… The head! The horrible head! It… so many 
  teeth… It made me kill him…!”
  Past the crowd, now surrounded by a half-dozen armed guards, 
  a man kneels next to a robed corpse. A bloody knife lies on the 
  ground nearby.
  If the GM introduces this encounter due to a lack of 
  success on the PCs’ part so far, several bystanders also 
  sustain injuries in the brief fight—the guards attend to 
  these victims.
  The guards, knowing the Pathfinders are investigating 
  recent events, step aside to allow the PCs to handle 
  the situation. If they succeed at a DC 15 Diplomacy or 
  Intimidate check, they can calm Thoman enough for him 
  to tell them the telepathic message he heard before he 
  
  15
  THE UNSEEN INCLUSION
  attacked the stranger: “You serve she who wears the spiral 
  of death?! You live beneath the Red Canals?! Then scream, 
  scream, DIE!” He has no idea what this means. If the PCs 
  did not already know about the Red Canals, this counts as 
  one clue.
  The cultist seems like a common citizen of Merab, but 
  with a successful DC 15 Perception check, the PCs find a 
  hundred-year-old map carefully stowed in a scroll tube 
  in one of his sleeves. If they bring this map to Obahar’s 
  study, they can use it to connect the dots between ancient 
  references and the modern-day location of the Dungeons. 
  This counts as one more clue.
  The guards must take Thoman into custody, but if the 
  PCs find and defeat the cult, the Society comes to his defense 
  and convinces the city to free him.
  Development: If the PCs still lack sufficient clues, once 
  the Pathfinders leave the scene, Zurnzal approaches one 
  more time to present Torch’s offer, encouraging them to 
  accept it “before any other innocents get hurt.” If time is 
  running short or the PCs have exhausted all other avenues 
  of success, GMs should strongly encourage them to accept—
  though it is still up to the PCs.
  If the PCs lack enough clues, exhaust all of their 
  investigation leads, and continually turn down Zurnzal’s 
  offer, they have come to a dead end. Zurnzal gives them one 
  last chance at the deal, and if the PCs refuse, the scenario 
  ends. Pass out Chronicle sheets, reducing any Prestige Point 
  and gp totals as appropriate for not exploring area B.
  B. DUNGEONS OF THE EVER-DYING
  The Dungeons of the Ever-Dying was one of Tahari’s 
  outposts, functioning as a fortress, laboratory, and prison. 
  The necromancer used the site to conduct necromantic 
  experiments on wounded soldiers, prisoners of war, and any 
  other subjects she could acquire. Not even the thick stone 
  walls of the dungeons kept the screams of her victims from 
  reaching the surface, and for millennia, haunting echoes 
  of those screams occasionally burst forth. The Merabites 
  avoided the area until a group of Sarenites purged the 
  lingering haunts and minor undead within. But the Usij 
  have spies even among the church of Sarenrae; when they 
  recently learned of the dungeons and their connection 
  to Tahari, they tricked a Sarenite cleric into modifying 
  the official records to show that the site had been sealed 
  off, created illusory barricades and ghostly sounds at the 
  dungeons’ entrance, and took up residence within.
  These cultists recently acquired the onyx sage jewel and 
  have been attempting to commune with the fragment of 
  the necromancer’s spirit within, hoping the location where 
  Tahari practiced her magic will make their rituals more 
  potent. The cultists have focused all their attention on 
  unlocking the jewel’s secrets; they had no idea Veshtahz was 
  hunting them until it was too late. The doru sowed chaos and 
  distrust among the paranoid cultists, hoping to spur them to 
  complete their ritual more quickly so he could exact revenge 
  against his reviled master. His tormenting eventually led to a 
  violent clash between them. Now he waits for the remaining 
  cultists to summon forth enough of Tahari’s consciousness 
  that he can scream in her face before murdering them all.
  The Dungeons lie in a cavern buried beneath several layers 
  of the city’s millennia of continuous occupation. The structure 
  remains largely intact. Unless otherwise noted, the rooms’ 
  ceilings are 10 feet high; the rooms are dark; the doors are made 
  of stone but are unlocked; and the walls are one foot thick.
  Finding the Dungeons
  An abandoned shrine to an unknown deity sits where the 
  Dungeons of the Ever-Dying are supposedly located. The people 
  of Merab go about their business in the surrounding area—a 
  relatively unremarkable market and temple district. None of 
  the citizens come close to this shrine, and a few make warding 
  gestures as they hurriedly pass by.
  If approached by the PCs and asked about the shrine, 
  citizens state, “That spot is haunted by the cries of the dead. 
  I wouldn’t go near it!” before going about their business. It 
  takes only a brief search to discover a secret door behind the 
  crumbling altar. The cultists usually conceal this entrance 
  with illusions, but recently their attention is elsewhere. 
  The passage is narrow enough that Medium creatures must 
  squeeze through, and Large creatures must succeed at a DC 
  25 Escape Artist to get inside. With an hour of work and 
  mining tools, the PCs can break open the path enough for a 
  Large creature to pass while only squeezing.
  B1. OLD TUNNELS
  A crumbling, twisting tunnel leads deep beneath the streets of 
  Merab past layers of previous occupation before winding down 
  the side of a large cavern. At the bottom, a twenty-foot-high 
  windowless structure occupies much of this space. Stairs lead to 
  platforms on the north and west sides of the building, but no 
  other entrances are visible from here.
  If the PCs succeed at a DC 20 Perception check, they 
  hear ritualistic chanting coming from somewhere within 
  the structure.
  B2. DUNGEON ENTRANCE
  Stairs ascend five feet to a wide, open platform with doors to 
  the west, south, and east leading into the building. Narrow 
  pillars support a stone overhang 20 feet above. The door to 
  area B10 has a good lock (Disable Device DC 30). The sound 
  of chanting comes from beyond the door. From this close, 
  the PCs can determine with a successful DC 20 Knowledge 
  
  B. Dungeons of the Ever-Dying
  L
  : Usij Leader
  C
  : Usij Cultist
  L
  C1
  C2
  1 square = 5 feet
  B1
  B2
  B3
  a
  a
  b
  c
  d
  a
  c
  c
  e
  e
  g
  g
  i
  i
  b
  b
  d
  d
  f
  f
  h
  h
  j
  j
  B4
  B5
  B6
  B7
  B8
  B10
  B9
  Pathfinder Flip-Mat: Asylum
  N
  PATHFINDER SOCIETY SCENARIO
  16
  
  17
  THE UNSEEN INCLUSION
  (arcana) or Spellcraft check that the ritual is complex and 
  involves both necromancy and divination.
  B3. GUARDROOM
  Arrow slits line the north and west alcoves in this empty 
  room. Narrow steps lead up to a door in the south wall.
  B4. COLLAPSING GUARDROOM
  The east alcove of this room has collapsed, leaving it open 
  to the cavern beyond. Narrow steps lead up to a door in the 
  south wall.
  B5. WEST ENTRANCE
  Four thin pillars support the stone overhang above this 
  narrow balcony running along the western side of the 
  building. Two doors—one to the north, one to the south—
  lead inside. A robed corpse leans against one of the pillars, a 
  dagger plunged into his chest up to the hilt.
  Treasure: The dagger is a lesser dagger of venom, which 
  functions as a dagger of venom except that it has only five 
  charges; each activation of the poison ability (maximum 
  1/day) expends one of the charges. In Subtier 4–5, this is 
  instead a dagger of venom.
  Rewards: If the PCs do not find the dagger, reduce each 
  PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 96 gp.
  Out of Subtier: Reduce each PC’s gold earned by 221 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 346 gp.
  B6. WESTERN CELL BLOCK
  Several of the doors leading off this cross-shaped hallway 
  stand open, revealing ten-by-ten-foot cells. Cells B6a–B6d 
  are empty. Cells B6e–B6i contain simple, unoccupied 
  sleeping quarters, each with multiple pallets. Cell B6j also 
  has sleeping quarters, but one sleeping pallet contains the 
  corpse of a human male whose throat has been slit. Each 
  sleeping quarter contains small idols and shrines which, 
  with a successful DC 12 Knowledge (religion) check, the PCs 
  can determine are dedicated to Ahriman, the Lord of All 
  Divs and the patron divinity of the hateful cultists known 
  as the Usij. The door to area B10 has a good lock (Disable 
  Device DC 30).
  B7. EASTERN CELL BLOCK
  Several doors leading off this cross-shaped hallway stand 
  open, revealing ten-by-ten-foot cells. The wall of the east 
  hallway has collapsed, revealing the cavern beyond. Cells B7a 
  and B7b contain simple sleeping quarters, each with a dead 
  cultist—one a halfling male, the other a human female—
  their throats slit. Cells B7c–B7g contain empty sleeping 
  quarters. Cells B7h–B7j are empty. The sleeping quarters 
  contain idols and shrines like those found in area B6. The 
  door to area B10 has a good lock (Disable Device DC 30).
  B8. SOUTHERN CELL BLOCK
  Rugs and cushions lie on the floor of this large room; they are 
  covered in overturned dishes and spoiled food. Several humanoid 
  corpses lie about. Deep wounds and copious blood speak to their 
  violent deaths.
  This served as the cult’s meal room. It was also the site of 
  the largest conflict to break out between the cultists because 
  of Veshtahz’s manipulations. The victors locked themselves 
  in area B10 after the battle. 
  Cell B8a contains a raving human cultist. See the Creature 
  entry below.
  Cell B8b contains the cult’s wardrobe of disguises: a 
  variety of mundane outfits, from religious garb to urchins’ 
  rags. All of the clothing is suitable for use in Merab, and the 
  PCs might even recognize a familiar outfit they saw someone 
  in passing wearing on the streets above.
  Cell B8c contains the cult’s armory. See Treasure below.
  Cell B8d was the leader’s room—it contains a simple bed, a 
  chest with mundane clothes, and a thick book of vile prayers 
  to Ahriman written in a variety of fiendish languages.
  Creature: One of the wounded cultists hid in cell B8a. 
  He is delirious and weakened by wounds and starvation, 
  and he poses no threat to the PCs. He constantly mutters to 
  himself, repeating: “Yes, all else must wait. The Black Moon 
  rises! She shall bring glorious ruin upon the world. I can 
  hear her—she is almost here! Ahriman, look upon our great 
  work, and grant me a place in the House of Oblivion!” The 
  cultist repeats this rant, ignoring other creatures. 
  Treasure: The cultist has a key to area B10. The clothes in 
  the wardrobe are worth 100 gp total. The armory contains 
  five maces, five cold iron morningstars, three spears, and six 
  sickles. In Subtier 4–5 it contains a +1 cold iron morningstar.
  Rewards: If the PCs do not explore this room and find its 
  treasure, reduce each PC’s gold earned by 24 gp.
  B9. ANCIENT PLAGUE LAB
  This room contains a long table and sturdy chair, each with thick 
  manacles dangling to the side. A smaller table in the corner hosts 
  several surgical tools, including a deep basin, saws, scalpels, and 
  needles. Wooden shelves support an open ledger and variety of 
  other objects, and large, empty stone basins stand in the room’s 
  other corners.
  The doors to this room have good locks (Disable Device 
  DC 30). The cultist leader in area B10 has the key. This room 
  served as Tahari’s lab. The ledger lists “Items Recovered” 
  and “Items Requested”—things that the Usij have gathered 
  which once belonged to Tahari, and things that they have 
  gleaned that she may desire. It lists all the items that follow, 
  with a check mark next to each. 
  
  Veshtahz
  PATHFINDER SOCIETY SCENARIO
  18
  Treasure: On the shelf labeled “Items 
  Recovered,” the PCs find fragmented 
  notes—distribute 
  Handout 
  #3. 
  They also find Tahari’s 
  lesser circlet of persuasion, 
  which functions as a 
  circlet of persuasion but only 
  grants a +2 bonus on these 
  checks. In Subtier 4–5, it is 
  instead a circlet of persuasion.
  On the shelf labeled “Items 
  Requested,” the PCs find 
  three flasks of alchemist’s 
  fire and one potion of lesser 
  restoration. 
  Under “Items 
  Requested” the ledger 
  also lists “spellbooks—
  unknown quantity and 
  whereabouts,” “Fading Light 
  lab notes,” and “plague cloak,” 
  but these items are not checked off.
  Rewards: If the PCs do not find the 
  treasures here, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 121 gp.
  Out of Subtier: Reduce each PC’s gold earned by 246 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 371 gp.
  B10. RITUAL CHAMBER
  The doors to this room are locked; the cultist leader has one 
  key, and the other is in area B8.
  Eight stone pillars stand around this room. At the center of the 
  room, a five-foot-diameter spiral of twisted arcane glyphs is 
  charred into the floor. Broken bones stained with blood encircle 
  the spiral, and an onyx gem sits in the center.
  Creatures: The cultists in this room desperately conduct a 
  lengthy ritual to commune with Tahari through the onyx sage 
  jewel they have placed in the middle of the ritual spiral. They 
  are unaware of the doru Veshtahz who lingers invisibly nearby 
  and waits to strike, though the fiend is interested in preserving 
  the cultists until they finish their ritual. As a result, Veshtahz 
  aids the Usij cultists when they attack the PCs on sight.
  Veshtahz is already inside the cultists’ heads and has 
  unique options during this encounter. Veshtahz can create 
  one of the following effects as a standard action, though he 
  cannot repeat the same action twice in a row. Any cultist 
  affected by one of these abilities suffers a –2 penalty to AC, 
  representing the telepathic torment that accompanies the 
  div’s aid.
  	
   Grant a single cultist a +2 bonus to attack and 
  damage rolls for one round (+4 
  in Subtier 4–5). 
   Grant a single cultist 
  one 
  immediate 
  attack 
  with a weapon in hand, 
  at a –2 penalty on the 
  attack roll.
   Allow a single 
  cultist 
  to 
  make 
  a 
  saving throw against an 
  ongoing effect. If the 
  save succeeds, the cultist 
  can act as though not 
  affected by the effect for 
  1d3 rounds.
   Grant a single cultist 2d6 
  temporary hit points (2d12 in Subtier 
  4–5) that do not stack with each other.
  Subtier 1–2 (CR 4)
  USIJ ACOLYTES (2) 
  CR 1/2
  Human cleric of Ahriman 1
  NE Medium humanoid (human)
  Init +5; Senses Perception +3
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 10 each (1d8+2)
  Fort +3, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee morningstar +2 (1d8+2) or
  whip +2 (1d3+2 nonlethal)
  Special Attacks channel negative energy 3/day (DC 10, 1d6), 
  destructive smite (+1, 6/day)
  Domain Spell-Like Abilities (CL 1st; concentration +4)
  6/day—touch of evil (1 round)
  Cleric Spells Prepared (CL 1st; concentration +4)
  1st—bane (DC 14), divine favor, true strikeD
  0 (at will)—create water, guidance, light
  D Domain spell; Domains Destruction, Evil
  TACTICS
  During Combat One acolyte casts bane on the PCs while the 
  other casts divine favor and move into melee. The acolytes 
  close into melee, using their morningstars to crush skulls and 
  their whips to trip or disarm difficult targets.
  Morale The acolytes fight to the death.
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Remove one Usij acolyte from the encounter.
  Subtier 4–5: Remove one Usij cultist from the encounter.
  Scaling Encounter B10
  
  Usij Cabalist
  19
  THE UNSEEN INCLUSION
  STATISTICS
  Str 15, Dex 12, Con 13, Int 8, Wis 16, Cha 10
  Base Atk +0; CMB +2; CMD 13
  Feats Improved Initiative, Lightning Reflexes
  Skills Knowledge (religion) +3, Sense Motive +7
  Languages Common, Osiriani
  Gear studded leather, morningstar, whip
  USIJ CULTIST 
  CR 2
  Human cleric of Ahriman 3
  NE Medium humanoid (human)
  Init +5; Senses Perception +3
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 20 (3d8+3)
  Fort +3, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk morningstar +5 (1d8+1) or
  whip +3 (1d3+1 nonlethal)
  Special Attacks channel negative energy 5/day (DC 13, 2d6), 
  destructive smite (+1, 6/day)
  Domain Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—touch of evil (1 round)
  Cleric Spells Prepared (CL 3rd; concentration +6)
  2nd—bull’s strength, shatterD (DC 15), sound burst  
  (DC 15)
  1st—bane (DC 14), divine favor, ray of sickeningUM (DC 
  14), true strikeD
  0 (at will)—create water, detect magic, guidance, light
  D Domain spell; Domains Destruction, Evil
  TACTICS
  Before Combat If the cultist hears someone 
  attempting to break into this area, 
  she casts bull’s strength and resist 
  energy (fire) on herself.
  During Combat The cultist uses 
  her spells to damage, slow, and 
  debilitate the PCs. If the acolytes 
  are faring poorly or have fallen, 
  she channels negative energy 
  and begins attacking in melee.
  Morale The cultist fights to 
  the death.
  STATISTICS
  Str 13, Dex 12, Con 10, Int 8, Wis 16, 
  Cha 15
  Base Atk +2; CMB +3; CMD 14
  Feats Improved Initiative, Lightning 
  Reflexes, Weapon Focus 
  (morningstar)
  Skills Knowledge (religion) +4, Sense 
  Motive +8, Spellcraft +4
  Languages Common, Osiriani
  Combat Gear scroll of eagle’s splendor, wand of resist energy 
  (6 charges); Other Gear mwk chain shirt, mwk morningstar, 
  whip, 31 gp
  VESHTAHZ 
  CR 2
  Doru div (Pathfinder RPG Bestiary 3 86; see page 24)
  hp 16
  TACTICS
  During Combat Veshtahz uses the abilities described above.
  Morale Veshtahz attempts to flee if either reduced to half his 
  maximum hit points or if two of the Usij are defeated. If 
  restrained, Veshtahz thrashes, bites, and attempts to magically 
  compel his captor to release him. If that fails after a few rounds, 
  he surrenders and hopes to strike a deal (see Development).
  Subtier 4–5 (CR 7)
  USIJ CULTISTS (2) 
  CR 2
  hp 20 each (Use the statistics in Subtier 1–2)
  TACTICS
  Before Combat If the cultists hear someone attempting to break 
  into this area, they cast bull’s strength and resist energy (fire) 
  on themselves.
  During Combat One cultist uses her spells to damage, 
  slow, and debilitate the PCs. The other moves to intercept 
  melee threats. If the cultists are faring poorly, they 
  begin channeling negative energy, taking only basic 
  precautions to avoid damaging their allies.
  Morale The cultists fight to the death.
  USIJ CABALIST 
  CR 4
  hp 31 (Pathfinder Campaign Setting Inner 
  Sea NPC Codex 59; see page 25)
  TACTICS
  During Combat The cabalist uses his spells to 
  damage, slow, and debilitate the PCs, employing 
  melee attacks and channeling negative energy 
  as a last resort.
  Morale The cabalist fights to the death.
  VESHTAHZ 
  CR 2
  Doru div (Pathfinder RPG Bestiary 3 86; 
  see page 24)
  hp 16
  TACTICS
  During Combat 
  Veshtahz uses the 
  abilities described 
  above.
  Morale 
  Veshtahz 
  attempts to flee 
  
  PATHFINDER SOCIETY SCENARIO
  20
  if either reduced to half his maximum hit points or if two of 
  the Usij are defeated. If restrained, Veshtahz thrashes, bites, 
  and attempts to magically compel his captor to release him. If 
  that fails after a few rounds, he surrenders and hopes to strike 
  a deal (see Development).
  Treasure: The onyx gemstone is the onyx sage jewel, a 
  minor artifact and one of the foundational relics of the 
  Jeweled Sages organization. Like other such jewels, it 
  contains the memories and knowledge of generations of 
  scholars, though the relic seems unresponsive to any of the 
  PCs’ inquiries or attempts to use it.
  There is also a folded, faded, and threadbare banner that 
  bears a charging leopard on a background of tan and black—
  the crest of one of the Tekritanin League city-states that 
  occupied this region long before Thuvia’s unification. It is a 
  knight’s pennon of battle (Pathfinder RPG Advanced Player’s Guide 
  307), and once activated for the first time in ages, its magic 
  restores its appearance and repairs its damage from age.
  Development: With the cultists defeated, the ritual ends 
  abruptly. A crescendo of frantic telepathic whispering 
  spews from the gem: “I am awake! I see you—all of you! My 
  strength grows. Do not forget…” before fading away.
  If Veshtahz escapes, he flees the city for a day before 
  slinking back to spy on the Society and sniff for any further 
  clues about his former master. He causes ongoing trouble 
  for the Society before ultimately being chased off for good.
  If the PCs capture the div, he snarls, aggressively postures, 
  and finally adopts a bestial grin to offer a bargain.
  “The master! She trapped me when the last pharaoh seemed not 
  long for the world, stealing from me! Now she’s trapped like I 
  was, stirring and dreaming, living and not living. You are servants 
  of the new pharaohs, yes? Servants of servants? We are alike, you 
  and I, and we can help each other. What is it you want? What can 
  Veshtahz offer, and what can you provide in return?
  Veshtahz is in a poor position to bargain, but he tenaciously 
  seeks some deal that helps him seek out the necromancer 
  Tahari. To this end, he’s willing to assist the Pathfinder 
  Society in tracking down her other experimental sites and 
  sharing what fragmented information he remembers—
  all for a chance at revenge against her. As a doru, he’s 
  also obsessed with secrets, and a PC who can successfully 
  demonstrate both a command of esoteric information 
  (Knowledge [any] DC 20) and can present that information 
  in a way that convinces Veshtahz that the PC has one or more 
  greater secrets to offer (Bluff or Diplomacy DC 20) can tempt 
  the div into serving as a familiar or assistant. The doru is 
  willing to work with multiple brokers, and multiple PCs can 
  attempt these checks; this contributes to a boon that only 
  these PCs can earn on the Chronicle sheet.
  Veshtahz does not have many specifics to share at this 
  time, though the more he can study the PCs’ notes, the more 
  insights he can offer. In effect, several of his revelations 
  come to light after the end of the adventure.
  Rewards: If the PCs do not find the treasures here, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 101 gp.
  Out of Subtier: Reduce each PC’s gold earned by 246 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 835 gp.
  CONCLUSION
  Amenopheus, sensing the fiendish presence no longer seeks 
  him, is present in Merab for the PCs’ final report. He and 
  Diya commend the PCs for recovering the jewel, explaining 
  this discovery is beyond what they had hoped. When 
  Amenopheus attempts to communicate with his ancient 
  colleague’s memories within the sage jewel, it flares angrily, 
  and he casts it across the room instinctively.
  Amenopheus catches his breath before walking over to wrap the 
  thrown jewel in a thick cloth. “Unfortunately, this confirms my 
  earlier theory: the sages’ memories are not alone within these 
  gems. The records you recovered and observations you made 
  suggest that the first Jeweled Sages might not have create the 
  sage jewels on their own, but rather modeled them off someone 
  else’s design. Now it seems that prototype was the soul receptacle 
  for an utterly depraved servant of the Pharaoh of Forgotten 
  Plagues who inflicted countless atrocities upon northern Garund. 
  If she is awakening, the whole order is at risk unless we can use 
  your findings to deduce some way to purge this evil.”
  He massages his forehead for a moment before noting, 
  “Whatever lies ahead will be difficult, and the future of the 
  Jeweled Sages relies on what we can do about this threat. Once 
  we have a plan, you shall be the first to know.”
  Amenopheus is fairly unimpressed by Veshtahz, if the 
  PCs recruited the div’s aid. The Sapphire Sage and Diya 
  are much more interested in hearing about the PCs’ 
  interactions with Zurnzal, who openly serves Grandmaster 
  Torch. Diya once shared a professional camaraderie with 
  Torch but has become rather bitterly disenchanted by the 
  man following his dodgy antics over the past several years. 
  She takes some grim satisfaction if the PCs turned down 
  Zurnzal’s offer. Amenopheus is more restrained, and if the 
  PCs accepted the half-orc’s deal, Amenopheus notes that 
  he is obliged to uphold the Pathfinders’ verbal contract. 
  Although he expresses his concern about Torch’s past 
  actions, the Sapphire Sage notes that Torch is a capable 
  individual whose aid might ultimately play a key role in 
  cleansing the sage jewels.
  If the PCs made the deal with Zurnzal, each PC earns the 
  Debt to the Scarred Sage boon on their Chronicle sheets. 
  Each PC who successfully convinced Veshtahz to serve them 
  earns the Veshtahz’s Service boon.
  
  21
  THE UNSEEN INCLUSION
  Reporting Notes
  If the PCs accepted Zurnzal’s offer, check Box A on the 
  reporting sheet. If the PCs captured Veshtahz, check Box B.
  Primary Success Conditions
  The PCs fulfill their primary mission if they recover the onyx 
  sage jewel and defeat the cultists in area B10. Doing so earns 
  each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs successfully complete their secondary mission if 
  they accomplish at least three of the following conditions:
  • Make at least three discoveries in area A.
  • Make at least six discoveries in area A. • Provide aid to 
  Obahar after he is attacked, such as by bringing him to 
  the Pathfinder lodge.
  • Kill Veshtahz (counts as one condition) or capture him 
  (counts as two).
  • Successfully secure at least three clues during 
  the investigation without having to rely on the 
  optional encounter.
  Faction Notes
  The Scarab Sages have multiple goals, tied both to examining 
  the archaeological ruin and securing key information about 
  the necromancer who inhabits the sage jewels. To earn the 
  Secrets Beyond Sight boon, PCs belonging to the faction 
  must fulfill the following: 
  • As a group, make at least five discoveries in area A.
  • Document the “senses” associated with at least three 
  discoveries in area A, as per Obahar’s request.
  • Recover the necromancer’s journal from the alchemist 
  and the scraps from B9.
  
  PATHFINDER SOCIETY SCENARIO
  22
  Player Handout 1: Letter from Amenopheus
  Player Handout 2: Suspicious Leads
  What should have been a routine survey expedition in Merab 
  recently unleashed an evil being of unknown nature upon the city. 
  I have since felt the creature pulling at me and my sapphire jewel, 
  as if yearning—nay, hungering—for its powers. I believe that this 
  creature can sense relics of great import to the Jeweled Sages, 
  and it is searching for something with great intensity. I dare not 
  approach the city myself lest it turn its search on me. I entrust you 
  with the task of tracing its path, determining its destination, and 
  acquiring whatever objects it seeks.
  Amenopheus, the Sapphire Sage
  —A woman under the care of Sarenites at the Temple of the Redeeming Sun started 
  raving in Ancient Osiriani, and no one can cure her. The creature could be responsible. 
  See what she has to say.
  —A young alchemist is suspected of poisoning his customers. Official reports state he 
  blubbered about a “demonic face.” Insufficient evidence for an arrest, so they closed his 
  shop. Talk to him—get more details. Could be related.
  
  23
  THE UNSEEN INCLUSION
  Player Handout 3: Journal Scraps
  …screams are so beautiful, as I hear them with my mind as well as my ears. 
  Why would the doru wish to abandon our mission? Was its suffering too great a 
  price to pay to perfect the gem? Did it mourn the deaths of its kin? It is a vile 
  creature. Even now, it stares at me with hate. Killing it would be too kind a 
  way to repay its treachery. Oh! I shall entomb it in the Halls of the Forgotten! 
  Delightful. If it is to live, though, I must strip its memories—it knows too many 
  of my methods. I shall use its own fiendish essence, as I did in the gems, to hold its 
  memories. How beautifully vile of me.
  The first operation was a success. The doru’s screams are louder now, if possible, 
  and…
  …this latest discovery, and more subjects, I can create the gemstone. My body 
  may die, but my mind—my power—will be eternal. My beautiful diseases will 
  be the ultimate weapon, unable to harm their creator. All my enemies—upstart 
  generals, traitorous divs, jealous pharaohs—all of them will perish, and I will 
  remain. 
  The gem must be flawless. The essence must be pure. My convictions must 
  remain true. I shall prevail, and then I shall possess knowledge surpassing any…
  
  PATHFINDER SOCIETY SCENARIO
  24
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this scenario.
  Caryatid Column
  With its feet planted firmly together, this marble statue of a female 
  warrior holding a stone sword rises up to support the ceiling.
  CARYATID COLUMN 
  CR 3
  Pathfinder RPG Bestiary 3 46
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +0, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune 
  construct traits, magic
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+4/19–20)
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
  SQ statue
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A caryatid column is immune to 
  any spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently against 
  the creature, as noted below.
  • A transmute rock to mud spell deals 1d6 points of damage 
  per caster level to a caryatid column, with no saving throw.
  • Transmute mud to rock immediately heals any and all 
  damage currently suffered by a caryatid column.
  • A stone to flesh spell does not actually change the column's 
  structure but negates its damage reduction and immunity 
  to magic for 1 round.
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 3d6 points of damage. Apply the weapon's hardness 
  normally. Weapons that take any amount of damage in excess 
  of their hardness gain the broken quality.
  Statue (Ex) A caryatid column can stand perfectly still, emulating 
  a statue (usually one that is holding up the ceiling, like a carved 
  column). An observer must succeed at a DC 20 Perception check 
  to notice the caryatid column is alive. If a caryatid column initiates 
  combat from this pose, it gains a +6 bonus on its initiative check.
  Doru Div
  This disembodied and bestial head covered in lashing hair and 
  curling horns flies through the air.
  DORU 
  CR 2
  Pathfinder RPG Bestiary 3 86
  NE Tiny outsider (div, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +7
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
  hp 16 (3d10)
  Fort +3, Ref +4, Will +4
  DR 10/cold iron or good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 13
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee bite +9 (1d4–1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—charm person (DC 13), minor image (DC 14)
  1/day—suggestion (DC 15)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD 13 (can't be tripped)
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Bluff +8, Fly +15, Knowledge (arcana) +6, Knowledge 
  (planes) +6, Perception +7, Spellcraft +6, Stealth +17
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 
  6 rounds; effect 1d2 Wis; cure 2 consecutive saves.
  Skeleton Champion
  This armored skeleton stands in a battle-ready pose, its weapon 
  held high as cold blue light shines in its eye sockets.
  SKELETON CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural,  
  +2 shield)
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3, Ref +1, Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (longsword)
  
  25
  THE UNSEEN INCLUSION
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, mwk longsword
  Usij Cabalist
  USIJ CABALIST 
  CR 4
  Pathfinder Campaign Setting: Inner Sea NPC Codex 59
  Human cleric of Ahriman 5
  NE Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 31 (5d8+5)
  Fort +6, Ref +3, Will +8
  OFFENSE
  Speed 30 ft.
  Melee mwk scorpion whip +4 (1d4–1) or
  dagger +4 (1d4–1/19–20)
  Special Attacks channel negative energy 5/day (DC 16, 3d6), 
  destructive smite (+2, 6/day)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—touch of evil (2 rounds)
  Cleric Spells Prepared (CL 5th; concentration +8)
  3rd—bestow curse (DC 16), call lightningD (DC 16), dispel magic
  2nd—gust of windD (DC 15), shatter, silence (DC 15), 
  undetectable alignment
  1st—command (DC 14), cure light wounds, doom (DC 14), 
  forbid actionUM (DC 15), true strikeD
  0 (at will)—create water, detect magic, read magic, 
  resistance
  D Domain spell; Domains CatastropheAPG, Evil
  STATISTICS
  Str 8, Dex 12, Con 12, Int 13, Wis 16, Cha 14
  Base Atk +3; CMB +2 (+4 trip); CMD 15 (17 vs. trip)
  Feats Combat Expertise, Improved Channel, Improved Trip, 
  Weapon Finesse
  Skills Bluff +5, Craft (alchemy) +5, Diplomacy +6, Disguise +5, 
  Knowledge (local) +3, Linguistics +6, Perception +4, Spellcraft 
  +6, Stealth +5, Use Magic Device +7
  Languages Abyssal, Common, Infernal, Osiriani
  SQ aura
  Combat Gear potion of invisibility, scroll of owl’s wisdom, wand 
  of cure light wounds (50 charges); Other Gear +1 chain shirt, 
  mwk scorpion whipUE, dagger, cloak of resistance +1
  
  26
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts, 
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  likenesses and special abilities; places, locations, environments, creatures, equipment, 
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  other trademark or registered trademark clearly identified as Product identity by the 
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  a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
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  in another, independent Agreement with the owner of such Trademark or Registered 
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  Product Identity.
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  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Caryatid Column from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Jean Wells.
  Pathfinder Society Scenario #9–04: The Unseen Inclusion © 2017, Paizo Inc.; 
  Author: Mike Kimmel.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9-04: 
  The Unseen Inclusion
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  255
  936
  —
  595
  509
  1,871
  —
  1,190
  Out of
  Subtier
  Pathfinder Society Scenario #9-04: 
  The Unseen Inclusion
  Debt to the Scarred Sage: As a representative of the Jeweled Sages, you promised that Grandmaster Torch 
  would be welcome to participate in confronting any threat to the organization. Whether this is ultimately to 
  your benefit or not remains to be seen.
  Secrets Beyond Sight (Scarab Sages Faction): You know that there’s more to understanding history and your 
  surroundings than sight alone. You can cross this boon off your Chronicle sheet to gain one of the following 
  benefits.
  ▫ As a standard action, you cast object readingOA as a spell-like ability (CL 5th).
  ▫ As a swift action, you gain the scent universal monster ability for 10 minutes.
  ▫ As a swift action, you gain blindsense to a range of 10 feet for 1 round per character level.
  ▫ As a swift action, you gain tremorsense to a range of 20 feet for 1 round per character level.
  Veshtahz’s Favors: You have convinced the doru Veshtahz to serve you in exchange for the tempting secrets 
  he craves. A neutral spellcaster of at least 7th level may take Veshtahz as a familiar with the Improved Familiar 
  feat. If you make this bond with Veshtahz, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the 
  improved familiar were available as an Additional Resource. Furthermore, you must spend at least 3 skill 
  points each level on Knowledge skills to maintain the doru’s attention. If you do not, he abandons you; cross 
  this boon off your Chronicle sheet.
  If you do not take Veshtahz as a familiar, you can call upon him to seek out secrets for you. In place of 
  attempting a Diplomacy check to gather information, you can cross this boon off your Chronicle sheet to 
  receive information as though your result were a 30.
  Core Campaign
  Subtier 1–2
  Subtier 4–5
  circlet of persuasion, lesser (2,000 gp; acts as a circlet 
  of persuasion but only grants a +2 bonus on related 
  skill checks, and a PC can upgrade this to a standard 
  circlet of persuasion by spending an additional 
  2,500 gp)
  dagger of venom, lesser (2,602, limit 1; acts as a 
  dagger of venom but each activation of the poison 
  ability expends one of the dagger’s 5 charges 
  [maximum 1/day], and a PC can upgrade this 
  to a standard dagger of venom by spending an 
  additional 5,700 gp)
  potion of lesser restoration (300 gp)
  scroll of eagle’s splendor (150 gp)
  wand of resist energy (6 charges; 540 gp, limit 1)
  circlet of persuasion (4,500 gp)
  circlet of persuasion, lesser (2,000 gp; acts as a circlet 
  of persuasion but only grants a +2 bonus on related 
  skill checks, and a PC can upgrade this to a standard 
  circlet of persuasion by spending an additional 
  2,500 gp)
  dagger of venom (8,302 gp)
  dagger of venom, lesser (2,602, limit 1; acts as a 
  dagger of venom but each activation of the poison 
  ability expends one of the dagger’s 5 charges 
  [maximum 1/day], and a PC can upgrade this 
  to a standard dagger of venom by spending an 
  additional 5,700 gp)
  knight’s pennon of battle (4,500 gp; Pathfinder RPG 
  Advanced Player’s Guide 307)
  potion of lesser restoration (300 gp)
  scorpion whip (5 gp; Pathfinder RPG Ultimate 
  Equipment 36)
  scroll of eagle’s splendor (150 gp)
  wand of cure light wounds (750 gp)
  wand of resist energy (6 charges; 540 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 09/S09-04 - The Unseen Inclusion.pdf