TEXT: By Nathan King
  Valley of Veiled flame
  PATHFINDER SOCIETY SCENARIO #6–07 
  TIER 5–9
  
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  Pathfinder Society Scenario #6–07: Valley of Veiled Flame is a Pathfinder Society Scenario designed for 5th- to 9th-level 
  characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
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  Valley of Veiled Flame
  Pathfinder Society Scenario #6–07
  
  Qadira
  Zho Mountains
  Ketz Desert
  Meraz Desert
  • Crystalcrag
  • Katheer
  3
  own needs—with her as its absolute ruler. Under her 
  dictatorial reign, Crystalcrag has grown in influence at 
  the expense of the oreads’ freedom and happiness, yet 
  most have come to accept their safety as a fair trade for 
  their servitude.
  Only over the past century have the volcanoes’ rifts 
  and Tygora’s ever-hotter ambitions caused many oreads 
  to give birth to ifrit children. The efreeti has been quick 
  to take these youths under her wing, giving them both 
  secret instruction and special privileges to secure their 
  ruthless loyalty. The oreads have voiced some resistance 
  to this two-tiered society, yet this has only invited 
  crackdowns and new restrictions. Tygora is preparing 
  to conquer her neighbors using this army of ifrit 
  champions, and all she needs is the continued—albeit 
  coerced—cooperation of her oread subjects.
  Q
  adira, dubbed “The Gateway to the East,” is known 
  not only for its incessant heat but also for the 
  presence of geniekind within its borders. However, 
  Kelish society has not welcomed all of these outsiders 
  with open arms. Rather than face this prejudice, many 
  geniekin such as ifrits, sulis, sylphs, and oreads created 
  small, tight-knit communities throughout the country’s 
  mountain ranges to escape discrimination. Today, 
  many of the Kelish people still know of the existence 
  of these villages yet they have been unable to find their 
  precise locations. In truth, almost all of these secluded 
  settlements use either their surrounding geography or 
  illusion to disguise their presence.
  At one time, geniekin found peace on Golarion. This 
  all changed, however, with the eruption of the Zhonar 
  and Zhobl volcanoes in the Zho Mountains nearly a 
  thousand years ago. These eruptions triggered terrible 
  rockslides that buried vital mountain passes, opened 
  erratic fissures that swallowed entire communities, 
  and spewed volcanic ejecta that buried what remained 
  near the mountains’ peaks. The burning devastation 
  even ripped open small rifts to the Plane of Fire, luring 
  fiery beasts of all sorts to Golarion. Among these 
  was Tygora Cinderfury, an efreeti fleeing the City of 
  Brass following a series of political miscalculations 
  that resulted in her opprobrium. After exploring her 
  immediate surroundings, she located Crystalcrag, an 
  oread settlement heavily damaged by the volcanoes’ 
  eruptions. There she offered her assistance, all while 
  devising her own secret plans for the ruined village.
  The oreads’ steadfast industriousness and endurance 
  intrigued Tygora, and in a calculated gamble she offered 
  them a single wish. Knowing that repairs would take 
  years and risk unwanted exposure to the geniekin’s 
  Kelishite neighbors, the town’s council wished for a 
  rebuilt settlement, seclusion, and safety from the outside 
  world. On the one hand, Tygora honored the geniekin’s 
  desires by veiling Crystalcrag and its surrounding 
  lands with powerful illusion magic. On the other hand, 
  she twisted their wish to rebuild the town to fit her 
  Valley of Veiled flame
  By NathaN KiNg
  WHERE ON GOLARION?
  Valley of Veiled Flame takes place in Crystalcrag, a town 
  in the largely uncharted Zho Mountains that bisect Qadira’s 
  deserts. For more information regarding Qadira, the Zho 
  Mountains, and their geniekin inhabitants, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Roleplaying Game: Advanced Race Guide. These books are 
  available at bookstores and game stores everywhere, and 
  online at paizo.com. 
  
  4
  PATHFINDER SOCIETY SCENARIO
  After reviewing a set of old maps gifted to them by 
  Jamila al-Shafah for protecting a critical caravan, a 
  team of Pathfinders began a survey that led them into 
  the Zho Mountains. Their maps depicted trails that no 
  long seemed to exist, yet on further investigation, the 
  Pathfinders learned that in fact a powerful illusion hid 
  these paths. When they explored further and entered 
  Tygora’s kingdom, they were captured by her soldiers. 
  With the Decemvirate unwilling to send another team 
  of Pathfinders into the unknown reaches of the Zho 
  Mountains, several former Shadow Lodge members have 
  secured a favor from Venture-Captain Esmayl ibn Qaradi 
  from Katheer to retrieve the missing Pathfinders whom 
  Tygora has begun using as a pretense for war.
  SUMMARY
  The PCs begin their adventure in the Pathfinder Society 
  Lodge in Katheer, where they meet with Venture-Captain 
  Esmayl ibn Qaradi. He requests their assistance in tracking 
  down a missing team of Pathfinders that was exploring 
  strange illusions in the Zho Mountains. When the PCs 
  follow the first group’s trail, they emerge out of an illusion 
  that hides a Crystalcrag, a settlement of geniekin. There 
  they meet with Eurdan Stonemantle, the sole remaining 
  member of the town council, who explains the oreads’ 
  discontent with their efreeti ruler Tygora and the capture 
  of foreign agents who arrived only weeks ago. 
  As the PCs explore Crystalcrag to recruit local assistance, 
  they might speak to oreads at a tavern, secure the 
  cooperation of an enslaved slag giant, and clash with 
  several ifrit soldiers loyal to the efreeti. Once they have 
  enough support, the PCs assault a palace guarded by elite 
  ifrits and elementals before confronting Tygora in her 
  throne room and liberating the town.
  GETTING STARTED
  The PCs begin the adventure at the Pathfinder lodge in 
  Katheer, the capital of Qadira. Read or paraphrase the 
  following to get the adventure underway.
  Venture-Captain Esmayl ibn Qaradi sits behind his immaculately 
  clean desk with his head in his hands. He sighs, takes a deep 
  breath, and rises to address his guests. 
  “Originally, I wasn’t planning on sending a team back out to 
  the Zho Mountains. The risk of losing another team is, frankly, 
  too high. If that weren’t enough of a reason, the Society’s assault 
  on the Worldwound has left the lodge’s coffers much lighter—
  too light to fund another expedition into dangerous territory 
  so soon. However, following some conversations with fellow 
  agents, I am reminded that all Pathfinders must come home—
  no matter the cost, no matter the danger. The lessons of the 
  Shadow Lodge still resonate.” He nods toward a Pathfinder who 
  stands silently in the corner. “In fact, the recent disappearance 
  in the Zho Mountains has brought a surge of monetary support 
  from the onetime disciples of Grandmaster Torch. It was enough 
  to finance your voyage here, and I would happily provide you the 
  remainder if you succeed.”
  The venture-captain takes a few steps toward a map of Qadira 
  hanging from his wall. “Six years ago, a team of Pathfinders 
  received a map of an unexplored area in the Zho Mountains, 
  and ever since they have stayed busy surveying the region and 
  sending me updates. Until recently, they had uncovered only a 
  few dozen small sites and a plethora of new plant and animal 
  species, but their most recent update referenced a large illusory 
  barrier. Since then we have not heard from them, and I believe 
  they found something dangerous beyond.
  “I ask that you use what notes I have on file to track down 
  these agents and make sure they return safely. Investigating 
  the nature of this illusory... field, barrier, shield... is secondary 
  at best. Esmayl pauses for a moment before continuing. “If you 
  have any questions, I shall answer them as best I can, though 
  most of what the Society knows about the mountains is in the 
  logbooks of those agents. 
  The venture-captain does his best to answer the PCs’ 
  questions, and likely inquiries and responses are listed 
  below. He also supplies the PCs with a potion of remove 
  curse, a potion of cure serious wounds, six potions of endure 
  elements, and 2 doses of oil of taggit (Pathfinder RPG Core 
  Rulebook 560), noting that these are contributions from 
  former Shadow Lodge agents.
  Why were the Pathfinders sent to the Zho Mountains 
  in the first place? “The map we received six years ago 
  corresponded with rumors of a great treasure that was 
  said to lie hidden in the Zho Mountains. The mountains 
  are also ill documented, making them a natural subject 
  for Pathfinder investigation.
  What can we expect to find in the Zho Mountains? 
  “Not many people have been truly able to settle in those 
  mountains. Those who try either never return or return 
  badly hurt and scarred forever. Expect the worse in those 
  mountains.” The venture-captain is also able to provide 
  the PCs information as if he had succeeded at a DC 20 
  Knowledge (local) check (see below).
  GM RESOURCES
  Valley of Veiled Flame makes use of the following Paizo 
  game products: the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Advanced Class Guide (ACG), Pathfinder 
  RPG Advanced Race Guide (ARG), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2 (B2), and Pathfinder RPG 
  Bestiary 4 (B4). In addition to being available for purchase in 
  bookstores and game stores worldwide, all rules referenced 
  in this adventure can be found online in the free Pathfinder 
  Reference Document at paizo.com/prd.
  
  5
  VALLEY OF VEILED FLAME
  What is the Shadow Lodge? What are its ideals? The 
  Pathfinder standing in the corner answers this question. 
  “The original Shadow Lodge was an underground 
  resistance movement created by Grandmaster Torch 
  and several co-conspirators who were unsatisfied with 
  the detached attitude of the Decemvirate toward the 
  common agent. Its mission quickly took a violent turn, 
  and we were able to cleanse it of rogue elements with the 
  Society’s help. Although Torch has since left us, many of 
  us remain loyal to the lodge’s ideals: hold the higher-ups 
  accountable, and assist the common Pathfinder when 
  disaster strikes.”
  Knowledge (geography)
  The PCs may already know about the Zho Mountains and 
  the surrounding terrain.
  15+ Although the mountains rarely more than 2 miles 
  high, they are nonetheless a formidable barrier between 
  Qadira’s Ketz and Meraz Deserts. 
  20+ Two of the most famous peaks are Zhonar and 
  Zhobl, a pair of large volcanoes that violently erupted 
  nearly a thousand years ago.
  Diplomacy (gather information) or 
  Knowledge (local)
  The Zho Mountains are the source of many tales and 
  rumors in Qadira, and the PCs might learn of these while 
  in Katheer.
  10+ It is common knowledge that the Zho Mountains 
  are home to feral beasts, draconic monsters, and other 
  dangerous creatures. 
  20+ Qadira’s spellcasters have long practiced elemental 
  magic and conjured genies, and geniekin are relatively 
  common in the region. It is believed that most have 
  gravitated toward settlements in the Zho Mountains, 
  though nobody seems able to confirm this rumor.
  25+ The few explorers who’ve tried to locate these 
  communities have found the mountains to be deceptively 
  difficult to navigate, and what looks like a mountain pass 
  from afar is often merely a mirage.
  THROUGH THE ZHO MOUNTAINS
  Once the PCs have purchased any other supplies they 
  need, another agent leading a dozen horses and wearing 
  a wayfinder meets them, loans them the horses, and offers 
  them luck in the name of the Shadow Lodge. The PCs’ 
  journey to the Zho Mountains is relatively uneventful, 
  and they reach the foothills in a less than a week.
  The first Pathfinder team’s notes and maps provide 
  an incomplete picture of the mountain range and its 
  myriad pathways. Finding the team’s trail based on this 
  information requires a successful DC 30 Perception or 
  Survival check to spot landmarks, find marks scraped 
  into wind-blasted rock faces, or follow nearly obliterated 
  spoor. If a PC possesses the map of the Silken Way (an 
  item found in Pathfinder Society Scenario #3: Murder on the 
  Silken Caravan), all of the PCs receive a +10 circumstance 
  bonus on this check. If a PC uses relevant divination 
  magic to assist in the search, you should grant all of 
  the PCs a competence bonus on the check at least equal 
  to the spell’s level. Failing the check results in the 
  PCs’ wasting many hours traveling the wrong way and 
  backtracking numerous times, to Tygora’s benefit (as 
  detailed below).
  The trail winds around and over several of the lower 
  peaks, gradually taking the PCs several dozen miles into 
  the Zho Mountains and several thousand feet higher in 
  altitude. Signs of the first groups’ progress vanish as the 
  PCs enter an alpine meadow filled with scrub brush and 
  dry grasses that cling to the thin soil. This arid, mile-
  long mountain cove dead-ends, yet it is actually a small 
  section of Tygora’s wish-spawned illusion—functioning 
  much like mirage arcana (Will DC 23)—that hides the 
  valley containing Crystalcrag at its far end. As the PCs 
  explore the area, each of them can attempt a Will save to 
  disbelieve the illusion. Having the map of the Silken Way 
  as a reference grants the PCs a +2 circumstance bonus due 
  to its conflicting depiction of this area, and a PC who sees 
  through the illusion can also help her allies disbelieve 
  the effect. If all of the PCs fail this save, they waste several 
  hours trying to regain the trail before it is assumed they 
  finally succeed in overcoming the figment. 
  Even though the first Pathfinder team reached 
  Crystalcrag weeks before the PCs do, Tygora Cinderfury 
  has recently made breakthroughs in interrogating 
  her victims, reviewing their notes, and realizing that 
  more foreigners are on their way. As a result, she has 
  accelerated her plans for mobilization and made greater 
  demands of her citizens, and every extra hour the PCs 
  take gives Tygora more time to issue edicts, plant spies, 
  and call in favors. Failing the skill check to follow the 
  first group’s trail or failing to bypass the illusory barrier 
  quickly each increases the DC of all Stealth checks 
  and Charisma-based skill checks the PCs attempt in 
  Crystalcrag by 2.
  Once the PCs locate Crystalcrag, read or paraphrase 
  the following.
  With its illusory nature clear, much of the plant life gradually 
  fades into transparent shadows, and the cliffs at the far end 
  of the vale part to reveal a much larger valley beyond. In 
  the distance, a large wall encircles a humble town of stone 
  structures. An immense castle built of bronze bricks towers 
  over the settlement from its perch just above the base of a 
  nearby mountain.
  
  6
  PATHFINDER SOCIETY SCENARIO
  CRYSTALCRAG
  Built over 1,200 years ago, Crystacrag grew slowly into a 
  thriving center of trade and industry in the southern Zho 
  Mountains. When the Zhonar and Zhobl volcanoes erupted, 
  most of the original buildings collapsed, leaving the town 
  devastated. Nonetheless, the oreads tirelessly rebuilt what 
  they could and erected a large crystalline memorial in their 
  main plaza to commemorate their struggle only a year 
  before Tygora arrived and offered magical assistance. In the 
  centuries since, the oreads have grown to accept Tygora’s 
  harsh but stable rule, though only a few generations 
  separate the citizens from their ancestors who survived the 
  volcanoes’ wrath, and the citizens still wistfully remember 
  a time when they ruled themselves. Any substantial show 
  of rebellion leads to brief but harsh crackdowns, and a year 
  ago one of the members of the three-person council—a 
  symbolic but ultimately powerless group of leaders—simply 
  disappeared after trying to win concessions for the other 
  oreads. Its second member Glaheri disappeared soon after 
  the first group of Pathfinders arrived and stirred up trouble.
  Despite Tyogra’s forcible adoption and indoctrination 
  of the young ifrits, most of the oreads still regard the 
  fire-blooded soldiers as their children, despite the ifrits 
  rarely returning the fondness. As a result, the oreads 
  are compelled to obey the efreeti queen because of an 
  unwillingness to harm their own families as much as by 
  armed coercion. The PCs may find that the oreads are 
  especially slow to anger and can vacillate in their feelings 
  toward the current regime as a result, sometimes seeing 
  the ifrits as wayward kin and other times seeing them as 
  strangely familiar aberrations. Trade still continues with 
  several other geniekin settlements spread throughout 
  the region, yet traffic has gradually dwindled as Tygora 
  forwards her plans for conquest and makes her kingdom 
  increasingly self-sufficient. In general, the ifrit soldiers 
  remain in the barracks to the north and only rarely patrol 
  the residential sectors; Tyogra relies on brutal shows of 
  force and the oreads’ quiet industriousness to quash any 
  thoughts of rebellion rather than employing a secret police 
  or other surveillance methods.
  Crystalcrag is a large town under the rule of a despot 
  preparing for war, so buying supplies there is difficult. 
  The PCs can purchase mundane and masterwork weapons 
  and armor from Valsog in area C, magic potions and 
  scrolls from the Morak in area D, and basic tools and 
  supplies anywhere else in town. Other magic items are 
  virtually unavailable, having been relocated to the palace. 
  The PCs can secure spellcasting services of up to 5th level. 
  A. Oread Council House
  As the PCs approach the gate, two ifrit guards hail them 
  in Ignan and demand the visitors state their business. If 
  none of the PCs speak that language, the ifrits try Terran 
  followed by Common with increasing impatience and 
  frustration. They listen to what the PCs have to say while 
  listening for any hints of mischief, though little of what 
  they might later report comes as much of a surprise to 
  Tygora. The ifrits instruct the PCs to secure lodgings in 
  Crystalcrag, respect its curfew, and avoid causing trouble 
  before opening the gates to admit the visitors.
  Despite the recent appearance of ifrits, oreads still 
  comprise the majority of Crystalcrag’s population. Having 
  seen a group of foreign visitors recently, the oreads are 
  curious rather than shocked by the PCs’ presence, and 
  they respectfully yet shyly observe the Pathfinders as they 
  enter the town. As word spreads of the PCs’ arrival, Eurdan 
  Stonemantle (NG old male oread expert 5), an aging oread 
  with hair-thin cracks spiderwebbing his skin, approaches 
  and introduces himself as the remaining councilor of 
  Crystalcrag. He welcomes them in Common spoken with a 
  strong accent and insistently invites the PCs to meet with 
  him in private. 
  He leads them to a building whose exterior bears the 
  weathered inscription “Council House” in Terran, where 
  he explains in broad strokes how the PCs were not the first 
  foreigners to reach Crystalcrag and describes the missing 
  Pathfinders and their strange compass badges (in fact, the 
  wayfinders carried by most Pathfinders). He also knows the 
  missing Pathfinders are the guests—almost certainly the 
  prisoners—of Crystalcrag’s ruler, Tygora. The Pathfinders’ 
  arrival had been a minor rallying point for the oreads, but 
  Eurdan’s fellow councilor Koriath disappeared without a 
  trace soon after the visitors’ abduction; Eurdan suspects 
  Tygora has all of them imprisoned. He’s also very candid 
  about the palace’s strong defenses, implying but not 
  admitting that the PCs would need an army to besiege it 
  and reach their friends. Beyond this, Eurdan is familiar 
  with any current events that are public knowledge in 
  Crystalcrag, including much of the information in the 
  town’s description in the preceding section as well as in 
  the scenario’s introduction.
  The surviving councilor knows that the PCs’ arrival 
  is likely to cause more difficulties and could result in 
  his own death by Tygora, yet despite being willing to 
  provide the PCs hospitality and minor aid, he’s not 
  convinced the he can risk offering his full support and 
  that of his fellow oreads. The PCs can convince him to 
  commit fully to aiding any attack they make against 
  Tygora with a successful DC 20 Bluff or Diplomacy check; 
  success contributes to a later encounter (see the Rallying 
  Crystalcrag sidebar on page 8), and the PCs can retry this 
  check once they have successfully completed at least two 
  of the three other encounters around Crystalcrag.
  Whether or not the PCs succeed, he admits his influence 
  will motivate many oreads but won’t rally them all or 
  
  Crystalcrag
  7
  VALLEY OF VEILED FLAME
  cripple their foes. If the PCs are intent on rescuing their 
  friends, they are well advised to speak to others and 
  weaken Tygora’s forces first. It’s best if you have Eurdan 
  describe several locations in Crystalcrag and let the PCs 
  come to their own conclusions about how to sabotage 
  Tygora and recruit oreads—after all, the PCs are the 
  heroes. Nonetheless, because there are three such locations 
  presented in the adventure, you should use Eurdan to help 
  refine or steer the PCs’ decisions. The three sites of note 
  include the Fifth Facet, the largest tavern and a natural 
  gathering place for oread workers; Valsog’s smithy, a large 
  smithy operated by a giant who crafts weapons for Tygora’s 
  growing army; and the Everlasting Fire, an oread-owned 
  alchemy shop that is one of many local businesses that 
  Tygora has coerced to supply her ifrit soldiers.
  If the PCs have other questions, Eurdan tries to answer 
  them to the best of his ability. Likely questions and 
  answers appear below.
  Who is Tygora? “Tygora Cinderfury, our city’s efreeti 
  ruler, oversees all actions for the city. I have no doubt she 
  already knows you are here.”
  Where is she? “Tygora lives in Fury’s Hold, the large 
  palace that you probably saw while you were making your 
  way to Crystalcrag.”
  Why haven’t you rebelled already? “We oreads, are a 
  peaceful race. Though Tygora’s rule is harsh, many of the 
  people here have found it somewhat of a give-and-take. 
  Tygora gives the people complete invisibility from the 
  surrounding settlements in exchange for completing any 
  demands she may have requested.”
  Development: After answering any questions the PCs 
  might have, Eudan escorts the PCs out of the hall and 
  gives them directions to any sites of interest.
  Faction Notes: The opportunity to organize an 
  oppressed population against a tyrannical leader should 
  excite members of the Liberty’s Edge faction. Securing 
  Eurdan’s full support with a successful Bluff or Diplomacy 
  check (see above) contributes directly to this goal.
  Silver Crusade faction PCs likewise should be excited 
  by the prospect of vanquishing evil, but their faction 
  is interested more in ensuring the well being of the 
  survivors. Even were the PCs to help depose Tygora, 
  Eurdan knows he couldn’t lead Crystalcrag alone in the 
  difficult years that would follow as the oreads recovered 
  from centuries of servitude. With a successful DC 20 
  Sense Motive check, a PC can identify his lingering 
  worries despite any of the Pathfinders’ offers to help the 
  oreads. Eurdan willingly discusses his desire to know 
  
  8
  PATHFINDER SOCIETY SCENARIO
  that Glaheri is safe and see her liberated to inspire and 
  direct the other geniekin. Silver Crusade faction PCs have 
  an opportunity in area E8 to rescue the second councilor. 
  B. THE FIFTH FACET TAVERN
  As soon as the PCs arrive at the Fifth Facet, read or 
  paraphrase the following.
  The Fifth Facet is a square, two-story, stone tavern that sits on 
  the main roadway of Crystalcrag. The smell of charred timber 
  and cooked food waft gently out of multiple windows hewn 
  into the building’s facade.
  The Fifth Facet is friendly place where locals can 
  eat and have a drink with each other and that provides 
  rooms to accommodate the town’s infrequent visitors. 
  In recent years, the tavern has become a gathering place 
  for disgruntled oreads to expresses their feelings about 
  events in Crystalcrag—often quietly to avoid attracting the 
  attention of the ifrits in town. With the recent appearance 
  of Pathfinders and disappearance of the councilor Glaheri, 
  the tavern has become even busier. This makes it a tempting 
  target for Tygora to crush in the coming weeks, but until 
  then it’s a hotbed of dissent and heated discussion.
  As the PCs enter, many of the oreads watch them 
  surreptitiously while others do so with open curiosity. The 
  barkeep, Delgur (N male oread 2) suspects a connection 
  between the PCs and the captured Pathfinders and 
  waves them over to have a drink on the house. Like many 
  of Crystalcrag’s citizens, he first tries speaking in his 
  native Terran language before switching to Common as 
  necessary. Unless the PCs have already accomplished their 
  objectives in either area C or D, he politely gets them up to 
  speed with local gossip and news in exchange for pleasant 
  conversation about the outside world; he only states his 
  opposition to Tygora once he thinks the PCs are also in 
  accord with his own views on the matter. If the PCs have 
  already completed one of those objectives, word has already 
  reached Delgur that the PCs are likely allies, and he shares 
  his opinions more freely.
  As the PCs voice their complaints against the efreeti, 
  talk about confronting Tygora, or discuss their intention 
  to storm the palace, other oreads begin to join the 
  conversation, citing their grievances as cautionary tales. 
  Few here are prepared to oppose fire outsider’s regime, but 
  the PCs have an opportunity to rally these oreads’ support 
  in a later attack on Fury’s Hold by addressing the crowd 
  and succeeding at a DC 20 Diplomacy or Perform (oratory) 
  check (DC 24 in Subtier 8–9). The PCs can retry this check, 
  but each additional attempt imposes a cumulative –2 
  penalty on the check.
  Development: Once the PCs succeed in securing the 
  oreads’ support, most of them depart to spread the word to 
  friends and family; this grants the PCs an advantage in the 
  encounters in areas E1 and E2. If the PCs fail at the check, 
  the oreads return to drowning their sorrows in the tavern.
  Faction Notes: Successfully rallying the support of 
  the common oread contributes directly to the goals of 
  Liberty’s Edge faction PCs. 
  C. VALSOG’S SMITHY AND ARMORY (CR 7)
  As the PCs approach Valsog’s Smithy and Armory, read or 
  paraphrase the following.
  Smoke rises from a massive chimney in this open-sided smithy, 
  whose ceiling rises at least twenty feet above the ground at 
  its lowest point. A fenced yard hosts a multitude of swords, 
  shields, breastplates, and helms—some are propped up on 
  stands and others lying incomplete in piles. The cadence of 
  steel on steel rings out from the shop.
  Although there are two other blacksmith shops 
  in Crystalcrag, this is the largest forge by far. At this 
  time, little is available for sale due to Tygora’s demand 
  for more arms and armor. Most of the shop is simply 
  a sturdy pavilion containing a central forge, half a 
  dozen anvils of varying sizes, and a pair of immense 
  ceiling-mounted bellows. Racks mounted on pillars 
  hold hammers of many sizes, and several large barrels 
  filled with either water, oil, or bars of iron. Although 
  Crystalcrag’s ifrits have enough weapons on hand to 
  equip many of their soldiers in an emergency, much of 
  the army’s equipment is either here to receive repairs or 
  is still awaiting construction.
  RALLYING CRYSTALCRAG
  Assaulting Fury’s Hold, the efreeti queen Tygora’s palace, 
  without aid is very difficult, and the PCs have several 
  opportunities in Crystalcrag to weaken the tyrant’s forces 
  and rally the oreads to help them. The four opportunities 
  include the following.
  • Convince Eurdan to support the rebellion fully (see 
  Exploring the Town).
  • Convince the oreads in The Fifth Facet tavern to join the 
  rebellion (area B).
  • Sabotage the arms and armor at Valsog’s smithy (area C).
  • Save the alchemy shop (area D).
  Eurdan Stonemantle advises the PCs of the danger of 
  striking too early, but if the PCs want to skip ahead, allow 
  them to do so. Areas E1 and E2 detail how the PCs’ efforts 
  modify the number of opponents and those foes’ abilities in 
  each encounter based on the number of the above tasks the 
  PCs successfully completed.
  
  Valsog
  9
  VALLEY OF VEILED FLAME
  Creatures: The owner of this forge is Valsog, a slag 
  giant who has lived in Crystalcrag for nearly 50 years 
  and become a soft-spoken but reliable pillar of the 
  community. Tygora captured Valsog and brought him 
  here against his will, but she quickly mollified his 
  anger by offering him his own forge, wages, and access 
  to high-quality materials. Although he still chafes 
  slightly at having been abducted and at his forced labor, 
  the 14-foot-tall giant finds considerable enjoyment 
  in creating finished goods without the hassle of 
  tracking down his own resources. So long as 
  he still has that and few interruptions, he 
  is ambivalent about who actually rules the 
  town, favoring the levelheaded oreads over 
  the fiery efreeti by only a small margin. 
  For the past year, Tygora has demanded 
  growing quantities of weapons and armor, 
  and Valsog finds the rushed work 
  irritating and believes his most 
  recent creations inferior to 
  what he could accomplish 
  given more time. Visitors 
  typically 
  must 
  speak 
  over the clanging of his 
  hammer as he continues 
  to work while conversing. 
  Valsog is candid about his work, 
  its destination, and his client, yet he avoids 
  saying anything that could be construed 
  as traitorous.
  Like many of his kind, the slag giant has a detached 
  attitude about most matters that don’t involve his work, 
  making it difficult for the PCs to keep his attention 
  unless they cater to his interests. Valsog also knows he 
  is a favored retainer of Tygora, which gives him a degree 
  of judicial immunity among everyone but the efreeti and 
  her favorite champions. As a result, increase the DC of any 
  Intimidate checks made to coerce Valsog’s compliance 
  by 5. On the other hand, those who openly carry or wear 
  at least two weapons, shields, or suits or armor worth at 
  least 2,000 gold pieces each earn Valsog’s compliments 
  and gain a +2 bonus on all Diplomacy checks during this 
  encounter. In addition, a PC who assists Valsog in the 
  forge with a relevant successful DC 18 Craft check grants 
  all of the PCs a +5 circumstance bonus on Bluff and 
  Diplomacy checks when dealing with the giant.
  If a PC carries the magic sword Gamin the Misforged 
  from Pathfinder Society Scenario #4–19: The Night March of 
  Kalkamedes, the giant shakes his head and sighs, saying 
  “Dwarven craftsmanship—such a gorgeous piece of work, 
  ruined.” Under his present obligations to Tygora, Valsog 
  is unable to repair the sword, and he’s skeptical that he 
  could do so even if provided proper time. Resolving this 
  encounter peacefully can earn that character a special 
  boon to repair Gamin on her Chronicle sheet at the end 
  of the scenario.
  Despite his minor complaints about his employment, 
  Valsog has little interest in escaping or betraying Tygora 
  if it means risking his access to metal, ore, and fuel. 
  There are three expected ways for the PCs to sabotage 
  Tygora’s access to weaponry. First, they can destroy the 
  weapons and armor in the yard, a process that takes 10 
  minutes of labor to bend swords, dull spearheads, 
  and stave in breastplates. Alternatively, a PC 
  who succeeds at a Stealth check opposed 
  by Valsog’s Perception check can sabotage 
  the weapons more quietly with a successful 
  DC 25 Disable Device check and 1 hour 
  of dedicated work. The giant gains a 
  +10 bonus on the Perception check to 
  reflect the extensive amount of time 
  the PC spends trying to avoid 
  notice. If Valsog spots 
  someone destroying his 
  work, he attacks.
  Second, the PCs can 
  convince Valsog not to 
  give the weapons to the 
  ifrits. The giant objects, 
  knowing that would endanger 
  his future in Crystalcrag, yet the PCs can 
  press the matter and convince him that the 
  oreads would continue to welcome him and 
  give him business. Doing so requires a successful DC 20 
  Bluff or Diplomacy check or DC 25 Intimidate check; these 
  DCs increase by 4 in Subtier 8–9. If the PCs fail, Valsog 
  dismisses the matter and refuses to consider the matter 
  further. If they’re successful, Valsog agrees not to fulfill 
  his contract with Tygora and instead trusts the oreads 
  to make right, but the giant—already unhappy with his 
  recent work—decides to shatter the weapons and armor. 
  A PC can convince him instead to give the weapons to the 
  oread rebels by succeeding at a second check at the same 
  DC. Using enchantment magic to improve the giant’s 
  attitude to helpful decreases the DCs of all of these Bluff, 
  Diplomacy, and Intimidate checks by 10.
  The third and most straightforward method to keep 
  the weapons out of ifrit hands involves killing Valsog, 
  after which the PCs have enough time to sabotage 
  weapons or distribute them to the oreads before any of 
  Tygora’s forces can respond.
  All Subtiers
  VALSOG  
    
  CR 7
  Male slag giant (Pathfinder RPG Bestiary 4 129)
  
  10
  PATHFINDER SOCIETY SCENARIO
  hp 85
  TACTICS
  During Combat Valsog uses his shattering blow ability to 
  sunder a powerful melee combatant’s weapon or armor, 
  hoping this will scare his opponent
  Morale If the PCs initiated combat by attacking Valsog, he 
  fights until reduced to 25 hit points before admitting defeat 
  and requesting that the PCs honor his surrender. If combat 
  began because Valsog caught the PCs sabotaging his work or 
  forge, the giant fights to the death.
  Development: Successfully reducing the ifrits’ supply 
  of weapons by any of the above methods grants the PCs an 
  edge when attacking Fury’s Hold, as detailed in areas E1 
  and E2. Also, if the PCs resolved the encounter by securing 
  Valsog’s cooperation, they can earn an additional reward 
  at the end of the scenario (see the Conclusion).
  Faction Notes: Although killing Valsog is an effective 
  means of combating Tygora indirectly, such a brazen 
  attack on a nonviolent civilian would leave a lasting scar 
  on the community. Not killing, violently incapacitating, 
  or forcing the surrender of the giant contributes to the 
  Silver Crusade’s faction goals. 
  D. EVERLASTING FIRE ALCHEMY SHOP (CR 8 OR CR 11)
  As the PCs approach the Everlasting Fire alchemy shop, 
  read or paraphrase the following.
  This wood-and-stone structure sits on a busy street corner, 
  red and orange paint brightening its exterior. A sign depicting 
  colorful vials and a beaker hangs above the door.
  The Everburning Flame is actually just the storefront 
  for a collection of structures dedicated to transforming 
  the Zho Mountains’ many minerals and hardy plants into 
  a wide variety of alchemical remedies, tools, and weapons. 
  The compound’s foundations and lower walls are stone; 
  the upper half of the walls is made of wood and has 
  numerous small windows and chimneys to vent fumes 
  before they reach dangerous concentrations. A small 
  garden full of rare herbs extends behind the building.
  Creatures: With her army growing, Tygora demanded 
  that all business owners in Crystalcrag contribute a 
  fraction of their revenues and inventories to help arm 
  the soldiers. Most businesses accepted this mandate, but 
  Morak (N male oread expert 2/alchemistAPG 2) chose to 
  protest this mandate by withholding his contribution. The 
  ifrits’ recent attempts to bully the proprietor have failed, 
  and his defiance has begun to inspire others to rebel. As 
  a result, Tygora has dispatched some of her more violent 
  pupils to make a dramatic example of Morak’s business. 
  As the PCs arrive, these ifrits have just finished throwing 
  several flasks of oil on the sections of the building marked 
  on the map as Morak stands helplessly by and protests 
  loudly. Sensing trouble but fearing retribution if they 
  intercede, other oreads avoid the scene.
  Having grown up learning Tygora’s might-makes-
  right philosophy, the ifrits think little of vandalizing the 
  alchemy shop and believe anyone objecting to the action 
  is a traitor to Crystalcrag. As a result, they harshly warn 
  the PCs to keep their distance and avoid obstructing the 
  queen’s justice. Talking the ifrits down is difficult, but the 
  PCs can use negotiation to delay and even distract them 
  long enough to gain an advantage with a successful DC 20 
  Bluff check or DC 25 Diplomacy check. Succeeding grants 
  the PCs a surprise round if they initiate combat soon 
  thereafter. Exceeding the DC of either check by 10 or more 
  convinces the ifrits to reconsider any destructive action 
  and withdraw peacefully. Failing the check infuriates the 
  ifrits and almost certainly begins combat. Finally, if the 
  PCs succeed at a DC 18 Intimidate check (DC 21 in Subtier 
  8–9), the ifrits try to set fire to the building but then try to 
  flee instead of staying to fight.
  Morak avoids combat but can assist the PCs in fighting 
  fires (see below). Several oreads gravitate toward the shop 
  to witness the conflict, and they gasp and cringe whenever 
  the PCs deal lethal damage to the ifrits. A PC can attempt 
  a DC 20 Sense Motive check to discern that the oreads 
  are not concerned about earning the wrath of the other 
  ifrits so much as they are filled with sadness and regret 
  at seeing the ifrits injured. Even though the ifrits have 
  served Tygora as a her soldiers and brutal police, many 
  oreads still see them as wayward children.
  Hazard: It is likely that the building catches fire during 
  this encounter, and the map denotes which squares the 
  ifrits splashed with oil. Any oil-soaked square catches 
  fire and burns immediately if struck by a fire effect, and 
  it immediately sets fire to any adjacent oil-soaked square. 
  Each round on initiative count 10, the fire spreads to 1d2 
  adjacent squares of the building or to the two tents in the 
  area, selected at random. Once at least 12 squares are on 
  fire, the flames react violently with alchemical reagents 
  inside the shop and explode, shattering most of the wood 
  features and dealing 3d6 points of piercing damage to each 
  creature within 30 feet of the building (Reflex DC 15 half).
  The PCs can extinguish a square that is on fire 
  by applying at least 10 gallons of water to the area or 
  succeeding at a DC 15 Survival check or Reflex save as 
  a standard action while adjacent to the square. The PC 
  extinguishes one additional square for every 10 points 
  by which he exceeds the DC. At the GM’s discretion, 
  particularly creative actions or powerful spells might 
  extinguish more than one square’s flames. Several of the 
  barrels outside contain soil and sand ideal for smothering 
  fires, and Morak successfully uses the aid another action 
  each round to assist one PC who is fighting fires.
  
  N
  D. Everlasting Fire Alchemy Shop
  I : Ifrit Enforcer
  M : Morak
  Pathfinder Map Pack: Marketplace
  1 square = 5 feet
  M I4
  I1
  I2
  I3
  : Oil-Soaked Area
  11
  VALLEY OF VEILED FLAME
  Subtier 5–6 (CR 8)
  IFRIT ENFORCERS (2) 
    
  CR 6
  Ifrit brawler 7 (Pathfinder RPG Advanced Class Guide 23, 
  Pathfinder RPG Advanced Race Guide 126)
  CN Medium outsider (native)
  Init +8; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge) 
  hp 57 (7d10+21) 
  Fort +7, Ref +10, Will +4
  Resist fire 5
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +11/+6 (1d8+2) or  
  unarmed strike flurry of blows +9/+9/+4 (1d8+2) or 
  shortsword +11/+6 (1d6+2/19–20)
  Special Attacks brawler’s flurry, brawler strike, close weapon 
  mastery, knockout (1/day, DC 17), maneuver training (trip +2, 
  grapple +1)
  Spell-Like Abilities (CL 7th; concentration +7) 
  1/day—burning hands (DC 11)
  TACTICS
  During Combat The ifrit soldiers use their martial flexibility 
  when combat begins, preferring Deflect Arrows or Step Up 
  unless a different feat could stymie the PCs’ tactics. One 
  of the ifrits tries to use his burning hands spell-like ability 
  to set one of the shop’s oil-soaked areas on fire and deal 
  damage to any nearby PCs. The ifrits then brawl with any 
  nearby PC, using their knockout ability to even the odds.
  Morale If reduced to 15 or fewer hit points, the ifrit tries to flee 
  and report his failure to Tygora. One round after the alchemy 
  shop explodes, the ifrits conclude they have caused enough 
  damage and all withdraw to the palace. 
  STATISTICS
  Str 14, Dex 18, Con 13, Int 12, Wis 8, Cha 10
  Base Atk +7; CMB +9 (+11 trip, +10 grapple); CMD 25 (27 vs. 
  trip, 26 vs. grapple)
  Feats Dodge, Improved Initiative, Improved Unarmed Strike, 
  Iron Will, Power Attack, Toughness, Weapon Finesse
  
  12
  PATHFINDER SOCIETY SCENARIO
  Skills Acrobatics +13, Intimidate +10, Knowledge (local) +11, 
  Perception +9, Stealth +10
  Languages Common, Ignan, Terran
  SQ martial flexibility (swift action, 6/day)
  Combat Gear oil (3) Other Gear short sword, mwk chain shirt, 
  cloak of resistance +1
  Subtier 8–9 (CR 10)
  ADVANCED IFRIT ENFORCERS (4) 
   
  CR 7
  hp 71 (use the statistics from Subtier 5–6 with the advanced 
  simple template applied)
  Treasure: Morak listens attentively to any of the 
  PCs’ plans for confronting Tygora, and he shows his 
  support of the endeavor by giving them a potion of resist 
  fire and four potions of cure moderate wounds. In Subtier 
  8–9, he also gives them a potion of fire shield (CL 7th; chill 
  shield)—a rare tonic that exceeds the normal limits of 
  potion creation.
  Development: If the PCs defeat the ifrits while 9 or 
  fewer squares of the buildings are on fire, Morak and 
  the bystanders are able to contain the fire and put it 
  out without further checks; otherwise, continue the 
  encounter until either the building explodes or until 9 
  or fewer squares are aflame. So long as the PCs prevented 
  the shop’s complete destruction and defeated the ifrits, 
  they earn Morak’s thanks as well as an explanation of why 
  the ifrits were attempting to ruin his business; they also 
  gain an advantage during the encounters in area E1 and 
  E2. If the PCs killed any of the ifrits, the oreads loudly 
  express their grief while doing what they can to bandage 
  and care for the survivors.
  Faction Notes: Killing any of the ifrits—even in the 
  pursuit of liberty and peace—is likely to deepen the rift 
  between the two geniekin races in Crystalcrag, making 
  it all the harder to reconcile the two groups once Tygora 
  is gone. Resolving this encounter without killing any 
  ifrits contributes to the Silver Crusade’s faction goals 
  in this scenario.
  Rewards: If the PCs fail to defeat the ifrit soldiers, 
  reduce each PC’s gold earned as follows. If they bypass 
  the encounter completely but otherwise succeed at their 
  primary and secondary objectives, they earn the full gold 
  reward. If they bypass the encounter but only fulfill the 
  primary success conditions, reduce their gold earned by 
  half the value below.
  Subtier 5–6: Reduce the gold earned by 595 gp.
  Out of Subtier: Reduce the gold earned by 830 gp.
  Subtier 8–9: Reduce the gold earned by 1,066 gp.
  E. FURY’S HOLD
  Once the PCs have rallied the oreads and sabotaged 
  Tygora’s army to their satisfaction, they are ready to 
  assault Fury’s Hold, Tygora’s burnished palace. Tally how 
  many of the four tasks the PCs successfully completed 
  in areas A, B, C, and D. The oreads assemble and begin 
  sweeping through Crystalcrag while subduing any ifrits 
  they find. The geniekin do not participate as individuals 
  in any of the encounters. Rather, their impact is reflected 
  by modifying the encounters in areas E1 and E2, which 
  you should make clear to the players by describing 
  the oreads blocking ifrits from reaching the fight, 
  distracting elementals, and generally taking some of the 
  heat off the PCs. These encounters can have very high 
  challenge ratings, and as presented, they assume that the 
  PCs completed three tasks successfully. See the Adjusting 
  Encounter E1 and Adjusting Encounter E2 sidebars for 
  further instructions if the PCs complete fewer tasks or 
  all four, noting that the adjustments are not cumulative.
  Fury’s Hold is a massive, fortified palace that was 
  created when Tygora granted and twisted the oreads’ wish, 
  and the structure combines thick walls made of solid 
  bronze juxtaposed with delicate, sweeping features that 
  seem to defy gravity. Its design is strong enough to resist 
  most attacks, yet the palace is also lavishly decorated with 
  intricate mosaics, extravagant rugs, and priceless art. 
  Treat its walls as reinforced masonry with hardness 9, 
  and treat its doors as unlocked iron doors with hardness 
  9. Unless otherwise noted, the rooms are 30 feet tall. The 
  palace extends into the mountain to the east and west, 
  but other sections of the palace are beyond the scope 
  of this scenario; if necessary, present these wings with 
  10-foot-wide hallways and 30-foot-by-40-foot rooms.
  It’s possible the PCs will try to trick their way into 
  Fury’s Hold. If they approach peaceably, the elementals 
  in area E1 appear and inquire in Ignan what the 
  PCs’ business is. The outsiders are suspicious of any 
  unexpected visitors, and they are unfriendly and receive 
  a +10 bonus on their Sense Motive checks to oppose 
  the PCs’ Bluff checks. This bonus increases by 20 if 
  the oreads are actively rebelling in Crystalcrag. If the 
  PC attempting the Bluff or Diplomacy check is an ifrit, 
  she gains a +5 bonus on this check. If the PCs trick 
  the elementals or improve their attitude to friendly or 
  helpful, the elementals open the gates to let the visitors 
  inside. If they fail, combat begins.
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Give the ifrit enforcers the fatigued condition. 
  They have already used their knockout ability for the day.
  Subtier 8–9: Remove one advanced ifrit enforcer from 
  the encounter.
  
  N
  E. Fury’s Hold
  1 square = 5 feet
  S
  E7
  E8
  E3
  E2
  E1
  E6
  E5
  E4
  13
  VALLEY OF VEILED FLAME
  
  14
  PATHFINDER SOCIETY SCENARIO
  The ifrits in area E2 also challenge the PCs when 
  they approach, and their starting attitude and bonuses 
  on Sense Motive checks are identical to those of the 
  elementals. If the PCs fail this check, the ifrits attack, 
  and the elementals in area E2 join the fight one round 
  later after opening the gates. If successful, the ifrits 
  direct the PCs to area E8 to meet with Tygora, who has 
  not had time to move the captive Pathfinders and Glaheri 
  from area E6. This almost certainly results in combat, 
  and the ifrits in area E2 take 2 rounds to join the fight; 
  the elementals do not enter the palace.
  E1. At the Gates (CR 8 or CR 11)
  A 500-foot road extends up from Crystalcrag to Fury’s 
  Hold, giving the structure a commanding view of the whole 
  town. The curtain wall around the palace’s courtyard is 20 
  feet high and sealed with an immense, barred bronze door 
  (90 hit points, hardness 9, Strength DC 30).
  Creatures: A host of elementals are bound to the palace 
  as its guardians, and manifest in front of the gate when 
  non-ifrits approach within 60 feet of the palace. Thanks 
  to the giant Valsog’s creative talent, Tygora has equipped 
  these elementals with powerful metal weapons and given 
  them the training needed to wield them to deadly effect 
  (including using the magma elemental’s earth glide 
  ability unhindered). If the PCs successfully resolved 
  the encounter at area C by destroying or otherwise 
  sequestering the slag giant’s weapons, these elementals 
  have no equipment, and you should instead substitute the 
  standard elementals of the same type that appear in the 
  respective Bestiary volumes. This equipment increases 
  the CR of the elementals by 1. 
  Subtier 5–6 (CR 8)
  LARGE FIRE ELEMENTALS (2) 
  CR 6
  hp 60 each (Pathfinder RPG Bestiary 124)
  AC 24, touch 15, flat-footed 18 (+5 armor, +5 Dex, +1 dodge, 
  +4 natural, –1 size)
  Melee Large +1 elven curve blade +13/+8 (2d8+4/18–20) or 
  2 slams +12 (1d8+2 plus burn)
  Feats Dodge, Exotic Weapon Proficiency (elven curve blade), 
  Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
  Gear Large +1 mithril chain shirt, Large +1 elven curve blade
  HUGE MAGMA ELEMENTAL (0) 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 118)
  AC 22, touch 15, flat-footed 22 (+5 armor, –1 Dex, +10 natural, 
  –2 size)
  Melee 2 slams +15 (2d6+7 plus burn)
  Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved 
  Initiative, Power Attack
  Gear Huge +1 mithril chain shirt, amulet of mighty firsts +1
  Subtier 8–9 (CR 11)
  HUGE FIRE ELEMENTAL 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 124)
  AC 25, touch 14, flat-footed 17 (+5 armor, +6 Dex, +1 dodge, 
  +5 natural, –2 size)
  Melee Huge +1 elven curve blade +16/+11 (3d8+7/18–20) or 
  2 slams +15 (2d8+4 plus burn)
  Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency 
  (elven curve blade), Improved InitiativeB, Mobility, Spring 
  Attack, Weapon FinesseB
  Gear +1 mithril chain shirt, Huge +1 elven curve blade
  GREATER MAGMA ELEMENTAL 
  CR 10
  hp 123 (Pathfinder RPG Bestiary 2 119)
  Init –1
  AC 26, touch 7, flat-footed 26 (+7 armor, –1 Dex, +12 natural, 
  –2 size)
  Melee 2 slams +19 (2d8+8 plus burn)
  Feats Armor Proficiency (light), Armor Proficiency (medium), 
  Cleave, Greater Overrun, Improved Initiative, Improved 
  Overrun, Power Attack
  Gear Huge +1 mithril breastplate, amulet of mighty firsts +1
  Development: Once the PCs defeat the elementals, 
  they are free to force open the doors. If the PCs 
  befriended Valsog in area C, the giant assists them from 
  the edge of town by heaving a massive rock that smashes 
  SCALING ENCOUNTER E1
  To accommodate a group of four PCs, calculate the number of 
  foes in this encounter as though the PCs had completed one 
  additional task in Crystalcrag. In addition, make the following 
  adjustments to the encounter based on the number of tasks 
  the PCs have completed in Subtier 5–6.
  0–1 Task: Add one huge magma elemental to the 
  encounter.
  2 Tasks: Replace one large fire elemental with a huge 
  magma elemental.
  4 Tasks: No change
  5 Tasks: Oreads interference slows the fire elementals, reducing 
  their speed to 40 feet and dealing 1d8+5 points of damage to 
  the elementals each round (ignores damage reduction).
  In Subtier 8–9, instead make the following changes.
  0–1 Task: Add two additional huge fire elementals to the 
  encounter.
  2 Tasks: Add an additional huge fire elemental to the 
  encounter.
  4 Tasks: No change
  5 Tasks: Replace the greater magma elemental with a 
  huge fire elemental.
  
  15
  VALLEY OF VEILED FLAME
  open the gate. Otherwise, with 5 rounds of concerted 
  effort, the PCs can open the gate.
  Rewards: If the PCs fail to defeat the elementals, reduce 
  each PC’s gold earned as follows.
  Subtier 5–6: Reduce the gold earned by 610 gp.
  Out of Subtier: Reduce the gold earned by 990 gp.
  Subtier 8–9: Reduce the gold earned by 1,370 gp.
  E2. Breaching the Inner Sanctum (CR 8 or CR 11)
  This courtyard serves as a training ground and parade 
  yard where Tygora can personally observe and address 
  her ifrit minions. Four steep steps ascend to a pair of 
  bronze doors. 
  Creatures: A small cadre of ifrits is always available 
  to defend Tygora, no matter how many others may be 
  stationed in the barracks in town or patrolling the 
  surrounding territory. One of the queen’s favorites is 
  an ifrit named Shyvera, a sorceress with a penchant 
  for efreeti wish magic, and she has trained a team of 
  powerful assassins to coordinate their maneuvers with 
  her to deadly effect. Except in the unlikely event that the 
  PCs have tricked their way into the courtyard, Shyvera 
  and her soldiers emerge from the palace and attack as 
  the PCs arrive.
  Subtier 5–6 (CR 8)
  SHYVERA 
  CR 6
  Female ifrit sorcerer (wishcrafter) 7 (Pathfinder RPG Advanced 
  Race Guide 126, 128)
  LE Medium outsider (native)
  Init +5; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 20, touch 13, flat-footed 15 (+4 armor, +1 deflection, +1 Dex, 
  +4 shield)
  hp 55 (7d6+28) 
  Fort +5, Ref +4, Will +6
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20)
  Ranged dagger +5 (1d4–1/19–20) 
  Spell-Like Abilities (CL 7th; concentration +11)
  1/day—burning hands (DC 17)
  Bloodline Spell-Like Abilities (CL 7th; concentration +12)
  8/day—fire ray (1d6+3 fire damage)
  5/day—heart’s desire (DC 18)
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—fireball (DC 20), haste
  2nd (7/day)—flaming sphere (DC 19), glitterdust (DC 17), 
  invisibility*, scorching ray
  1st (7/day)—burning hands (DC 18), grease, mage armor, 
  magic missile, obscuring mist*, shield
  0 (at will)—acid splash, bleed (DC 15), detect magic, light, 
  mending, message*, ray of frost, read magic
  * These spells can only be cast with wishbound arcana.
  Bloodline elemental (fire)
  TACTICS
  Before Combat Every morning, Shyvera casts extended mage 
  armor on herself. Additionally, Shyvera casts shield on herself 
  at the first sign of commotion (figured into her statistics).
  During Combat Shyvera supports her allies with spells such as 
  haste and other spells that benefit from her wishbound arcana 
  ability. She also uses her offensive spells to blast intruders.
  Morale Being one of Tygora’s battlefield generals, Shyvera 
  fights to the death in attempting to delay the PCs and oreads 
  for as long as possible.
  Base Statistics Without extended mage armor and shield, 
  Shyvera’s statistics are AC 13, Touch 13, flat-footed 11.
  STATISTICS
  Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Eschew Materials, Extend Spell, Greater Spell Focus 
  (evocation), Spell Focus (evocation), Toughness
  Skills Acrobatics +3, Knowledge (arcana) +10, Perception +4, 
  Spellcraft +8, Use Magic Device +12
  Languages Common, Ignan, Terran
  SQ expanded wishcraft, fire affinity, fire ray (7/day), heart’s 
  desire, wildfire heartARG, wishbound arcana
  Gear dagger, cloak of resistance +1, ring of protection +1
  IFRIT SLAYERS (2) 
  CR 4
  Ifrit slayer 5 (Pathfinder RPG Advanced Class Guide 53, 
  Pathfinder RPG Advanced Race Guide 126)
  NE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +7
  SCALING ENCOUNTER E2
  To accommodate a group of four PCs, calculate the number 
  of foes in this encounter as is the PCs had completed one 
  additional task in Crystalcrag. Make the following adjustments 
  based on the number of tasks the PCs completed in Crystalcrag.
  In Subtier 5–6, make the following changes.
  0–1 Task: Replace the ifrit slayers with two ifrit slayers 
  from Subtier 8–9.
  2 Tasks: Add one ifrit slayer to the encounter.
  4 Tasks: No change
  5 Tasks: Remove one ifrit slayer from the encounter.
  In Subtier 8–9, instead make the following changes.
  0–1 Task: Add an additional ifrit sorcerer (use Shyvera’s 
  statistics) to the encounter.
  2 Tasks: Add one ifrit slayer to the encounter.
  4 Tasks: No change
  5 Tasks: Replace two of the ifrit slayers with the ifrit 
  slayers from Subtier 5–6.
  
  Ifrit Slayer
  16
  PATHFINDER SOCIETY SCENARIO
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
  hp 52 (5d10+20) 
  Fort +6, Ref +6, Will +0
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +10 (1d6+4/18–20) 
  Ranged dagger +7 (1d4+3/19–20)
  Special Attacks sneak attack +1d6, studied target (+2)
  Ifrit Spell-Like Abilities (CL 5th; concentration +5)
  1/day—burning hands (DC 11)
  TACTICS
  During Combat The ifrit slayers use their studied target 
  ability to study the same PC and then team up to eliminate 
  that target quickly. If the PCs are hitting the ifrits easily, 
  the slayers wish for obscuring mist from Shyvera and use 
  Combat Expertise to increase their Armor Class. 
   
   
  Morale The ifrit slayers fight to the death.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +5; CMB +8; CMD 20
  Feats Combat Expertise, Improved Disarm, Power Attack, 
  Toughness, Weapon Focus (scimitar)
  Skills Acrobatics +9, Climb +10, Intimidate +8, Perception +7, 
  Ride +9, Sense Motive +7, Stealth +9
  Languages Common, Ignan, Terran
  SQ slayer talent (combat trick, weapon training), track +2, 
  wildfire heartARG
  Gear mwk chain shirt, mwk buckler, +1 scimitar, daggers (4)
  Subtier 8–9 (CR 11)
  SHYVERA 
  CR 8
  Female ifrit sorcerer (wishcrafter) 9 (Pathfinder RPG Advanced 
  Race Guide 126, 128)
  LE Medium outsider (native)
  Init +5; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, 
  +4 shield)
  hp 70 (9d6+36) 
  Fort +6, Ref +6, Will +6 
  Resist fire 20 
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d4–1/19–20) 
  Ranged dagger +6 (1d4–1/19–20)
  Ifrit Spell-Like Abilities (CL 9th; concentration +14)
  1/day—burning hands (DC 19)
  Bloodline Spell-Like Abilities (CL 9th; concentration +15)
  1/day—elemental blast (9d6 fire, DC 20)
  9/day—fire ray (1d6+4 fire damage)
  6/day—heart’s desire (DC 20)
  Sorcerer Spells Known (CL 9th; concentration +15) 
  4th (5/day)—greater invisibility, wall of fire
  3rd (7/day)—dispel magic, fireball (DC 21), haste, slow* (DC 19)
  2nd (7/day)—blindness/deafness (DC 18), flaming sphere 
  (DC 20), glitterdust (DC 18), invisibility*, scorching ray
  1st (8/day)—burning hands (DC 19), grease, mage armor, 
  magic missile, obscuring mist*, shield
  0 (at will)—acid splash, bleed (DC 16), daze (DC 16), detect 
  magic, light, mending, message*, ray of frost, read magic
  * These spells can only be cast with wishbound arcana.
  Bloodline elemental (fire)
  TACTICS
  Before Combat Every morning, Shyvera casts extended mage 
  armor on herself. Additionally, Shyvera casts shield on herself 
  at the first sign of commotion (figured into her statistics).
  During Combat Shyvera supports her allies with spells such 
  as haste and other spells that benefit from her wishbound 
  OPTIONAL ENCOUNTER
  Breaching the Inner Sanctum is an optional encounter. If less 
  than 90 minutes remain in which to complete the scenario, 
  skip this encounter. 
  
  17
  VALLEY OF VEILED FLAME
  arcana ability. She also uses her offensive spells to 
  blast intruders.
  Morale Being one of Tygora’s battlefield generals, Shyvera 
  fights to the death in attempting to delay the PCs and oreads 
  for as long as possible.
  Base Statistics Without extended mage armor or extended 
  shield cast on her, Shyvera statistics are AC 13, Touch 13, 
  flat-footed 11.
  STATISTICS
  Str 8, Dex 15, Con 14, Int 13, Wis 8, Cha 20
  Base Atk +4; CMB +3; CMD 16
  Feats Combat Casting, Eschew Materials, Extend Spell, Greater 
  Spell Focus (evocation), Spell Focus (evocation), Toughness
  Skills Acrobatics +5, Knowledge (arcana) +10, Knowledge 
  (planes) +8, Perception +3, Use Magic Device +15
  Languages Common, Ignan, Terran
  SQ expanded wishcraft, fire affinity, heart’s desire, wildfire 
  heartARG, wishbound arcana
  Gear dagger, cloak of resistance +1, headband of alluring 
  charisma +2, ring of protection +1
  IFRIT SLAYERS (3) 
  CR 6
  Ifrit slayer 7 (Pathfinder RPG Advanced Class Guide 53, 
  Pathfinder RPG Advanced Race Guide 126)
  NE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
  hp 64 (7d10+21) 
  Fort +8, Ref +8, Will +2
  Immune dazzled
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +12/+7 (1d6+4/18–20) 
  Ranged dagger +9 (1d4+3/19–20)
  Special Attacks sneak attack +2d6, studied target (swift, +2)
  Ifrit Spell-Like Abilities (CL 7th; concentration +7)
   
  1/day—burning hands (DC 11)
  TACTICS
  Before Combat Hearing the combat outside the gates of Fury’s 
  hold, the ifrits have their weapons out and ready for combat.
  During Combat Both of the ifrit slayers attempt to study the 
  same target using their studied target slayer class ability 
  and then flank them, taking advantage of their outflank 
  feat sneak attack class ability. If the PCs connecting are 
  connecting their attacks with ease, they wish for obscuring 
  mist and use combat expertise to increase their AC.
  Morale Both ifrit slayers fight to the death.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +10; CMD 22
  Feats Combat Expertise, FiresightARG, Improved Disarm, Power 
  Attack, Toughness, Weapon Focus (scimitar)
  Skills Acrobatics +11, Climb +12, Intimidate +10, Perception +9, 
  Ride +11, Sense Motive +9, Stealth +11
  Languages Common, Ignan, Terran
  SQ slayer talent (bleeding attack, combat trick, weapon 
  training), track +3, wildfire heartARG
  Gear +1 chain shirt, mwk buckler, +1 scimitar, daggers (4), 
  cloak of resistance +1
  Rewards: If the PCs fail to defeat the ifrits, reduce each 
  PC’s gold earned as follows.
  Subtier 5–6: Reduce the gold earned by 652 gp.
  Out of Subtier: Reduce the gold earned by 1,069 gp.
  Subtier 8–9: Reduce the gold earned by 1,486 gp.
  E3. Entry Hall
  This room acts as a receiving room for any particular 
  guests that have business in Fury’s Hold. Two large solid 
  bronze columns flank a set of brass double doors set into 
  the northern wall, and short hallways extend to the east 
  and west. The wall hangings and artwork in this chamber 
  are particularly elaborate so as to impress upon visitor’s 
  Tygora’s wealth and power.
  E4. Kitchen
  Countertops that line all of the walls of this room except 
  in the southwest corner, where a large iron oven stands. 
  The room is currently empty but for the foodstuffs that 
  are arrayed across the counters as if abandoned partway 
  through preparation.
  E5. Bath
  A deep bath with stepped sides and filled with steaming 
  water occupies nearly half of this room. The bath’s 
  contents are heavily salted with rare minerals mined 
  from volcanoes and other fiery sites, and the composition 
  is particularly soothing to outsiders with the fire subtype 
  or other ties to the Plane of Fire. A small fountain nearby 
  contains cool, clean water, and the single counter holds 
  dozens of salts, oils, and perfumes. 
  E6. Prison
  Tygora uses this prison to hold prisoners she wants to 
  keep readily accessible for questioning or amusement; 
  Fury’s Hold has a larger and even more secure prison 
  much deeper in the mountain. Two sets of doors seal 
  the area and remain locked (Disable Device DC 30) at all 
  times, and the individual cells have slightly less imposing 
  locks (Disable Device DC 25).
  Lately, Tygora has kept the three captive Pathfinders 
  here, as well as the recently abducted oread councilor 
  Glaheri (female oread aristocrat 4/ranger 4); however, 
  by the time the PCs arrive, these cells are all empty. In 
  the unlikely event that the PCs are able to sneak into 
  
  18
  PATHFINDER SOCIETY SCENARIO
  the palace unnoticed or trick their way past the guards, 
  Tygora has not had an opportunity to move the prisoners 
  from here to her throne room (area E8).
  E7. Flame Drake Warren 
  This room houses two iron stakes planted into the ground, each 
  attached to a heavy iron chain and even thicker collars. Two 
  savaged corpses lie in the middle of the room, their humanoid 
  shapes barely recognizable. Scorch and claw marks blemish 
  this room’s once-burnished bronze walls.
  This room houses a pair of Tygora’s flame drakes that 
  she keeps as pets, and the drakes that live here now are 
  the eleventh generation of dragons to grow up in Fury’s 
  Hold. In the past, the efreeti has unleashed the drakes 
  on unsuspecting victims, which suits the scaled beasts’ 
  disposition just fine. Once there were signs of rebellion, 
  she tried to relocate the drakes to her throne room as 
  guards. The drakes rebelled and flew away in Subtier 5–6, 
  but they obliged her this favor in Subtier 8–9 and appear 
  in area E8. If the PCs sneak into the palace without 
  fighting, the drakes are still here and either fly away or 
  join any ensuing combat as appropriate for the subtier.
  The staircase leads up to a balcony several stories above, 
  giving the somewhat ponderous drakes an easier means 
  of leaving the palace. A flagstone along the northeast 
  wall pivots to open a 10-foot-wide secret door (Perception 
  DC 20) into area E8, providing the drakes an emergency 
  means of escaping their lair or defending Tygora.
  E8. Throne Room (CR 9 or CR 12)
  Bronze walls sweep to the east and west, framing a magnificent 
  throne room decorated with metallic mosaics that seem to 
  shimmer and glow with their own incandescence. The throne 
  itself is a large chiseled mass of obsidian, and it rests upon a 
  solid brass dais shaped like a fiery sun.
  Tygora uses this room to pronounce judgments and 
  hold court with her favored ifrits. She also uses it in shows 
  of force and dominance intended to cow petitioners with 
  her strength and command of fire. A recess in the throne 
  holds a lever that can open, close, or lock the secret door 
  that leads into area E7.
  Creatures: The efreeti queen hopes to maintain 
  her control over Crystalcrag and wield it against her 
  neighbors, yet she also knows that once the oread 
  population has set itself to rebellion, her options are 
  limited. Having inferred that the PCs are likely allies of 
  the captured Pathfinders, she has extracted those three 
  and the oread councilor Glaheri from the prison to use 
  as bargaining chips. These hostages know that they are 
  each positioned on sensitive traps set to explode if the 
  prisoners move. 
  As the PCs enter, Tygora motions for them to halt 30 
  feet from the throne and addresses them respectfully as 
  honorable rivals despite their natural inferiority as non-
  efreet. She acknowledges their accomplishments and 
  grievances and proposes a nonviolent resolution to the 
  situation that allows the PCs to leave with their friends 
  while also leaving Tygora in power—essentially a return 
  to the status quo. She intends to keep Glaheri as a hostage 
  until the oreads return home, though she doesn’t make 
  this part of the bargain unless asked.
  During the negotiations, one of the captive Pathfinders 
  tries to signal to the PCs using the hand signs used by 
  the Society to silently express simple concepts. With a 
  successful DC 15 Sense Motive check, a PC can spot the 
  agent signaling “trap.” He is referring to the traps the 
  captives are lying upon rather than the situation itself, 
  which could lead to some misunderstandings. As the 
  PCs receive this information, they also spot Tygora’s 
  eyes gravitating toward the bound Pathfinder. Unless a 
  PC intercedes to distract Tygora with a successful DC 20 
  Bluff check, she spots the surreptitious signal and grows 
  especially irritable; this increases the DC of further 
  Charisma-based skill checks made to influence the 
  efreeti by 5.
  Tygora has no objection to destroying the PCs if she can 
  catch them in a moment of weakness, and honoring the 
  proposed bargain is something she is only willing to do 
  if she feels it is strongly to her advantage. A PC can sense 
  this predilection with a successful DC 25 Sense Motive 
  check, and he can convince her to honor the basic terms 
  with a successful DC 35 Bluff, Diplomacy, or Intimidate 
  check. She is unwilling to give up her command of the 
  oreads or surrender her ifrit warriors, and agreeing 
  to leave Crystalcrag is off the table. If the PCs agree to 
  Tygora’s terms without truly winning her sincerity, she 
  waits for the PCs to trigger one or more of the traps before 
  attacking. To her, destroying the PCs should demonstrate 
  her absolute power to the oreads and reestablish order.
  Tygora stands in front of her obsidian throne at the 
  north end of the room, assisted by a fire mephit servant. 
  In Subtier 8–9, Tygora has a pair of fire drakes rather 
  than a mephit, and she also enjoys the support of her 
  champion, an ifrit warrior named Uktak who wished for 
  extraordinary power in return for his service.
  The three Pathfinder captives and Glaheri are arrayed 
  on the trapped panels in the room. Despite Glaheri’s 
  different race and level, for this encounter use the 
  same statistics for the NPC Pathfinders and the oread 
  councilor. The Pathfinders have no spell slots remaining 
  and have been stripped of all of their combat gear as well 
  as their daggers and mirrors.
  
  Tygora Cinderfury
  19
  VALLEY OF VEILED FLAME
  Trap: There are four 10-foot-by-10-foot panels spread 
  throughout the room, disguised to match the floor’s 
  tiling. Once armed, the panel responds to any significant 
  movement such as a Tiny or larger creature moving onto, 
  off of, or around on the area. Triggering the trap causes 
  flames to ignite and flare up around the panel, scorching 
  anything on top and continuing to burn for an additional 
  2 rounds.
  All Subtiers 
  MISSING PATHFINDERS (4) 
  CR —
  Aloof scholar (Pathfinder RPG NPC Codex 232)
  hp 61 (currently 15)
  Subtier 5–6 (CR 9)
  FLAME ERUPTION TRAP (4) 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 15
  EFFECTS 
  Trigger location; Duration 3 rounds; Reset automatic 
  Effect flame erupts from the floor (3d6 fire damage, Reflex DC 
  16 half); multiple targets (all targets in a 10-ft. square)
  TYGORA CINDERFURY  
  CR 8
  Female efreeti (Pathfinder RPG Bestiary 140)
  hp 95
  TACTICS
  During Combat Tygora prefers to blast her enemies with her 
  spell-like abilities before using her natural fly speed to strike 
  her foes with her falchion from above.
  Morale Tygora attempts to flee using plane shift once reduced 
  to 10 or fewer hit points. She tries to avoid being captured, 
  for she knows mortals would enslave her for her wish-
  granting abilities.
  FIRE MEPHIT  
  CR 3
  hp 19 (Pathfinder RPG Bestiary 202)
  Subtier 8–9 (CR 12)
  FLAME ERUPTION TRAPS (4) 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 15
  EFFECTS 
  Trigger location; Duration 3 rounds; Reset automatic 
  Effect flame erupts from the floor (5d6 fire damage, Reflex DC 
  17 for half); multiple targets (all targets in a 10-ft. square)
  TYGORA CINDERFURY  
  CR 9
  Advanced efreeti (Pathfinder RPG Bestiary 140, 294)
  hp 115
  TACTICS
  During Combat Tygora prefers to blast her enemies with her 
  spell-like abilities before using her natural fly speed to strike 
  her foes with her falchion from above.
  Morale Tygora attempts to flee using plane shift once reduced 
  to 10 or fewer hit points. She tries to avoid being captured, 
  for she knows mortals would enslave her for her wish-
  granting abilities.
  FLAME DRAKES (2) 
  CR 5
  hp 57 (Pathfinder RPG Bestiary 2 106)
  UKTAK 
  CR 9
  Male ifrit fighter 9 (Pathfinder RPG Advanced Race Guide 144)
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 28, touch 13, flat-footed 25 (+11 armor, +3 Dex, +4 shield)
  hp 90 (9d10+36)
  
  20
  PATHFINDER SOCIETY SCENARIO
  Fort +10, Ref +8, Will +7 (+2 vs. fear)
  Defensive Abilities bravery +2; wish-fueled might (champion’s 
  surge) Resist fire 5
  OFFENSE
  Speed 30 ft.
  Melee +1 flaming scimitar +17/+12 (1d6+9 plus 1d6 fire/15–20) 
  Special Attacks weapon training (heavy blades +2, bows +1), 
  wish-fueled might (fury of battle)
  Ifrit Spell-Like Abilities (CL 9th; concentration +10) 
  1/day—burning hands (DC 12)
  TACTICS
  Before Combat Uktak waits at his master’s obsidian throne 
  as Tygora parleys with the Pathfinders. At the first sign of 
  combat, Uktak wades into combat.
  During Combat Uktak viciously attacks any foe that threatens 
  his queen. He uses Power Attack liberally, though he 
  reconsiders this tactic if he is having difficulty hitting.
  Morale Uktak protects Tygora at all costs and fights to the death.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 8, Wis 8, Cha 14
  Base Atk +9; CMB +13; CMD 26 
  Feats Critical Focus, Disruptive, Improved Critical (scimitar), 
  Iron Will, Power Attack, Shield Focus, Step Up, Toughness, 
  Weapon Focus (scimitar), Weapon Specialization (scimitar) 
  Skills Acrobatics +7, Intimidate +5
  Languages Common, Ignan
  SQ armor training 2, wish-fueled might (death’s defiance)
  Other Gear +2 full plate, +1 heavy steel shield, +1 flaming 
  scimitar, belt of giant strength +2, cloak of resistance +2
  SPECIAL ABILITIES
  Wish-Fueled Might (Su) A year ago, Uktak wished to be the 
  mightiest warrior in Crystalcrag, and Tygora granted him the 
  ability to use several unique abilities up to three times a day in 
  any combination. This power increases his challenge rating by 1.
  Champion’s Surge: When Uktak fails a skill check or saving 
  throw against an effect, he can reroll the required check with 
  a +5 bonus to his roll. He may reroll this check even after the 
  results have been announced.
  Death’s Defiance: As a swift action, Uktak can call upon 
  his extraordinary stamina to heal himself as though he had 
  cast quickened cure serious wounds (CL 11th).
  Fury of Battle: As a swift action, Uktak gains the benefits 
  of divine power for 1 round (CL 11th).
  Development: If the PCs subdue Tygora, she is willing 
  to trade her freedom for three wishes granted to the group 
  as a whole—a bargain she is entirely sincere in honoring. 
  If the PCs accept, Tygora disappears immediately after 
  fulfilling the third wish, though the magic whisks her to 
  safety if the PCs attempt to harm her before then. Due 
  to the nature of the organized play campaign, there are 
  some limits on these wishes, and their permanent effects 
  are reflected by options that appear on the Chronicle 
  sheet. After each wish, have the character making the 
  wish attempt a DC 15 Intelligence or Wisdom check. If 
  successful, the PC has worded the wish in a way that makes 
  it difficult for Tygora to twist it to the PCs’ disadvantage, 
  and on a failure the wish is so easily twisted that Tygora 
  is able to fulfill it without actually granting any long-
  lasting benefits. The consequences of succeeding or 
  failing are not evident until the end of the scenario.
  Securing at least two of these uncorrupted wishes 
  earns each PC the Efreeti’s Wish boon on his Chronicle 
  sheet. This should happen rarely, as earning such a wish 
  represents an extraordinary accomplishment. This boon 
  is an exception to the rule that a GM can earn any boons 
  on a Chronicle sheet; the boon is only available if earned 
  during play.
  Faction Notes: Liberty’s Edge faction PCs should 
  prioritize defeating Tygora, whether they do this by 
  killing her or simply forcing her to flee. Silver Crusade 
  faction PCs should prioritize Glaheri’s survival to ensure 
  the stability and peace of Crystalcrag in the aftermath of 
  Tygora’s defeat.
  In addition, members of either faction can use one of 
  Tygora’s wishes to better Crystalcrag or secure resources 
  for the faction, which contributes to the factions’ 
  ongoing goals. 
  Rewards: If the PCs fail to defeat Tygora, reduce each 
  PC’s gold earned as follows.
  Subtier 5–6: Reduce the gold earned by 700 gp.
  Out of Subtier: Reduce the gold earned by 1,125 gp.
  Subtier 8–9: Reduce the gold earned by 1,551 gp.
  CONCLUSION
  News of Tygora’s defeat spreads quickly through 
  Crystalcrag, and the oreads respond with a mix of 
  disbelief, relief, and confusion about what the future 
  holds. Eurdan Stonemantle does his best to organize 
  and encourage the newly liberated geniekin, though 
  he is better able to lead them with the help of Glaheri. 
  If the PCs took care to minimize ifrit casualties and 
  preserve the town’s stability (such as by saving Glaheri 
  and other accomplishments associated with the Silver 
  Crusade faction’s goals), the oreads and ifrits take the 
  first steps in reconciling their differences, reintegrating 
  the two populations, and keeping Crystalcrag united. 
  SCALING ENCOUNTER E8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove the flame mephit from the 
  encounter. Increase the hostages’ current hit points to 25. 
  Subtier 8–9: Remove one flame drake from the encounter, 
  replace the flame eruption traps with the traps from Subtier 
  5–6, and give Uktak the fatigued condition.
  
  21
  VALLEY OF VEILED FLAME
  Otherwise, many ifrits accept Tygora’s defeat but refuse 
  to live alongside the oreads as equals, leading to a large 
  exodus of geniekin that leaves Crystalcrag weaker and its 
  future uncertain—especially since the illusion hiding 
  the settlement fades with Tygora’s departure. So long as 
  the PCs defeated Tygora, each receives the Oread’s Favor 
  boon on her Chronicle sheet.
  If the PCs both used peaceful means to earn Valsog’s 
  cooperation in area C and have the unique item Gamin the 
  Misforged (a sword from Pathfinder Society Scenario #4–19: 
  The Night March of Kalkamedes), the slag giant offers his 
  services to repair the blade. Each PC earns the Master 
  Smith’s Services boon on her Chronicle sheet.
  In the unlikely situation that the PCs negotiated the 
  release of Pathfinder hostages at the expense of the 
  oreads’ rebellion, the geniekin watch in scornful silence 
  as the PCs depart the town. Tygora uses the victory to 
  institute even harsher mandates that may one day lead 
  to the conquest of neighboring geniekin settlements 
  and even pave the way for the creation of a true kingdom 
  spanning the Zho Mountains.
  Reporting Notes
  If the PCs defeated or killed Tygora Cinderfury, check box 
  A on the reporting sheet. If the PCs successfully fulfilled 
  the conditions of the Silver Crusade faction’s goals, check 
  box B. If the PCs successfully fulfilled the conditions of the 
  Liberty’s Edge faction’s goals, check box C. Finally, if the 
  PCs earned the boon Master Smith’s Service, check box D.
  Primary Success Condition
  The PCs successfully complete their primary objective 
  so long as they rescue at least two of the three missing 
  Pathfinder agents and return them to Katheer. Doing so 
  earns each PC 1 Prestige Point. 
  Second Success Condition
  The PCs successfully complete their secondary success 
  conditions if they rescue all three Pathfinder agents. 
  Doing so earns each PC 1 additional Prestige Point. 
  Although negotiating with Tygora at the expense of 
  the oread population can fulfill this objective, the PCs 
  actually fail the secondary success condition if they don’t 
  defeat Tygora.
  Faction Notes
  Members of the Liberty’s Edge faction have the 
  opportunity to rally an oppressed population and 
  overthrow a tyrannical ruler, which are both central 
  goals of the faction. Liberty’s Edge faction PCs should 
  accomplish two of the following three goals during 
  this scenario: earn Eurdan Stonemantle’s full support 
  in area A, rally the oreads in area B, and defeat Tygora 
  Cinderfury in area E8. Doing so earns each Liberty’s 
  Edge faction PC the Crystalcrag Liberator boon on his 
  Chronicle sheet.
  Members of the Silver Crusade faction are responsible 
  for preventing further atrocities and ensuring the town 
  of Crystalcrag is sufficiently stable in the aftermath of 
  the adventure that it can weather the challenges ahead 
  peacefully. Silver Crusade faction PCs should accomplish 
  two of the following three goals during this scenario: 
  avoid killing or fighting Valsog in area C, prevent any 
  ifrits from dying in area D, and rescue Glaheri in area 
  E8. Doing so earns each Silver Crusade faction PC the 
  Crystalcrag Savior boon on her Chronicle sheet.
  Finally, if a member of either faction uses one of 
  Tygora’s wishes to better Crystalcrag or secure resources 
  for his faction, that faction’s goals are automatically 
  fulfilled for this scenario, and the PC earns the 
  respective boon.
  
  22
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–07: 
  Valley of Veiled Flame
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–07: Valley of Veiled Flame © 2014, Paizo Inc.; 
  Author: Nathan King
  
  Pathﬁ nder Roleplaying Game: Advanced Class Guide is an invaluable addition to the Pathﬁ nder Roleplaying 
  Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter, 
  Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter, 
  Game Core Rulebook
  investigator, shaman, skald, slayer, swashbuckler, and warpriest.
  Pathﬁ nder Roleplaying Game: Advanced Class Guide also includes:
    • Archetypes, feats, and spells for all of the new classes, as well as a wealth of options for every existing 
  character class in the Pathﬁ nder RPG
    • Gear to kit out your character and plenty of new magic items to ﬁ ll up the GM’s treasure chest
    • Plenty of advice on how to construct a new character class, archetype, or prestige class, giving the GM powerful 
  tools to make the rules they need for their game
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
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  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
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  Stay Classy,
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  Hokey Religions,
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  Pathﬁ nder Adventure Path #87: The Choking Tower
  Pathﬁ nder Adventure Path #88: Valley of the Brain Collectors
  Pathﬁ nder Adventure Path #89: Palace of Fallen Stars
  Pathﬁ nder Adventure Path #90: The Divinity Drive
  Pathﬁ nder Player Companion: People of the River
  Pathﬁ nder Campaign Setting: Technology Guide
  Pathﬁ nder Campaign Setting: Numeria, Land of Fallen Stars
  Pathﬁ nder Cards: Iron Gods Adventure Path Item Cards Deck
  Thousands of years ago, the fragmented remnants of a ship from beyond the stars fell 
  from the sky, scattering strange technological ruins and deadly perils across the barbarian 
  kingdom of Numeria. From small towns to robotic ruins to the region’s infamous capital 
  of Starfall, the Iron Gods Adventure Path will take your heroes into places unlike any 
  seen before in the Pathﬁ nder RPG!
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  paizo.com
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  8–9
  —
  —
  1,279
  2,737
  —
  —
  2,008
  2,557
  5,473
  —
  —
  4,015
  Out of 
  Subtier
  Pathfinder Society Scenario #6–07: 
   Valley of Veiled Flame
  Crystalcrag Liberator (Liberty’s Edge Faction): Thanks to your leadership and action, the town of Crystalcrag 
  has expelled the tyrant who has ruled it for centuries. This great success inspires you to perform even 
  greater feats when others’ freedom is at stake. At the beginning of an encounter that includes one or more 
  hostages or other captives who have a starting attitude of at least indifferent toward you, you can cross this 
  boon off your Chronicle sheet to increase your base speed by 10 feet, gain a +3 dodge bonus against attacks 
  of opportunity, and gain a +2 morale bonus on combat maneuver checks for the duration of the encounter.
  Crystalcrag Savior (Silver Crusade Faction): Thanks to your mercy and might, you ensured that the town 
  of Crystalcrag survived the overthrow of its tyrannical leader and did not fall into chaos and infighting in 
  the aftermath, encouraging you to perform similar acts in the future. At the beginning of an encounter 
  that includes one or more allied or noncombatant NPCs, you can cross this boon off your Chronicle sheet to 
  choose one NPC you can see and grant him temporary hit points equal to 5 + your character level, a +3 dodge 
  bonus to AC, and a +3 resistance bonus on all saving throws for the duration of the encounter.
  Efreeti’s Wish: You secured a wish from an efreeti and managed to prevent her from twisting the wish 
  against you. Choose one of the following benefits and cross the others off your Chronicle sheet.
  Wish for Glory: You regain 2 spent Prestige Points, but any points that exceed your Fame must be spent 
  immediately or it is lost.
  Wish for Power: You may cross this boon off your Chronicle sheet to gain a +6 inherent bonus to one 
  ability score for 5 minutes.
  Wish for Wealth: You earn an extra 350 gp (Subtier 5–6) or 700 gp (Subtier 8–9) for completing this scenario.
  Master Smith’s Service: The slag giant Valsog is a master craftsman, and he offers to repair a broken 
  item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair 
  one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the 
  Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently 
  remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also 
  increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify 
  the sword’s market price or resale value.
  Oread’s Favor: You have earned the recognition of a large group oread geniekin. This boon may be used 
  in conjunction with other boons to grant one or more of your characters access to oread-related options.
  All Subtiers
  Subtier 8–9
  Notes
  Huge +1 mithral chain shirt (5,400 gp)
  amulet of mighty fists +1 (4,000 gp)
  ring of protection +1 (2,000 gp)
  +1 flaming scimitar (8,315 gp)
  Huge +1 elven curve blade (2,620 gp)
  Huge +1 mithral breastplate (17,800 gp)
  belt of giant strength +2 (4,000 gp)
  headband of alluring charisma +2 (4,000 gp)
  potion of fire shield (chill shield; 1,400 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06-07 - Valley of Veiled Flame.pdf