TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 7–11
  Pathfinder Society Scenario #3–22
  By Russ Taylor
  The Rats of Round Mountain, Part II: 
  The Rats of Round Mountain, Part II: 
  Pagoda of the Rat
  Pagoda of the Rat
  
  the Rats of Round Mountain, PaRt ii:  
  Pagoda of the Rat
  Pathfinder Society Scenario #3–22
  Author • Russ Taylor
  Contributing Artists • Miguel Regodón Harkness, 
  Andrew Hou, and Damien Mammoliti
  Cartographer • Sean MacDonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Editing •  Judy Bauer
  Editorial Assistance • Logan Bonner, Jason Bulmahn, 
  Christopher Carey, Adam Daigle, Rob McCreary, 
  Stephen Radney-MacFarland, Patrick Renie,  
  and Sean K Reynolds
  Editorial Intern • Jerome Virnich
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz 
  Senior Software Developer • Gary Teter
  Pathfinder Society Campaign Coordinator • Mike Brock
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
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  Matt Renton, Jeff Strand, and Kevin Underwood
  Customer Service Team • Cosmo Eisele, Erik Keith, and 
  Sara Marie Teter
  Pathfinder Society Scenario #3–22: The Rats of Round Mountain, Part II: Pagoda of the Rat is a Pathfinder Society Scenario 
  designed for 7th- to 11th-level characters (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide,  
  Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG Bestiary 3. 
  These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at  
  paizo.com/pathfinderRPG/prd.
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  7120 185th Ave NE, Ste 120
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
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  Pathfinder Society Scenario #3–22: The Rats of Round Mountain, Part II: Pagoda of the Rat © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, 
  the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder 
  Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
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  3
  WHERE ON GOLARION?
  Pagoda of the Rat takes place entirely within the Hao Jin 
  Tapestry, the physical copy of which is sitting in a well-
  guarded vault beneath of the Grand Lodge in Absalom. The 
  tapestry contains a pocket demiplane, created by the Tian 
  sorceress Hao Jin to hold her largest and most dangerous 
  treasures. Any creature can select a target location on the 
  tapestry and enter the demiplane instantaneously with the 
  utterance of a command word.
  Behind each creature arriving in the tapestry floats a 2-foot-
  diameter sphere of pulsing blue light, visible only to the 
  creature whose journey to the tapestry created it. A creature 
  stepping into its own extraplanar eddy is shifted back to the 
  Material Plane, to the same place it traveled from. If that 
  space is occupied by another creature, the teleported creature 
  appears in the nearest unoccupied square. See Getting Started 
  for information on how to handle PCs’ arrival depending on 
  their experience in the previous chapter of this adventure arc.
  Within the tapestry, Round Mountain is a large sphere 
  of stone spanning over 10 miles in its diameter that was 
  literally plucked from a region of the Darklands called Nar-
  Voth and brought to Hao Jin’s personal pocket dimension. 
  For additional details on Nar-Voth and the Darklands, see 
  Pathfinder Campaign Setting: Into the Darklands, available at 
  your local bookstore or hobby store, or online at paizo.com.
  N
  early five centuries ago, in the year 4251 ar, ratfolk 
  boiled forth from their Darklands kingdom of 
  Diguo-Dashu and threatened Lung Wa. A dozen 
  cities fell before imperial forces drove the rats back into 
  their caves. To end their menace, the legendary arcanist 
  Hao Jin ripped a great sphere of earth free from Nar-Voth, 
  collapsing the ratfolk tunnels and leaving them trapped 
  in their own realms in Sekamina. Hao Jin left the sphere 
  half-submerged in the center of a great lake within her 
  own personal pocket dimension. Much of the remaining 
  ratfolk army was left stranded with the sphere, along with 
  many other Darklands creatures.
  In time, the ratfolk mastered their new environment 
  and even prospered. They dubbed the stolen sphere 
  of Nar-Voth Round Mountain, and claimed it as their 
  home. In a chasm at its heart they built a great pagoda of 
  quarried stone, half temple and half warren. Within they 
  enshrined mementos of their life on Golarion and their 
  glorious year of conquest in Lung Wa. 
  Within her pocket dimension, Hao Jin collected 
  countless other curiosities and wonders. In time she 
  vanished from mortal affairs, yet her museum realm 
  remained, reachable through the fabled the Hao Jin 
  Tapestry, which was itself part of Hao Jin’s unparalleled 
  collection. The creatures inside this pocket dimension 
  survived and developed their own cultures and 
  civilizations. Among the creatures trapped within the 
  isolated demiplane—whisked away with the ruins and 
  temples they lived in—was the rakshasa Durriya, who 
  was trapped in the plane centuries before the rats of 
  Round Mountain. She saw in the ratfolk ideal tools for 
  her own ambition: to escape the tapestry and ultimately 
  build a base of power and influence on the Material Plane. 
  Disguised as one of the ratfolk’s own, Durriya proclaimed 
  herself the chosen of the Tian rat goddess Lao Shu Po. 
  She ensorcelled their warlord and proclaimed herself 
  undying queen of the ratfolk of Round Mountain. 
  Under Durriya’s leadership, the ratfolk rose to dominate 
  much of the Hao Jin Tapestry, and their civilization is one 
  of the most stable and influential in the entire realm. 
  Now stylizing herself empress, the rakshasa schemes 
  to escape the tapestry and spread her rule beyond its 
  the Rats of Round Mountain, PaRt ii: 
  Pagoda of the Rat
  By ruSS taylor
  
  PATHFINDER SOCIETY SCENARIO
  4
  weave. The recent arrival of the Aspis Consortium has 
  provided the opportunity she desires, and with their 
  alliance she hopes at last to return to the world of 
  Golarion, with an army of loyal ratfolk followers on her 
  heels. In exchange for her freedom, Durriya is likely to 
  promise the consortium anything they desire within the 
  tapestry —this could prove disastrous to the Pathfinder 
  Society, which hopes to carefully explore and catalogue 
  all the wonders within. Luckily, a growing schism has 
  split the ratfolk into two camps, and many ratfolk hold 
  only tenuous loyalty to their so-called Undying Empress. 
  Were the Pathfinder Society to play upon this burgeoning 
  conflict between Durriya’s faithful and the malcontents, 
  they could undercut the Aspis Consortium’s negotiations 
  regardless of any deals the Consortium might have reached 
  with Durriya.
  SUMMARY
  Pagoda of the Rat begins directly after the events of 
  Pathfinder Society Scenario #3–20: The Rats of Round 
  Mountain, Part I: The Sundered Path, and the adventure 
  assumes the PCs have already braved the hazards of the 
  Darklands tunnel into Round Mountain’s hollow heart. 
  This adventure begins with the PCs entering the Pagoda 
  of the Rat, the ratfolk’s stronghold and seat of power. 
  At least three means of entry present themselves: the 
  obvious doors, a hidden postern gate (see area A6), or the 
  seven-story stone structure’s many windows.
  Once 
  inside 
  the 
  structure, 
  the 
  PCs’ 
  task 
  is 
  straightforward: explore the pagoda, neutralizing any 
  resistance along the way. Rather than exterminating 
  all ratfolk within, however, the PCs’ primary goal is to 
  locate the Aspis Consortium agents within the pagoda 
  and prevent them from cementing their alliance with the 
  ratfolk. Unfortunately, the Aspis Consortium’s delegation 
  have already taken precautions to ensure the PCs can’t 
  easily talk their way past the ratfolk, though particularly 
  diplomatic parties who participated in The Sundered Path 
  may have an easier time gaining entry if they present 
  the note given to them by the ratfolk guardians at the 
  Sundered Path’s mouth.
  The pagoda has seven floors, each smaller than the one 
  that supports it. The first floor is home to a guard outpost 
  as well as servants of the ratfolk goddess, Lao Shu Po. 
  While the guards hold their post, the servants respond 
  to an alarm by moving to fend off intruders. The second 
  floor, more shrine than lair, holds an ambush set with 
  the aid of the Aspis Consortium, meant to lure meddling 
  Pathfinders to their doom.
  The next three floors constitute an extensive ratfolk 
  lair, filled to bursting with noncombatants. Though the 
  PCs may take some time to speak with the inhabitants, it’s 
  expected they’ll avoid direct conflict. A battle here likely 
  poisons the ratfolk against the Pathfinders for good.
  On the sixth floor, a ratfolk guard releases monsters 
  against the PCs. Once the monsters have been dispatched, 
  the path to the final floor lies clear. No apparent foes live 
  in this pinnacle chamber, but in fact a druid disguised 
  as a mundane rat observes the PCs, deciding whether she 
  should help or hinder their efforts. Her decision may be 
  influenced by the PCs’ handling of their encounter with 
  the underworld dragon Xiangnuer in the previous chapter. 
  If the druid decides to aid, she offers her assistance to the 
  PCs in deposing the ratfolk’s current ruler. If not, she 
  follows the PCs at a discreet distance before joining the 
  fight against them in the final encounter. Alert PCs may 
  find her hiding among the rats or following them, and 
  can attack or negotiate as they please.
  Hidden in the central pillar on the topmost floor is 
  a secret door opening to a ladder leading to a chamber 
  beneath the pagoda. Here the self-styled ratfolk empress, 
  actually a rakshasa in disguise, holds court. The PCs 
  interrupt her meeting with the Aspis Consortium 
  emissaries—now thoroughly under the sway of her 
  magical enchantments, who they must defeat in order to 
  ensure no alliance is cemented.
  GETTING STARTED
  Before commencing the adventure, check each PC’s 
  most recent Chronicle sheet to determine whether 
  they are playing the scenario as an immediate sequel 
  to its predecessor, The Sundered Path. PCs whose most 
  recent adventure brought them through the treacherous 
  Darklands passageway may have a number of boons 
  marked on their Chronicle sheets that will make this 
  adventure easier.
  A character with the Dogged Adventurer boon decided 
  at the last scenario’s conclusion not to break from the 
  mission’s objectives by returning to Absalom through her 
  extraplanar eddy. Such a PC receives no faction mission 
  handout at the start of this scenario and is not expected 
  to complete a faction mission, as her faction leader would 
  have no way of contacting them with further instructions. 
  For more information on the rewards a PC receives for 
  playing the Rats of Round Mountain adventure arc in 
  order and consecutively, see the Conclusion section on 
  page 21. 
  Some PCs who played The Sundered Path may also have 
  received a letter from the ratfolk tower captain granting 
  the PCs passage along the Sundered Path, as indicated 
  on their Chronicle sheets. This letter can be shown to 
  the guards in area A1 in order to improve their initial 
  attitude from hostile to unfriendly. See page 7 for more 
  information.
  
  Master of Spells 
  Aram Zey
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  5
  With the Sundered Path traversed, all that remains is the 
  stronghold of the ratfolk. At the end of the path stands the 
  Pagoda of the Rat, hewn from the stone of Round Mountain. 
  Eaves sweep upward into points between each of the tower’s 
  seven tiers, and the top of the pagoda tapers into a graceful 
  spire. At the center of each floor, a round window gazes 
  blindly at the barren expanse of Round Mountain’s vast 
  central chamber. Unassuming steps lead up the pagoda’s base 
  to a set of bronze doors.
  PAGODA OF THE RAT
  Inside and out, close-fit quarried stone 
  forms the walls of the Pagoda of the Rat. 
  The ceilings rise 15 feet above the floor. 
  Both interior and exterior walls are hewn 
  stone (Pathfinder RPG Core Rulebook 411). 
  Each interior door is divided horizontally; 
  the lower portion is sized to admit ratfolk, 
  or both halves can open to allow larger 
  creatures to pass. Simple locks (Disable 
  Device DC 20) secure the top half of each 
  door. A Medium creature can squirm 
  through the lower half of a door using 
  the rules for squeezing. Large creatures 
  only fit through with a successful DC 30 
  Escape Artist check to squeeze through 
  a tight space.
  The ratfolk rely primarily on darkvision and leave most 
  rooms in the Pagoda of the Rat unlit. Braziers light a few 
  rooms, providing normal light, and the third, fourth, 
  and fifth floors have dim lighting from the many small 
  light sources in the ratfolk dwellings. Exceptions to these 
  lighting conditions are noted in specific encounter areas.
  A 10-foot wide central pillar helps support the 
  pagoda’s structure. A spiral staircase circles this column, 
  with steps sized for Small creatures. Medium and Large 
  creatures can still navigate its steps, but they treat it as 
  difficult terrain. Bringing a Medium or Large animal 
  up or down the stairs requires either the Heel trick 
  or pushing the animal to do something it wouldn’t 
  normally do with the Handle Animal skill.
  Inside the pillar is a hollow interior and a ladder 
  leading from the top floor to a chamber beneath the 
  pagoda. A PC can discover the hollow interior and hidden 
  passage with a successful DC 25 Knowledge (engineering) 
  or DC 30 Perception check. Entering this passage 
  requires either locating the secret door on the seventh 
  floor or smashing a hole through the pillar. See page 19 
  for more information.
  A 10-foot-diameter window opens onto the center of 
  each wall on each floor, except the southern wall of the 
  At the conclusion of The Sundered Path, the PCs 
  encountered an evil underworld dragon that had 
  demanded tribute from the ratfolk for centuries. If the 
  Pathfinders killed the dragon, word of their victory 
  has already reached some high-ranking members of 
  the ratfolk’s society and may aid them in gaining allies 
  against their final enemies beneath the pagoda. See page 
  19 for more information.
  Aside from the Dogged Adventurer boon, as long as 
  one PC in the party has either of the two campaign 
  accomplishments on a Chronicle sheet from 
  The Sundered Path, assume the entire party 
  completed the associated task. PCs who 
  have not played through The Sundered 
  Path or who do not otherwise have the 
  Dogged Adventurer boon are assumed to 
  have joined the rest of the expedition here, 
  at the base of the Pagoda of the Rat, with 
  a faction mission in hand. PCs with the 
  Dogged Adventurer boon may choose 
  to assist fellow faction members in 
  completing their assigned tasks, but 
  gain no benefit from doing so.
  If any of the PCs in party have not 
  played through The Sundered Path, you 
  should impart upon them the following 
  mission objectives on behalf of the 
  Pathfinder Society’s Master of Spells, 
  Aram Zey. Feel free to encourage players who have already 
  played The Sundered Path to help brief their new allies on 
  their mission objectives, but attempt to avoid any spoilers 
  for the first chapter of the Rats of Round Mountain arc, 
  as some PCs may still wish to play both parts, even if the 
  must play the parts out of order.
  The Aspis Consortium has found a way into the Pathfinder 
  Society’s private adventuring demiplane—the Hao Jin 
  Tapestry, prize of the Ruby Phoenix Tournament in Goka. 
  What was supposed to be an isolated realm full of some of the 
  greatest wonders and mysteries in the history of Golarion is 
  now a battleground between the Pathfinder Society and Aspis 
  Consortium agents. We have discovered that a delegation of 
  Aspis Consortium diplomats is currently meeting with the 
  leadership of the influential and powerful ratfolk who live 
  in the Pagoda of the Rat, which lies in the hollow center of 
  what inhabitants of the tapestry call Round Mountain. These 
  negotiations must not result in an alliance between the ratfolk 
  and the Aspis Consortium.
  Once all players understand the primary mission—
  whether newly assigned the task or as a reminder after 
  their previous adventure, read the following to get the 
  adventure underway.
  
  Pagoda of the Rat
  1 square = 5 feet
  A1
  F1
  G
  H1
  H2
  F2
  F2
  F2
  F2
  B1
  B6
  B6
  B2
  B4
  B3
  B5
  B6
  B6
  A2
  A5
  A6
  A3
  A4
  A7
  T
  PATHFINDER SOCIETY SCENARIO
  6
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  7
  first floor, where great bronze doors stand instead. Stout 
  iron bars (hardness 10, hp 40, Break DC 26) keep creatures 
  out. A Diminutive creature can fit between the bars easily 
  and Tiny creatures can squeeze through; Small creatures 
  can only get through with a successful DC 30 Escape 
  Artist check made to squeeze through tight spaces.
  Rats, both normal and dire, infest the Pagoda of the 
  Rat. The ratfolk view them somewhere between pets 
  and nuisances. The PCs should catch glimpses of brown 
  fur and tails throughout the pagoda as the rats flee the 
  approach of strangers.
  A1. Guard Post (CR 8 or CR 11)
  Ornate bronze doors lead into an entrance hall. On either side, 
  a pair of ten-foot-tall ratfolk statues beckon toward the north 
  wall. There, a fresco depicts a female ratfolk stooped by age 
  with dozens of smaller ratfolk huddled around her. Between 
  her ankles stands a human-sized door, with a smaller door 
  sized for ratfolk set within it. A frame holding an iron gong 
  stands to the side of the nested doors. Beyond the columns, 
  arrow slits pierce both side walls. Well-worn tiles of gold-
  veined white marble line the floor.
  The arrow slits, sized for Small creatures to fire through, 
  provide improved cover to those behind them. Sliding 
  panels in the walls provide access to narrow passages 
  behind each arrow slit. Locating these panels requires a 
  DC 18 Perception check. Inside the east passage is another 
  concealed door to area A7 which is slightly better hidden 
  (Perception DC 20). The secret doors and passages are 
  sized for ratfolk. Small creatures can move through them 
  without penalty but larger creatures must squeeze.
  The two statues depict the same ratfolk, but as mirror 
  images of each other. The painting depicts Lao Shu Po, 
  the Tian goddess of night, rats, and thieves known as Old 
  Rat Woman, represented here as an elderly ratfolk rather 
  than a human. A PC can identify her with a successful DC 
  25 Knowledge (religion) check.
  Creatures: A pair of ratfolk guards stand at attention 
  on either side of the northern door. They’ve been warned 
  by the Aspis Consortium envoys to be on alert for hostile 
  intruders, and quickly strike the gong or use a screaming 
  bolt to raise the alarm unless the PCs present them with 
  the letter of passage from the guard tower commander in 
  the previous scenario. Should they ring the gong, doing 
  so also activates the flaming pit trap in the center of the 
  room (see below).
  Suspicious of forgeries or other deceptions, the ratfolk 
  guards question the PCs about how they came to possess 
  the letter, asking whether the tower guard “made them 
  fight his minotaur guardian” before giving them the 
  letter. This question is as much a trick as it is an inquiry 
  into the veracity of the PCs’ letter, as the tower guards 
  have no minotaur working with them to protect the 
  entrance to the Sundered Path. If the PCs convince the 
  ratfolk guards that they are indeed peaceful, the guards 
  grant them entry to the pagoda, and give the Pathfinders 
  the following warning.
  “You may enter as friends of the Rats of Round Mountain, but 
  heed our warning. Not all within will honor this letter. The 
  guards beyond the Sundered Path have long been stationed 
  away from the rest of us within the pagoda, and they don’t 
  know of the growing division among our people. There is 
  dissension between those loyal to the Undying Empress and 
  those who wish to be free of her rule. We are among the latter, 
  but any within who disagree with us are likely to ignore this 
  letter and the message of peace that it represents. Best of 
  luck, Pathfinders.”
  If the PCs further question the guards about the 
  growing schism among the Rats of Round Mountain, 
  they describe a tyrannical rule by an exceptionally large 
  ratfolk “witch” who uses powerful magic to maintain 
  dominance—the so-called Undying Empress, who 
  has ruled the ratfolk enclave of Round Mountain for 
  generations. She rarely shows herself to her subjects, the 
  guards say, instead using go-betweens to deliver edicts 
  from her lair in the top floor of the Pagoda of the Rat.
  Behind the eastern arrow slits lurks an aged ratfolk 
  wizard named Shenru, who walks with a permanent stoop 
  but remains nimble despite his age. White hairs spot his 
  brown fur, and he smells faintly of brimstone from his 
  long hours in the alchemical lab. While he is ostensibly 
  on duty to serve as an additional guard, Shenru is also 
  keeping watch on his fellow ratfolk, who he believes 
  to be members of the insurrectionist faction within 
  the pagoda. Staunchly loyal to the Undying Empress, 
  Shenru exits the secret position into area A7 and alerts 
  the ratfolk in area A6 of impending intruders should the 
  PCs peacefully deal with the pagoda guards here. If the 
  PCs instead fight the guards, Shenru fights alongside 
  the guards to defend the pagoda. The arrow slit gives the 
  enchanter improved cover (Core Rulebook 196), including a 
  +10 bonus on Stealth checks. 
  In Subtier 10–11, four more ratfolk guard the room, 
  standing in pairs next to each statue, but not over the 
  flaming pit trap.
  Subtier 7–8 (CR 8)
  Pagoda Guards (2) 
  CR 4
  Ratfolk fighter 4/rogue 1 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +8; Senses darkvision 60 ft.; Perception +11
  
  PATHFINDER SOCIETY SCENARIO
  8
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, 
  +1 size)
  hp 39 each (5 HD; 4d10+1d8+9)
  Fort +5, Ref +7, Will +2; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk rapier +11 (1d4+3/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  Special Attacks sneak attack +1d6, swarming
  TACTICS
  Before Combat If the pagoda guards hear the PCs’ approach, 
  they drink their potions of bull’s strength.
  During Combat As quickly as possible, one guard fires a 
  screaming bolt to alert her compatriots within the pagoda. 
  The guards otherwise keep their distance initially in order to 
  use their special bolts and alchemical items.
  Morale When reduced to 10 or fewer hit points, the pagoda 
  guards flee and seek our reinforcements.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 12, Wis 13, Cha 8
  Base Atk +4; CMB +4; CMD 18
  Feats Improved Initiative, Point-Blank Shot, Precise Shot, 
  Weapon Finesse, Weapon Focus (rapier), Weapon 
  Specialization (rapier)
  Skills Climb +7, Craft (alchemy) +3, Handle Animal +5 (+9 
  to influence rodents), Knowledge (dungeoneering) +5, 
  Perception +11, Sense Motive +5, Stealth +16, Survival +6, 
  Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), 
  +4 Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Common, Tian
  SQ armor training 1, trapfinding +1
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, +1 dwarf bane bolt, +1 human bane bolt, screaming 
  bolt, alchemist’s fire (2), tanglefoot bag; Other Gear 
  masterwork chain shirt, masterwork buckler, masterwork 
  light crossbow with 20 bolts, masterwork rapier
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  Shenru 
  CR 4
  Male ratfolk enchanter 5 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +2; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
  hp 30 (5d6+10)
  Fort +5, Ref +4, Will +6
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +3 (1d3–1/19–20)
  Special Attacks swarming
  Arcane School Spell-Like Abilities (CL 5th; concentration +9)
  7/day—dazing touch
  Enchanter Spells Prepared (CL 5th; concentration +9)
  3rd—fireball (DC 17), suggestion (2, DC 18)
  2nd—hideous laughter (DC 17), mirror image, see invisibility, 
  web (DC 16)
  1st—charm person (DC 16), grease, mage armor, magic missile (2)
  0 (at will)—daze (DC 15), detect magic, detect poison, ray of frost
  Opposition Schools Necromancy, Transmutation
  TACTICS
  Before Combat Shenru casts mage armor at the start of each 
  shift of guard duty.
  During Combat The enchanter opens combat with an area 
  attack such as fireball or web, then alternates between 
  enchantments and damaging spells. A favorite suggestion is 
  “Grab that person and restrain him; he’s been charmed.” If 
  attacked by weapons, Shenru casts mirror image to increase 
  his survivability.
  Morale If reduced to 10 or fewer hit points, Shenru surrenders 
  or flees.
  Base Statistics Without the benefit of his mage armor, Shenru 
  has AC 13, flat-footed 11.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 18, Wis 8, Cha 14
  Base Atk +2; CMB +0; CMD 12
  Feats Empower Spell, Great Fortitude, Iron Will, Scribe Scroll, 
  Spell Focus (enchantment)
  Skills Craft (alchemy) +14, Knowledge (arcana) +12, Knowledge 
  (history) +8, Perception +6, Spellcraft +12, Stealth +10, Use 
  Magic Device +9; Racial Modifiers +2 Craft (alchemy), +4 
  Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Aklo, Common, Dwarven, Tien, Undercommon 
  SQ arcane bond (dagger), enchanting smile
  Combat Gear potion of cure moderate wounds, scroll of resist 
  energy (CL 7th), scroll of scorching ray (CL 7th), wand of 
  magic missile (CL 5th, 15 charges); Other Gear masterwork 
  dagger, cloak of resistance +1, spell component pouch, 
  spellbook (contains all prepared spells as well as comprehend 
  languages, shield, sleep, and true strike)
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  9
  (enchantment), Iron Will, Scribe Scroll, Spell Focus 
  (enchantment), Toughness
  Skills Craft (alchemy) +19, Knowledge (arcana) +17, Knowledge 
  (history) +17, Perception +10, Spellcraft +17, Stealth +16, Use 
  Magic Device +13; Racial Modifiers +2 Craft (alchemy), +4 
  Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Aklo, Common, Dwarven, Terran, Tien, Undercommon 
  SQ arcane bond (dagger), enchanting smile
  Combat Gear potion of cure serious wounds, scroll of resist 
  energy (CL 7th), scroll of scorching ray (CL 7th), wand of 
  magic missile (CL 5th, 15 charges); Other Gear masterwork 
  dagger, cloak of resistance +1, headband of vast intelligence 
  +2, spell component pouch, spellbook (contains all 
  prepared spells as well as comprehend languages, rainbow 
  pattern, and sleep)
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  Trap: A concealed pit trap lies in the center of the 
  room. The trap is not active unless the gong next to the 
  door is rung, raising the alarm. When triggered, several 
  inches of oil at the bottom of the pit ignite and burn for 
  3 rounds.
  Flaming Pit Trap 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20 
  avoids; oil ignites at the bottom of the pit, dealing 2d6 
  points of fire damage to creatures at the bottom of the pit 
  each round for 3 rounds; multiple targets (all targets in a 
  10-ft.-by-15-ft. area)
  Development: If the guards here raise the alarm or 
  Shenru departs to warn his allies, the ratfolk in area A6 
  move quickly to area A2 to defend the central pillar and 
  the access it provides to the pagoda’s upper floors from 
  incursion. If Shenru warned them, he travels with them 
  on their patrol. 
  Rewards: If the PCs defeat the guards or negotiate their 
  way past the ratfolk, reward each subtier thusly:
  Subtier 7–8:
  Give each PC 679 gp.
  Subtier 10–11:
  Give each PC 1,838 gp.
  Subtier 10–11 (CR 11)
  Pagoda Guards (6) 
  CR 4
  hp 39 each (use the stats from Subtier 7–8)
  Shenru 
  CR 8
  Male ratfolk enchanter 9 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
  hp 61 (9d6+27)
  Fort +7, Ref +7, Will +8
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +5 (1d3–1/19–20)
  Special Attacks aura of despair (9 rounds/day), swarming
  Arcane School Spell-Like Abilities (CL 9th; concentration +14)
  8/day—dazing touch
  Enchanter Spells Prepared (CL 9th; concentration +14)
  5th—dominate person (DC 22), feeblemind (DC 22), 
  empowered lightning bolt (DC 18)
  4th—black tentacles, confusion (DC 21), greater invisibility, 
  empowered scorching ray
  3rd—dispel magic, fireball (DC 18), heroism, hold person 
  (DC 20), suggestion (DC 20)
  2nd—glitterdust (DC 17), hideous laughter (DC 19), mirror 
  image, see invisibility, touch of idiocy, web (DC 17)
  1st—charm person (DC 18), grease, mage armor, magic 
  missile (2), shield, true strike
  0 (at will)—daze (DC 17), detect magic, detect poison, ray  
  of frost
  Opposition Schools Necromancy, Transmutation
  TACTICS
  Before Combat Shenru casts mage armor at the start of each 
  shift of guard duty. If he has a chance before an unavoidable 
  combat, he casts shield and heroism (neither of which is 
  represented in his statistics).
  During Combat The enchanter opens combat with an area 
  attack such as black tentacles, empowered lightning bolt, 
  or fireball, then alternates between enchantments and 
  damaging spells against soft targets. A favorite suggestion 
  or command for a dominated opponent is “Grab that 
  person and restrain him; he’s been charmed.” If Shenru is 
  attacked by weapons, he casts mirror image to increase his 
  chances of survival.
  Morale If reduced to 15 or fewer hit points, Shenru surrenders 
  or flees.
  BASE STATISTICS WITHOUT THE BENEFIT OF MAGE ARMOR, SHENRU 
  HAS AC 14, FLAT-FOOTED 11. STATISTICS
  Str 8, Dex 16, Con 12, Int 20, Wis 8, Cha 14
  Base Atk +4; CMB +2; CMD 15
  Feats Empower Spell, Great Fortitude, Greater Spell Focus 
  
  Servant of 
  Lao Shu Po
  PATHFINDER SOCIETY SCENARIO
  10
  A2. Pillar Chamber (CR varies)
  A ten-foot-diameter pillar fills the center of this square 
  chamber, with the narrow steps of a spiral stair rising up its 
  sides. Murals of the raising of the Pagoda of the Rat dominate 
  the walls. Doors stand in the center of three of the four 
  murals. In the scene on the northern wall, the pagoda stands 
  nearly finished as a majestic ratfolk female—a giant among 
  her kind—looks on approvingly, her hands folded behind her 
  back in a regal pose.
  Closer examination of the northern painting and 
  a successful DC 25 Perception check or DC 20 Craft 
  (painting) check reveal that the large ratfolk was added 
  long after the mural was finished.
  Creatures: If they are alerted to the PCs’ approach by 
  either the pagoda guards’ alarm or Shenru’s warning, 
  the ratfolk in area A6 move here and prepare for the PCs’ 
  incursion into the pagoda, knowing the PCs can only reach 
  the upper levels through this chamber. The pagoda guards 
  and servants of Lao Shu Po surround the spiral stairwell to 
  prevent the PCs from ascending, while Shenru, if he joins 
  them, positions himself near the north wall where he is 
  farthest from the room’s three doorways.
  A3. Eastern Hall
  A round window fit with closely spaced bars opens into the 
  dark caverns beyond. Opposite the window, smoke curls up 
  from two sticks of burning incense thrust into a pot of sand. 
  A nearby shelf holds jars of incense.
  The incense holds no significant value. Each of the 
  rooms off this hall holds supplies of little worth, mainly 
  preserved food and clothing.
  A4. Kitchen
  A battered stove, a few tables, and benches mark this as 
  a kitchen and dining area. Grease and grime coat every 
  surface.
  A PC who succeeds at a DC 15 Perception check turns 
  up a well-crafted pair of kitchen knives wrapped in 
  oilcloth. A successful DC 15 Craft (weapons) check reveals 
  they were forged using an unusual technique.
  Treasure: The kitchens knives were forged with a steel 
  alloy and techniques not seen for centuries. The set can 
  be sold for 100 gp.
  Mission Notes: Qadira faction PCs should 
  be interested in the unusual kitchen knives 
  located 
  here; 
  retrieving 
  them 
  earns 
  members of the faction 1 Prestige Point.
  Rewards: If the PCs obtain the set of 
  knives, give each PC 16 gp.
  A5. Rock Garden
  Sand and a scattering of large rocks cover the floor of this 
  hallway. The sand has been carefully raked and shaped into 
  intricate patterns and whorls. The dark, echoing caverns of 
  Round Mountain lie outside a circular window fit with closely 
  spaced bars. 
  Except in times of emergency—such as 
  when they are alerted to the PCs’ unwelcome 
  incursion 
  into 
  the 
  pagoda—any 
  ratfolk 
  passing through this serene room take care to 
  use the rakes located near both halls to erase 
  their steps and restore the harmony of the rock garden. 
  Whenever possible, they opt to bypass the room entirely 
  by crossing the pagoda through area A2 instead.
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  11
  N Small humanoid (ratfolk)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 80 (9d8+36)
  Fort +9, Ref +7, Will +10
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +10/+5 (1d6+3/×3)
  Ranged mwk dagger +10 (1d3+2/19–20)
  Special Attacks bane (9 rounds/day), swarming
  Inquisitor Spell-Like Abilities (CL 9th; concentration +11)
  5/day—touch of darkness (4 rounds)
  At will—detect alignment
  9 rounds/day—discern lies
  Inquisitor Spells Known (CL 9th; concentration +8)
  3rd (3/day)—deeper darkness, heroism, prayer, ward the faithfulAPG
  2nd (5/day)—confessAPG (DC 14), cure moderate wounds (DC 14), 
  flames of the faithfulAPG (DC 14), silence (DC 14)
  1st (6/day)—bless, divine favor, expeditious retreat, shield of 
  faith, wrathAPG
  0 (at will)—brandAPG (DC 12), detect magic, detect poison, 
  guidance, read magic, siftAPG
  Domain Darkness
  TACTICS
  Before Combat If she has time to prepare for combat, the 
  inquisitor drinks her potion of barkskin, casts heroism, and 
  reads a scroll of false life (Use Magic Device DC 22). Then 
  she casts deeper darkness on a pebble and puts it in her 
  pocket to mask the effect.
  During Combat At the start of combat, the servant of Lao 
  Shu Po activates her justice and protection judgments as 
  a swift action, and then pulls the pebble out of her pocket 
  and drops it, relying on her eyes of darkness domain 
  power to see through the dark. She withdraws as her 
  special vision expires, attacking her foes as they leave 
  the area of magical darkness. The servant of Lao Shu Po 
  prefers to attack lightly-armored targets and makes heavy 
  use of her bane special attack.
  Morale Dedicated to her goddess and the Undying Empress, 
  the servant of Lao Shu Po fights to the death.
  STATISTICS
  Str 14, Dex 14, Con 16, Int 12, Wis 14, Cha 8
  Base Atk +6; CMB +7; CMD 20
  Feats Dodge, Iron Will, Lightning Reflexes, LookoutAPG, 
  OutflankAPG, Power Attack, Precise StrikeAPG, Skill Focus (Stealth)
  Skills Bluff +11, Craft (alchemy) +3, Intimidate +15, Knowledge 
  (religion) +5, Perception +16, Sense Motive +18, Spellcraft +11,  
  Stealth +20, Survival +6, Use Magic Device +10; Racial 
  Modifiers +2 Craft (alchemy), +4 Handle Animal to influence 
  rodents, +2 Perception, +2 Use Magic Device
  Languages Common, Tien
  A6. Shrine of Lao Shu Po (CR 10 or CR 13)
  A fine carpet leads to an assembly of five statues that 
  dominate this temple. The largest depicts a withered ratfolk 
  woman, stooped with age yet radiating power. To her right 
  stand two smaller statues of female ratfolk, and to her left are 
  two statues of ratfolk males. All gaze toward the entrance to 
  the temple in its northern wall. In front of the statues, two 
  braziers light the room. A curtain cordons off the back of the 
  temple. In an alcove outside the temple stands a small statue 
  obviously depicting the same ratfolk woman portrayed by the 
  central statue; before this statue lies a well-worn prayer mat.
  The lesser statues depict revered leaders of the ratfolk, 
  though they cannot easily be identified as such. The large 
  statue and the smaller one in the alcove to the north of 
  the shrine both depict Lao Shu Po, the Old Rat Woman, 
  but as a ratfolk rather than a human. A DC 20 Knowledge 
  (religion) check identifies the goddess. Behind the curtain 
  can be found a long bookshelf filled with religious 
  writings on Lao Shu Po, pottery jars holding oil for the 
  braziers, and a round table with three chairs. Also in the 
  bookshelf is a curious sculpture of a six-legged rat.
  Hidden in the statue alcove in the pagoda’s northeast 
  corner is a secret door leading out to the cavern beyond, 
  a postern gate to allow the ratfolk an exit in times of 
  emergency. It can be discovered from either side with a 
  successful DC 25 Perception check. As the door has not 
  been used in many years, there are no tracks betraying 
  its location.
  Creatures: Five faithful servants of Lao Shu Po—all 
  loyal to the Undying Empress—worship at this shrine. If 
  the guards in area A1 raised the alarm or Shenru warned 
  them of the PCs’ approach, they gather their weapons and 
  move quickly to area A2 to defend the pagoda.
  Should the PCs attempt to negotiate with the ratfolk 
  here by showing them their letter from the guard captain 
  in the previous scenario, the leader of these servants 
  of Lao Shu Po takes the letter, reads it slowly while his 
  soldiers prepare to strike, then dramatically rips the 
  letter up, declaring it a forgery and an insult to the 
  Undying Empress.
  If Shenru warned these guards of the PCs’ approach, he 
  can be found here as well, fighting alongside them.
  Subtier 7–8 (CR 10)
  Pagoda Guards (4) 
  CR 4
  hp 39 each (use the stats on page 7)
  Servant of Lao Shu Po 
  CR 8
  Female ratfolk inquisitor of Lao Shu Po 9 (Pathfinder RPG 
  Advanced Player’s Guide 38, Pathfinder RPG Bestiary 3 231)
  
  PATHFINDER SOCIETY SCENARIO
  12
  SQ cunning initiativeAPG, eyes of darkness (4 rounds/day), 
  judgment (2, 3/day), monster loreAPG +2, solo tactics, stern 
  gazeAPG, trackAPG +4
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds, scrolls of false life (2); Other Gear masterwork chain 
  shirt, masterwork dagger, masterwork spear, belt of mighty 
  constitution +2, spell component pouch, silver holy symbol 
  of Lao Shu Po
  SPECIAL ABILITIES
  Bane (Su) The inquisitor can imbue one weapon she holds 
  with the bane weapon special ability as a swift action. She 
  must select one creature type when she uses this ability 
  (and a subtype if the creature type selected is humanoid 
  or outsider). Once selected, the type can be changed as a 
  swift action. This ability only functions while the inquisitor 
  wields the weapon. If dropped or taken, the weapon 
  resumes granting this ability if it is returned to the 
  inquisitor before the duration expires. The 9 rounds per 
  day this ability may be used need not be consecutive.
  Judgment (Su) Three times per day, the inquisitor can 
  pronounce judgment upon her foes as a swift action. 
  Starting when the judgment is made, the inquisitor 
  receives a bonus or special ability based on the type of 
  judgment she made. When pronouncing judgment, the 
  inquisitor can choose two judgments simultaneously, 
  expending only a single use of the power. The inquisitor 
  must participate in the combat to gain these bonuses. If 
  the inquisitor is either frightened, panicked, paralyzed, 
  stunned, unconscious, or otherwise prevented from 
  participating in the combat, the ability does not end, but 
  the bonuses do not resume until she can participate in 
  the combat again.
  Justice: This judgment spurs the inquisitor to seek justice, 
  granting a +2 sacred bonus on all attack rolls.
  Protection: This judgment surrounds the inquisitor with 
  a protective aura, granting a +2 sacred bonus to her 
  Armor Class.
  Solo Tactics (Ex) All of the inquisitor’s allies are treated 
  as if they possessed the same teamwork feats as the 
  inquisitor for the purpose of determining whether the 
  inquisitor receives a bonus from her teamwork feats. Her 
  allies do not receive any bonuses from these feats unless 
  they actually possess the feats themselves. The allies’ 
  positioning and actions must still meet the prerequisites 
  listed in the teamwork feat for the inquisitor to receive the 
  listed bonus.
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  APG See the Advanced Player’s Guide.
  Subtier 10–11 (CR 13)
  Servants of Lao Shu Po (5) 
  CR 8
  hp 80 each (use the stats from Subtier 7–8)
  TACTICS
  During Combat In addition to the tactics presented in 
  Subtier 7–8, the inquisitors take advantage of their 
  teamwork feats whenever possible, and vary their spell use 
  to stack spell effects.
  Mission Notes: Taldor faction PCs may be interested 
  in the sculpture of the six-legged rat found behind the 
  shrine’s curtain. They can bless the sculpture before the 
  statue of the Old Rat Woman in the alcove by saying a 
  simple prayer. Bringing the blessed icon back to Lady 
  Gloriana Morilla on the Material Plane earns Taldor 
  faction PCs 1 Prestige Point. 
  Rewards: If the PCs defeat the ratfolk, reward each 
  subtier thusly:
  Subtier 7–8:
  Give each PC 1,244 gp.
  Subtier 10–11:
  Give each PC 2,285 gp.
  A7. Armory
  The racks and shelves of this armory stand mostly bare. 
  A trio of battered training dummies occupies the center of 
  room, resembling a band of bald dwarves dressed in scraps 
  of chainmail.
  The secret door (a pivoting section of rock) on the 
  southwestern wall can be located with a successful DC 20 
  Perception check. The door is sized for ratfolk, and must 
  be squeezed through by larger creatures. What weapons 
  and armor remain in the armory are worn out, damaged, 
  or corroded, and have no value.
  B1. Wood Chamber
  A 10-foot-wide diameter pillar circled by a narrow staircase 
  rises at the center of this room. Pedestals scattered around the 
  room hold bits of ancient wood and the desiccated remains 
  of plants and vegetables native to Tian Xia. Each of the four 
  walls depicts a different scene from the surface world. To the 
  northwest, ratfolk bask at a lush desert oasis, with others 
  standing guard or waiting in queues for their turn to bathe. To 
  the northeast, the sun sets over towering mountains, setting 
  the sky aflame. Seemingly endless legions of ratfolk armies 
  muster to the southeast, and in the southwest, ratfolk lay the 
  foundations of a grand fortress. The fortress painting appears 
  to have been intended to conceal a door, but the hidden portal 
  stands ajar.
  
  OPTIONAL ENCOUNTER
  The encounter in area B5 deliberately takes place in 
  unusually cramped conditions, with the PCs potentially off-
  balance. As an optional encounter, it can be dispensed with 
  entirely if time runs short or if the GM doesn’t want the 
  added complications of a close-quarters brawl. The listed 
  treasure can still be found even if the encounter is skipped. 
  In this case the scimitar merely presents a mystery.
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  13
  Rewards: If the PCs collect the alchemical equipment 
  in the laboratory, give each PC 70 gp.
  B4. Metal Chamber
  This room is part armory and part shrine, and several racks 
  of well-oiled weapons take center stage. Each wall features a 
  painting of a martial scene, some on the surface, some in the 
  Darklands, and one of well-disciplined troops drilling in front 
  of the Pagoda of the Rat. A tall, well-dressed figure reviews 
  the troops in the latter painting.
  The art depicts the same female ratfolk as the painting 
  in area A2. Like that painting, close examination and 
  a successful DC 25 Perception check or DC 20 Craft 
  (painting) check reveal she was added long after the 
  mural was first finished. A PC who succeeds at a DC 30 
  Perception check while examining the figure notices that 
  the large ratfolk woman’s hand seems to curve backward 
  around the golden scepter she holds. A DC 25 Knowledge 
  (planes) check can identify such a feature as characteristic 
  of rakshasas—a hint at Durriya’s true nature.
  Treasure: The mix of ratfolk weapons and trophies 
  from battle that line the racks include a masterwork 
  dwarven waraxe, a masterwork cold iron spiked chain, 
  a masterwork silver heavy pick, 2 Small masterwork 
  rapiers, and a Small masterwork greatsword.
  Rewards: If the PCs claim the weapons in this chamber, 
  give each PC 172 gp.
  B5. Earth Chamber (CR 9 or CR 12)
  Granite blocks polished mirror-smooth make up the walls 
  of this chamber. Dozens of niches pocket the wall; a few 
  are empty, but most hold samples of rocks and minerals. A 
  few display gems or precious stones. Along the walls, three 
  opaque crystal monoliths stretch nearly to the ceiling. 
  A successful DC 15 Perception check made while 
  examining the room reveals a Medium falchion half-
  pulled from its scabbard lying behind the monolith in the 
  southwestern corner. The Aspis Consortium contingent 
  laid the blade as a trap, expecting—likely correctly—that 
  Each mural contains a secret door that can be located 
  with a successful DC 20 Perception check. The northwest 
  door is hidden in the painting of a date palm. A pass 
  between two mountains hides the northeast door. The 
  southeast and southwest doors are hidden by the 
  palanquin of a ratfolk general and a heap of quarried 
  stone, respectively, with the southwestern door standing 
  open as a lure to lead intruders into peril. All of the 
  doors are sized for ratfolk; larger creatures must squeeze 
  through them.
  This chamber honors the element of wood and the 
  ratfolk’s lost goal of conquering the surface world of Tian 
  Xia. Its few pitiful trophies (all relics from the surface of 
  Golarion rather than other realms of the Hao Jin Tapestry) 
  have no value.
  B2. Water Chamber
  Two ornately sculpted basins brimming with water occupy this 
  chamber. Murals depicting lakes, oceans, rivers, and oases 
  decorate the walls. A jumble of buckets and carrying yokes lie 
  in one corner.
  Acolytes of Lao Shu Po attend to this chamber once per 
  week, filling the basins with at-will create water spells.
  B3. Fire Chamber
  This chamber bears depictions of rising flames on the 
  northwest and southeast walls, paintings of a glorious dawn to 
  the north and east, and a darkening sunset to the southwest. 
  A dizzying array of alchemical equipment clutters the room: 
  beakers, flasks, alembics, retorts, and racks and shelves 
  brimming with reagents. On a central table, a green flame 
  burns in a steel brazier. Bundles of dried herbs surround it.
  The oil in the brazier burns for up to 6 hours after the 
  PCs enter. Clay jars beneath the table hold enough oil for 
  several more days. Though treated to burn with a green 
  flame, the oil has little value. PCs searching the brazier’s 
  table who succeed at a DC 18 Perception check find a 
  cache of notes on alchemical processes buried beneath 
  the dried herbs strewn across its surface. 
  Treasure: The alchemical equipment includes 7 flasks 
  of acid, 12 flasks of alchemist’s fire, 10 vials of antitoxin, 
  and a thunderstone.
  Mission Notes: Lantern Lodge faction PCs find the 
  formulae their faction desires among in the alchemical 
  notes; these formulae may be copied with a DC 15 Craft 
  (alchemy) or Linguistics check, or simply collected 
  and returned to Amara Li. Retrieval of the formulae or 
  accurate copies of them earns Lantern Lodge faction PCs 
  1 Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  14
  any Pathfinders following them would notice the open 
  door to the room, peer inside, and investigate. A successful 
  DC 21 Survival check to find tracks reveals that some days 
  ago, two barefoot ratfolk and a Medium humanoid in boots 
  entered the room and walked over to where the sword lies. 
  Note that following the tracks takes the tracker far enough 
  into the room to alert its guardians.
  Creatures: Several creatures native to the Plane of Earth 
  hide within the monoliths, bound as guardians to this 
  chamber. In Subtier 7–8, the guardians take the form of a 
  pair of earth elementals and a xorn, while a pair of xorns 
  and a carnivorous crystal are present in Subtier 10–11. The 
  elementals squeeze to keep their Large bodies entirely 
  within the crystals. If any creature disturbs the contents 
  of the room or crosses to the far side from the door, they 
  emerge from the stone and attack. Ratfolk entering the 
  room warn of friendly visitors with a series of taps (4 long, 
  1 short, and 2 long). All the ratfolk encountered outside 
  the warrens know the proper sequence.
  Subtier 7–8 (CR 9)
  Large Earth Elementals (2) 
  CR 5
  hp 68 each (Pathfinder RPG Bestiary 122)
  Advanced Xorn 
  CR 8
  Pathfinder RPG Bestiary 284, 294
  N Medium outsider (earth, extraplanar)
  Init +2; Senses all-around vision, darkvision 60 ft., 
  tremorsense 60 ft.; Perception +16
  DEFENSE
  AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural)
  hp 80 (7d10+42)
  Fort +10, Ref +4, Will +7
  DR 5/bludgeoning; Immune cold, fire, flanking; Resist 
  electricity 10
  OFFENSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee bite +12 (4d6+5), 3 claws +12 (1d4+5)
  STATISTICS
  Str 21, Dex 14, Con 21, Int 14, Wis 15, Cha 14
  Base Atk +7; CMB +12; CMD 24 (26 vs. trip)
  Feats Cleave, Improved Bull Rush, Power Attack, Toughness
  Skills Appraise +12, Intimidate +12, Knowledge (dungeoneering) 
  +12, Knowledge (planes) +12, Perception +16, Sense Motive +12,  
  Stealth +12, Survival +12; Racial Modifiers +4 Perception 
  Languages Common, Terran, Tien, Undercommon
  SPECIAL ABILITIES
  All-Around Vision (Ex) A xorn sees in all directions at the same 
  time, giving it a +4 racial bonus on Perception checks. A 
  xorn cannot be flanked. 
  Earth Glide (Ex) A xorn can glide through any sort of natural 
  earth or stone as easily as a fish swims through water. 
  Its burrowing leaves no sign of its passage or hint of its 
  presence to creatures that don’t possess tremorsense. A 
  move earth spell cast on an area containing a xorn moves 
  the xorn back 30 feet, stunning the creature for 1 round 
  unless it succeeds at a DC 15 Fortitude save.
  Subtier 10–11 (CR 12)
  Carnivorous Crystal 
  CR 11
  Pathfinder RPG Bestiary 3 45
  N Medium ooze (earth, extraplanar)
  Init –5; Senses blindsight 120 ft.; Perception –5
  Aura subsonic hum (60 ft., DC 22)
  DEFENSE
  AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
  hp 136 (16d8+64)
  Fort +9, Ref +0, Will +0
  DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
  Weaknesses brittle, vulnerable to sonic
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +18 (7d8+9/18–20 plus entrap)
  Special Attacks crystallize, entrap (DC 22, 1d10 rounds, 
  hardness 10, hp 10), razor sharp
  STATISTICS
  Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
  Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
  Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial 
  Modifiers +5 stealth (+10 in rocky environs)
  SQ freeze, split (critical hit from a bludgeoning or sonic attack, 
  15 hp)
  SPECIAL ABILITIES
  Brittle (Ex) Bludgeoning and sonic attacks can deal critical 
  hits to a carnivorous crystal. A successful critical hit from 
  such attacks causes the carnivorous crystal to split, even 
  if the attack itself causes no damage. The crystal remains 
  immune to precision-based damage, such as damage from 
  sneak attacks.
  Crystallize (Ex) A creature entrapped by a carnivorous 
  crystal’s attack must succeed at a DC 22 Fortitude save 
  each round or become helpless. If a helpless creature fails 
  this save, it becomes petrified as its body crystallizes. 
  In 1d4 hours, the petrified victim shatters and a new 
  carnivorous crystal emerges from the remains. The save 
  DC is Constitution-based.
  Razor Sharp (Ex) A carnivorous crystal’s slam attack deals 
  devastating piercing and slashing damage, and threatens a 
  critical hit on a roll of 18, 19, or 20.
  Subsonic Hum (Su) An active carnivorous crystal gives off 
  supernatural sonic vibrations. Any living creature starting 
  its turn within this aura must succeed at a DC 22 Fortitude 
  save or be stunned for 1 round. A creature that successfully 
  saves cannot be affected by the same carnivorous crystal’s 
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  15
  subsonic hum for 24 hours. This is a sonic mind-affecting 
  effect. The save DC is Constitution-based.
  Advanced Xorns (2) 
  CR 8
  hp 80 each (use the stats from Subtier 7–8)
  Treasure: Gems and semi-precious stones worth 
  1,350 gp can be retrieved from the niches. The sword 
  is a masterwork falchion in the Qadiran style, a trophy 
  claimed by one of the Aspis Consortium emissaries from a 
  Qadiran expatriate serving in the Andoran Eagle Knights.
  Mission Notes: Andoran faction PCs may recognize the 
  falchion as belonging to Fareed with a successful DC 20 
  Knowledge (local) check, though it provides no evidence 
  of his fate. They must interrogate the Aspis Consortium 
  envoys in area H1 to complete their faction mission.
  Osirion faction PCs find a piece of meteoric nickel 
  in one of the niches with a successful DC 15 Perception 
  check—recovering the meteorite earns members of the 
  faction 1 Prestige Point.
  Rewards: If the PCs retrieve the gems, give each PC  
  256 gp.
  B6. Window Niches
  Each of these triangular chambers has no exit save for a 
  10-foot-diameter window guarded by close-set bars. They 
  are purely decorative.
  C. Third Floor Warrens
  A great sprawl of makeshift tents and ramshackle stone huts 
  fill this square chamber, some homes built right on top of 
  others. The air is thick with smoke and the miasma of urban 
  life. In the center of each wall, a round barred window opens 
  out onto Round Mountain. A spiral staircase circling a central 
  pillar leads to the upper and lower levels of the pagoda.
  The third tier of the pagoda measures 65 feet by 65 feet 
  with a 10-foot diameter pillar in the center. A teeming 
  ratfolk warren fills every available foot outside the stairs, 
  and the entire level constitutes difficult terrain. The 
  guards and clergy below make their homes on this level.
  Creatures: Approximately 120 noncombat ratfolk adults 
  and children inhabit this floor, making their homes here 
  instead of the more dangerous (though more roomy) 
  warrens in the caverns of Round Mountain. They draw 
  away in fear from intruders, and do not engage in combat 
  under any circumstances, though attacks on them may 
  draw ratfolk combatants from other levels of the pagoda. 
  If statistics for a noncombatant are needed, use a ratfolk 
  expert (Pathfinder RPG Bestiary 3 231).
  Mission Notes: Silver Crusade faction PCs can preach 
  to the ratfolk here. Keeping an audience long enough 
  to spread word of good-aligned deities or virtuous 
  deeds requires 10 minutes and success at either a DC 20 
  Diplomacy check or a DC 15 Perform (oratory) check. Each 
  Silver Crusade faction PC may attempt this once in each 
  of areas C–E. A successful attempt earns members of the 
  faction 1 Prestige Point.
  D. Fourth Floor Warrens
  This chamber is similar to the third pagoda level (area C), 
  except it measures 60 feet by 60 feet and is home to 100 
  ratfolk noncombatants.
  E. Fifth Floor Warrens
  This chamber is similar to the third pagoda level (area 
  C), except it measures 55 feet by 55 feet and is home to 85 
  ratfolk noncombatants.
  F1. Chamber of the Starknife (CR 8 
  or CR 11)
  A statue occupies each arm of a great chamber shaped like a 
  four-pointed star. In the center passes a pillar encircled by a 
  spiral stair. The statue of an angry Tian woman stands to the 
  north, her arms extended as though weaving a spell. To the 
  east, a jackal-headed humanoid with a scarred belly raises her 
  arms, one holding a sacrificial knife. In the south, an elderly 
  ratfolk woman looks on sternly. The western alcove contains a 
  butterfly-winged elven woman bearing a gracious expression. 
  Beyond each statue a round barred window can be glimpsed.
  The 12-foot-tall statues represent Hao Jin, Lamashtu, 
  Lao Shu Po in her ratfolk aspect, and Desna. PCs must 
  succeed at a DC 30 Knowledge (history) check to identify 
  Hao Jin, a DC 10 Knowledge (religion) check to identify 
  Lamashtu or Desna, and a DC 20 Knowledge (religion) 
  check to identify La Shu Po. Worshippers of Desna or 
  those who succeed at a DC 15 Knowledge (religion) check 
  recognize that the chamber’s shape matches a starknife, 
  the goddess’s sacred weapon.
  Each of the four walls hides a cunningly disguised 
  secret door (Perception DC 25 to find). The statute of Hao 
  Jin hides their operating mechanism within its hollow 
  interior. From a compartment inside, a Small creature 
  can see through holes in the statue’s eyes and pull levers 
  to operate the doors. Opening or closing a single door 
  requires a move action. The statue itself is accessed 
  through a secret entrance on the back of its left leg, which 
  can be found with a successful DC 22 Perception check. 
  Someone who climbs the statue’s exterior or who can 
  otherwise reach its head can operate the levers but only 
  if the statue’s head is smashed open first (hardness 8, hp 
  40, Break DC 20).
  
  PATHFINDER SOCIETY SCENARIO
  16
  Creatures: A single ratfolk hides in the statue’s head. 
  She has improved cover in her hiding place (Core Rulebook 
  196), giving her a +10 bonus on Stealth checks among other 
  benefits. When intruders either move into the room or 
  ascend halfway up the stairs to the next tier of the pagoda, 
  she releases the chamber’s guardian monsters. In Subtier 
  7–8, the southwestern cell holds a single destrachan—a 
  hunched reptilian beast with an eyeless head dominated 
  by a huge, circular mouth filled with sharp teeth. In 
  Subtier 10–11, the southwest and northeast cells both 
  hold advanced destrachans. The ratfolk captured these 
  strange creatures in the hinterlands of Round Mountain 
  for use as shock troops in their armies. They maintain 
  control despite the destrachans’ intelligence through 
  a combination of magical brainwashing and ruthless 
  conditioning. After years of captivity, the destrachans view 
  the ratfolk more as beloved masters than as hated captors.
  Subtier 7–8 (CR 8)
  Pagoda Guard 
  CR 4
  hp 39 (see page 7)
  Destrachan 
  CR 8
  Pathfinder RPG Bestiary 2 83
  NE Large aberration
  Init +5; Senses blindsight 100 ft.; Perception +27
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 90 (12d8+36)
  Fort +9, Ref +7, Will +12
  Defensive Abilities protection from sonics; Immune gaze 
  attacks, visual effects, illusions, and attacks relying on 
  sight; Resist sonic 30
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (2d6+4), 2 claws +12 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks destructive harmonics
  STATISTICS
  Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13
  Base Atk +9; CMB +14; CMD 26
  Feats Dodge, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Mobility, Vital Strike
  Skills Climb +19, Perception +27, Sense Motive 
  +16, Stealth +12, Survival +19; Racial Modifiers +8 
  Perception (hearing only)
  Languages Common (cannot speak)
  SPECIAL ABILITIES
  Destructive Harmonics (Su) A destrachan 
  can project a blast of sonic energy in a cone 
  up to 80 feet long or in a 30-foot-radius burst 
  centered on itself as a standard action. It can adjust 
  the harmonics of its sonic cry to generate one of 
  two different effects on targets within the area of 
  effect, but can only create one of these effects 
  with each use of this ability. The save DCs are 
  Constitution-based.
  Destruction: All creatures within the area 
  of effect of the destructive harmonics take 
  8d6 points of sonic damage—a successful 
  DC 19 Reflex save halves this damage. If the 
  destrachan wishes, this ability can instead deal 
  nonlethal damage rather than sonic damage. 
  Alternatively, the destrachan can target a single crystal, 
  metal, stone, or wooden object within 80 feet with 
  this attack—that object takes 8d6 points of damage. 
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  17
  This damage is not halved when applied to the object’s 
  hit points, but is reduced by the object’s hardness. A 
  magical or attended object can attempt a DC 19 Reflex 
  save to halve the damage.
  Pain: Rather than dealing damage to targets, the 
  destrachan can instead cause intense pain and 
  overwhelming sound to affect all creatures within 
  the area. Targets in the area must succeed at a DC 19 
  Fortitude save to avoid being stunned for 1 round and 
  deafened for 1d6 rounds.
  Protection from Sonics (Ex) A destrachan gains a +4 racial 
  bonus on all saves against sonic attacks. It is immune to 
  the effects of its own destructive harmonics. A destrachan 
  whose sense of hearing is impaired is effectively blinded, 
  treating all targets as if they had total concealment.
  Subtier 10–11 (CR 11)
  Pagoda Guard 
  CR 4
  hp 39 (see page 7)
  Advanced Destrachans (2) 
  CR 9
  Pathfinder RPG Bestiary 2 83, 292
  NE Large aberration 
  Init +7; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 114 each (12d8+60)
  Fort +11, Ref +9, Will +14
  Defensive Abilities protection from sonics; Immune gaze 
  attacks, visual effects, and attacks relying on sight; Resist 
  sonic 30
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (2d6+6), 2 claws +14 (1d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks destructive harmonics (DC 21)
  STATISTICS
  Str 22, Dex 17, Con 20, Int 17, Wis 22, Cha 17
  Base Atk +9; CMB +16; CMD 30
  Feats Dodge, Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Mobility, Vital Strike
  Skills Climb +21, Escape Artist +18, Intimidate +18, Perception 
  +29, Sense Motive +18, Stealth +14, Survival +21; Racial 
  Modifiers +8 Perception (hearing only)
  Languages Common (cannot speak)
  SPECIAL ABILITIES
  Destructive Harmonics (Su) See Subtier 7–8.
  Protection from Sonics (Ex) See Subtier 7–8.
  Rewards: If the PCs defeat the ratfolk and destrachans 
  here, give each PC 196 gp.
  F2. Cells
  Each of these cells shows signs of recent occupation. A 
  clean pile of straw lies in a corner, a trough for water and 
  a stone slab for food in another. The destrachans likely 
  encountered in area F1 inhabit these rooms. In Subtier 
  7–8, only the southwestern cell is occupied; in Subtier 
  10–11 the northeastern cell is occupied as well. The cells 
  cannot be opened from within.
  G. The Pinnacle (CR 7)
  This chamber, finished in jet-black marble, stands atop the 
  Pagoda of the Rat. Four diamond-shaped pillars and a larger 
  round central column support the ceiling high above. A 
  staircase winds down around the column to the floors below. 
  Carved writing covers much of each of the smaller pillars. 
  Barred windows in each direction open onto the dark cavern 
  outside. Thousands of faceted crystals set into the dark stone 
  ceiling shed faint light, mimicking stars in the canopy of the 
  ebony night sky. Small tables and chairs sit beyond the pillars in 
  three of the four corners of the room. The fourth corner holds a 
  larger table holding a pair of maps and several tattered journals.
  This chamber has a 30-foot-high ceiling. The crystal 
  stars, while attractive and slightly luminescent, have no 
  significant value. Together, they provide dim lighting 
  in the chamber. The writing on the pillars records the 
  lives of the generations of ratfolk who lived and died since 
  Round Mountain was ripped free of Golarion. Only the 
  bottom quarter of each pillar remains untouched.
  A successful DC 19 Survival check reveals that about 
  a day ago, both humans and ratfolk climbed the stairs 
  into this room and circled halfway around the pillar, 
  where their tracks end. They exited through a well-
  hidden sliding stone panel set into the central pillar. It 
  sits 5 feet above the floor on the pillar and can be found 
  with a successful DC 25 Perception check. Beyond the 
  secret door, a 5-foot-wide shaft runs down the center of 
  the pillar to a hidden cavern beneath the Pagoda of the 
  Rat. The 150-foot descent is eased by a ladder built into 
  the shaft.
  The maps in the room’s northwest corner depict much 
  of the Hao Jin Tapestry’s geography, most accurately in 
  the vicinity of Round Mountain. The journals detail 
  the military exploits of the ratfolk, along with accounts 
  of the tribute provided them by the other denizens 
  of the tapestry; and the tribute they in turn pay to the 
  underworld imperial dragon Xiangnuer.
  Creatures: Dozens of rats both normal and dire lurk in 
  the shadows of this room. Most pose no threat to the PCs. 
  However, a ratfolk druid named Krella in rat form and her 
  animal companion hide among the rats. They stand out 
  plainly under the scrutiny of detect magic or similar spells 
  
  PATHFINDER SOCIETY SCENARIO
  18
  because of their magical protections, but otherwise cannot 
  be distinguished from the other rats until they separate 
  from the throng. Krella remains content to observe the 
  PCs for the most part. However, if any of the PCs played The 
  Rats of Round Mountain Part 1: The Sundered Path and killed 
  the underworld dragon—as indicated on their Chronicle 
  sheet for that scenario—Krella has heard of their deeds 
  and takes particular interest in the Pathfinders. The 
  dragon had long demanded tribute from the rats of Round 
  Mountain, and its slayers have done her and her kin a great 
  favor. She takes a chance and negotiates with the PCs as 
  described under Development below.
  In rat or humanoid form, Krella has silver fur accented 
  by brown splotches over much of her left side, including 
  a stripe passing from her left eye to her neck. She wears 
  simple clothing except for a well-worn jade pendant in the 
  shape of a wingless dragon, a gift from her grandmother. 
  Descended from the bloodlines of the officers who ruled 
  before the ascent of Durriya, Krella holds much influence 
  in the ratfolk courts. Nominally, she is viceroy to the 
  Undying Empress’s rule, but Durriya prefers to exclude 
  Krella from her scheming. For her part, Krella distrusts 
  the ratfolk’s immortal empress and her mysterious 
  dealings with the world beyond the Hao Jin Tapestry, and 
  she holds much sympathy for those who openly oppose 
  Durriya’s rule.
  Krella 
  CR 7
  Female ratfolk druid 8 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, 
  +1 size)
  hp 71 (8d8+32)
  Fort +9, Ref +6, Will +11; +4 vs. fey and plant–targeted effects, 
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 20 ft.
  Melee mwk cold iron dagger +11/+6 (1d3–1/19–20)
  Ranged dagger +10/+5 (1d3–1/19–20)
  Special Attacks swarming, wild shape 3/day
  Druid Spells Prepared (CL 8th; concentration +12)
  4th—flame strike (DC 18), freedom of movement, ice storm
  3rd—cure moderate wounds (DC 17), greater magic fang, meld 
  into stone, sleet storm
  2nd—barkskin (2), bull’s strength, flaming sphere (DC 16)
  1st—cure light wounds (DC 15), faerie fire, longstrider (2), 
  produce flame
  0 (at will)—create water, detect magic, guidance, resistance
  TACTICS
  Before Combat Krella first observes the PCs in the wildshape 
  form of a dire rat. If they discover her and seem prepared to 
  take violent action, she transforms back into her ratfolk form.
  During Combat Krella casts sleet storm and flaming sphere 
  to hamper the PCs’ movements, and boosts Darkeyes’s 
  abilities with barkskin, bull’s strength, and greater magic fang, 
  hoping her animal companion can do most of the melee 
  fighting for her. If she can get more than one target in the 
  area of effect, she casts flame strike or ice storm, preferring 
  to rain attacks upon her foes from range rather than risk 
  personal harm in close combat.
  Morale Krella flees if reduced to 30 or fewer hit points, using 
  freedom of movement, longstrider, or meld into stone to 
  augment her escape.
  STATISTICS
  Str 8, Dex 16, Con 14, Int 14, Wis 18, Cha 8
  Base Atk +6; CMB +4; CMD 18
  Feats Dodge, Natural Spell, Toughness, Weapon Finesse
  Skills Climb +6, Handle Animal +10 (+14 to influence 
  rodents), Knowledge (nature) +13, Perception +17, Sense 
  Motive +10, Stealth +15, Survival +13, Swim +6; Racial 
  Modifiers +2 Craft (alchemy), +4 Handle Animal to 
  influence rodents, +2 Perception
  Languages Common, Druidic, Tien, Undercommon
  SQ nature bond (animal companion), nature sense, trackless 
  step, wild empathy +7, woodland stride
  Combat Gear scrolls of cure moderate wounds (2); Other Gear 
  leather armor, masterwork cold iron dagger, daggers (3), 
  cloak of resistance +1, headband of inspired wisdom +2, spell 
  component pouch, jade pendant worth 150 gp, key to 
  pagoda doors
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting 
  communally, and are adept at swarming foes for their own 
  gain and their foes’ detriment. Up to two ratfolk can share 
  the same square at the same time. If two ratfolk in the 
  same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  Darkeyes 
  CR —
  Dire rat animal companion (Pathfinder RPG Bestiary 232)
  N Small animal 
  Init +4; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 52 (7d8+21)
  Fort +7, Ref +9, Will +3; +4 vs. enchantment spells and effects
  Defensive Abilities devotion, evasion
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +10 (1d4+1 plus disease)
  STATISTICS
  Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 4
  Base Atk +5; CMB +5; CMD 19 (23 vs. trip)
  Feats Blind-Fight, Skill Focus (Perception), Toughness, 
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  19
  Weapon Finesse
  Skills Climb +14, Perception +8, Stealth +14, Swim +13
  SQ link, share spells
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 
  1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves
  Development: Under most circumstances, Krella won’t 
  directly engage the party in this area. Rather, she observes 
  them, and should they locate the secret door in the pillar 
  and head into the sanctum beneath the pagoda, she sneaks 
  up to the pillar and follows them down, trying to keep 
  about 80 feet away.
  Krella isn’t immediately hostile even if the party notices 
  her. She starts with an initial attitude of unfriendly (after 
  all, anyone who has made it this far into the pagoda has 
  likely killed many ratfolk). If made at least helpful with 
  Diplomacy, she decides to take a chance on the PCs and 
  eliminate what she views as the ratfolk’s true enemy: 
  their ruler, the Undying Empress Durriya. She informs 
  the PCs about the secret door to the sanctum chamber 
  and advises them what threats they may find therein. 
  Securing her aid in battle against Durriya requires a 
  second successful Diplomacy check (DC 24, because of the 
  personal risk involved).
  If any of the PCs slew the underworld dragon Xiangnuer 
  in The Sundered Path, Krella automatically has a friendly 
  attitude and approaches the PCs (shifting into her ratfolk 
  form) to elicit their aid. She offers to accompany them to 
  the sanctum with no Diplomacy check required, feeling 
  indebted to them for eliminating the dragon and her 
  generations-old demands of tribute for safe passage 
  through the Sundered Path.
  Mission Notes: The journals on the table here are of 
  interest to Sczarni faction PCs, who earn 1 Prestige Point 
  for bringing the documents to Guaril Karela in Absalom.
  Shadow Lodge faction PCs can find the maps they seek 
  in this room. Retrieving them earns members of the 
  Shadow Lodge faction 1 Prestige Point. 
  Rewards: If the PCs defeat or befriend Krella, give each 
  PC 468 gp.
  THE EMPRESS’S SANCTUM
  Beneath the pagoda lies Durriya’s sanctum, her retreat 
  from enemies and allies alike. Here, the Aspis Consortium 
  met with the rakshasa (who has still not revealed her true 
  nature to the consortium delegates) to negotiate with her 
  a truce for control of the Hao Jin Tapestry. The ceilings in 
  the sanctum average 20 feet in height. Braziers keep the 
  otherwise dank chambers comfortably warm and provide 
  normal light throughout.
  H1. The Undying Empress (CR 11 
  or CR 14)
  Braziers burning with green flames keep this cavern well lit. 
  In one corner, a fine carpet leads to an opulent throne. In 
  the other, a curtain blocks off a portion of the cave. A ladder 
  vanishes through a hole in the ceiling, the only visible means 
  of egress. Not far from the ladder, chairs surround a modest 
  table; one chair is larger and grander than the rest. A thick 
  leather book and the remains of a meal sit atop the table. A 
  number of clay jars stand against the wall.
  The self-styled Undying Empress Durriya holds court 
  in this chamber, safe from enemies real and imagined. 
  She relays her decrees to the ratfolk above via trusted 
  aides. Durriya rarely mingles with the people of the 
  pagoda, deeming their day-to-day concerns unworthy of 
  her time. Her ambition to rule beyond the tapestry has 
  led her to invite the emissaries of the Aspis Consortium 
  to meet within her sanctum.
  The tome on the table contains a history of the rats of 
  Round Mountain, including details on the construction 
  of the Pagoda of the Rat. Also on the table is a key to open 
  the upper halves of the pagoda doors.
  Creatures: Here the Pathfinders find Durriya, a rat-
  headed rakshasa who appears to be merely an unusually 
  large (Medium-sized) ratfolk. She wears thick, flowing 
  robes that mask her lack of a ratfolk’s tail and her human 
  legs and torso, and generally keeps her hands—on which 
  the palms and fingers curl backwards—tucked into the 
  ample folds of her cloaks. Except when she needs total 
  privacy, she has ratfolk do menial tasks that would 
  require her to reveal her obscene anatomy. At present, 
  she is meeting with the representatives of the Aspis 
  Consortium and has asked for just such privacy, fearing 
  even her most loyal subjects would betray her if they were 
  learn of her plans to expand her empire beyond the Hao 
  Jin Tapestry.
  Subtier 7–8 (CR 11)
  Durriya, The Undying Empress 
  CR 10
  Female rakshasa (Pathfinder RPG Bestiary 231)
  hp 115
  TACTICS
  Before Combat If aware of intruders breaching her secure 
  sanctum, Durriya casts mage armor and instructs the 
  charmed Aspis Consortium agents to protect her, moving 
  behind them to take a more defensible position. From there, 
  if she still has time, she casts invisibility and silent image, 
  creating a decoy of herself calmly sitting in the throne.
  During Combat Durriya lines up as many targets as possible 
  for a surprise lightning bolt. She alternates between 
  
  PATHFINDER SOCIETY SCENARIO
  20
  attacks and defensive spells like shield and invisibility, and 
  only fights in melee if approached by a foe or when her 
  protectors are defeated.
  Morale Durriya knows that escape from her underground 
  sanctum is unlikely, and so she fights as long as possible 
  before attempting to flee, only retreating through the 
  tunnel in area H2 if she is reduced to 20 or fewer hit 
  points. If the way is blocked, she surrenders, hoping to use 
  her powers of enchantment to bargain her own way out of 
  the PCs’ hands.
  STATISTICS
  Combat Gear wand of scorching ray (CL 7th, 18 charges); Other 
  Gear +1 kukri
  Aspis Consortium Emissaries (2) 
  CR 5
  Human ranger 6
  NE Medium humanoid (human)
  Init +2; Senses Perception +7
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
  hp 55 each (6d10+18)
  Fort +7, Ref +8, Will +5
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +8/+3 (1d8+3/×3), mwk kukri +8 
  (1d4+3/18–20)
  Ranged javelin +8 (1d6+3)
  Special Attacks favored enemy (dwarves +2, humans +4)
  TACTICS
  Before Combat If the Aspis Consortium agents have time to 
  prepare for battle, they drink their potions of bull’s strength 
  and heroism.
  During Combat The Aspis Consortium agents have been 
  charmed by Durriya and attempt to protect her at all costs. 
  They favor human and dwarven targets, but attack any PC 
  directly engaging Durriya in melee.
  Morale The emissaries flee if reduced below 10 hit points; if 
  unable to retreat, they plead for their lives.
  STATISTICS
  Str 16, Dex 14, Con 12, Int 8, Wis 10, Cha 15
  Base Atk +6; CMB +9; CMD 21
  Feats Double Slice, Endurance, Iron Will, Skill Focus 
  (Diplomacy), Toughness, Two-Weapon Defense, Two-
  Weapon Fighting
  Skills Bluff +8, Climb +8, Diplomacy +11, Intimidate +11, 
  Perception +7, Sense Motive +6, Survival +5, Swim +8
  Languages Common
  SQ favored terrain (urban +2), hunter’s bond (companions), 
  track +3, wild empathy +8
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of heroism, potion of invisibility; Other Gear 
  +1 chain shirt, masterwork battleaxe, javelins (4), masterwork 
  kukri, cloak of resistance +1, 128 gp
  Subtier 10–11 (CR 14)
  Durriya, the Undying Empress 
  CR 13
  Female rakshasa sorcerer 3 (Pathfinder RPG Bestiary 231)
  LE Medium outsider (native, shapechanger)
  Init +10; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 30, touch 17, flat-footed 23 (+4 armor, +6 Dex, +1 dodge, 
  +9 natural)
  hp 172 (13 HD; 10d10+3d6+107)
  Fort +11, Ref +14, Will +10
  DR 15/good and piercing; SR 28
  OFFENSE
  Speed 40 ft.
  Melee +1 defending kukri +19/+14/+9 (1d4+6/15–20), bite +12 
  (1d6+2), claw +12 (1d4+2)
  Special Attacks detect thoughts (DC 20) Sorcerer Spells 
  Known (CL 10th; concentration +15)
  5th (4/day)—dominate person (DC 20)
  4th (6/day)—dimension door, fear (DC 19)
  3rd (7/day)—haste, lightning bolt (DC 18), suggestion (DC 18)
  2nd (7/day)—acid arrow, flaming sphere (DC 17), invisibility, 
  minor image (DC 17)
  1st (8/day)—charm person (DC 16), identify, mage armor, 
  magic missile, shield, silent image (DC 16)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 15),  
  mage hand, mending, message, prestidigitation, ray of 
  frost, resistance
  Bloodline arcane
  TACTICS
  Before Combat When not alone in her chambers, Durriya 
  makes sure she always has mage armor in effect. If given 
  time to prepare for the PCs’ approach, she casts shield and 
  invisibility, then projects a silent image of herself sitting 
  regally in the room’s throne. If possible she casts haste 
  while still invisible before attacking.
  During Combat Durriya lines up as many targets as possible 
  for a surprise lightning bolt, and follows up with a barrage of 
  damaging and mind-affecting spells to keep her opponents 
  on their toes. She fights in melee only if approached by a 
  foe or if her protectors are defeated.
  Morale Durriya saves one 4th-level spell slot for dimension 
  door (or uses her bonded object to cast the spell), using the 
  spell to escape into the tunnel exiting area H2 once reduced 
  to 30 or fewer hit points. If she is somehow prevented from 
  escaping, she surrenders, hoping to use her powers of 
  enchantment to bargain her own way out of the PCs’ hands.
  STATISTICS
  Str 20, Dex 22, Con 24, Int 13, Wis 11, Cha 21
  Base Atk +11; CMB +16; CMD 33
  Feats Combat Expertise, Dodge, Eschew Materials, Improved 
  Critical (kukri), Improved Initiative, Toughness, Weapon 
  Finesse, Weapon Focus (kukri)
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  21
  Skills Bluff +24, Diplomacy +21, Disguise +29, Perception 
  +14, Perform (oratory) +18, Sense Motive +16, Stealth +16; 
  Racial Modifiers Acrobatics (+4 when jumping), +4 Bluff, 
  +8 Disguise
  Languages Common, Infernal, Undercommon
  SQ arcane bond (object [kukri]), bloodline arcana (+1 DC for 
  metamagic spells that increase spell level), change shape 
  (any humanoid; alter self ), metamagic adept (1/day)
  Combat Gear wand of scorching ray (CL 7th, 28 charges); Other 
  Gear +1 defending kukri
  Aspis Consortium Emissaries (2) 
  CR 9
  Human ranger 10
  NE Medium humanoid (human)
  Init +2 (+6 underground); Senses Perception +9
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 shield)
  hp 89 each (10d10+30)
  Fort +10, Ref +11, Will +7
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  Melee +1 battleaxe +13/+8 (1d8+4/×3), +1 kukri +12/+7 
  (1d4+4/18–20)
  Ranged mwk javelin +13 (1d6+3)
  Special Attacks favored enemy (dwarves +2, elves +2, humans +6)
  TACTICS
  Before Combat If the Aspis Consortium agents have time to 
  prepare for battle, they drink their potions of bull’s strength 
  and heroism.
  During Combat The Aspis Consortium agents favor humans, 
  elves, and dwarves as opponents in melee. 
  Morale The emissaries flee if they are reduced below 20 hit 
  points; failing that, they surrender to the PCs and plead 
  for their lives.
  STATISTICS
  Str 16, Dex 14, Con 12, Int 8, Wis 10, Cha 16
  Base Atk +10; CMB +13; CMD 25
  Feats Double Slice, Endurance, Improved Two-Weapon 
  Fighting, Iron Will, Skill Focus (Diplomacy), Toughness, 
  Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, 
  Weapon Focus (battleaxe)
  Skills Bluff +13, Climb +7, Diplomacy +19, Intimidate +16, 
  Perception +9 (+13 underground), Sense Motive +10, 
  Survival +7 (+11 underground), Swim +7
  Languages Common
  SQ favored terrain (underground +4, urban +2), evasion, 
  hunter’s bond (companions), swift tracker, track +5, wild 
  empathy +13, woodland stride
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of heroism, potion of invisibility; Other Gear 
  +1 chainmail, +1 battleaxe, +1 kukri, masterwork javelins (4), 
  cloak of resistance +2
  Development: With the defeat of their leadership, the 
  remaining ratfolk in the pagoda fall into disarray and do 
  not present serious opposition to the PCs if they attempt 
  to leave.
  Any surviving emissaries can tell the tale of Fareed’s 
  grisly death at the Aspis Consortium’s hands (the 
  responsible agent bragged about it often). They offer the 
  tale in exchange for their freedom or in response to a 
  subtier-appropriate Bluff or Intimidate check.
  Mission Notes: Andoran faction PCs can speak to a 
  surviving emissary to learn of Fareed’s fate, earning 
  them 1 Prestige Point.
  Cheliax faction PCs should be interested in the 
  rakshasa’s ear, which earns them 1 Prestige Point if 
  recovered from Durriya while she lives. 
  Grand Lodge faction PCs find details on the 
  construction of the pagoda in the old book lying on the 
  table. Recovering this information earns members of the 
  faction 1 Prestige Point.
  Rewards: If the PCs defeat the rakshasa and the Aspis 
  Consortium emissaries, reward each subtier thusly:
  Subtier 7–8:
  Give each PC 1,111 gp.
  Subtier 10–11:
  Give each PC 2,544 gp.
  H2. Bed Chamber
  A heap of silk pillows sits in the corner of this sleeping chamber. 
  Two braziers blazing with green flame provide heat and light. A 
  scattering of trinkets sit atop a desk against the wall.
  On the wall beyond the silk pillows lies a well-hidden 
  secret door, which is PC may discover with a successful 
  DC 25 Perception check. Beyond the door a tunnel leads 
  to an escape tunnel leading far into Round Mountain, 
  beyond the scope of this adventure.
  Treasure: Among the trinkets on the desk is a pair of 
  sapphire earrings worth 900 gp.
  Rewards: If the PCs take the earrings, give each PC 150 gp.
  CONCLUSION
  As long as the PCs win the final battle, the defeat breaks 
  Durriya’s hold over the ratfolk—even if she escapes. The 
  ratfolk, already weary of her undying rule, now control 
  their own destiny in Round Mountain. The immediate 
  future of Round Mountain hinges on whether or not 
  Krella survives and how she feels about the Pathfinders. 
  She takes immediate steps to secure leadership over the 
  rats of Round Mountain if she lives through the final 
  battle, and quickly wins the support of the other survivors.
  
  PATHFINDER SOCIETY SCENARIO
  22
  If the PCs befriended Krella, they have her gratitude 
  for deposing Durriya, but she insists they take their leave 
  as quickly as possible for the sake of stability. She does not 
  begrudge any treasures they may have acquired along the 
  way, but tries to dissuade them from further exploration 
  of the pagoda, as it may endanger future relations. She 
  credits Durriya’s mad plans for the death of the ratfolk 
  slain by the PCs, and while some ratfolk nurse grudges, 
  they do so quietly. It’s likely the Pathfinders have won a 
  strong ally in the Hao Jin Tapestry.
  If Krella fought against the PCs but survived, she 
  stays in hiding until they’ve left the scene. She picks 
  up the pieces as best she can, but enjoys much less 
  support among the other ratfolk. The PCs share the 
  blame for the ratfolk deaths with the Aspis Consortium 
  envoys, and many ratfolk decry the slaughter as the 
  inevitable outcome of bargaining with outsiders. The 
  rats of Round Mountain turn inward and have little 
  inclination toward further contact with either the Aspis 
  Consortium or Pathfinders.
  Player characters who meet this scenario’s success 
  conditions (below) and who earned the Dogged 
  Adventurer boon on their previous Chronicle sheet 
  may take 20 on their Day Job check at the end of this 
  scenario (if they could normally make a Day Job check). 
  Furthermore, such PCs earn the Cornered Fury boon 
  on this scenario’s Chronicle sheet at no cost. Player 
  characters who complete both parts of the Rats of Round 
  Mountain series (in any order and with any number of 
  other adventures in between) may purchase the Cornered 
  Fury boon by spending 5 Prestige Points.
  Success Conditions
  The purpose of the PCs’ journey into the heart of 
  Round Mountain was to disrupt the Aspis Consortium’s 
  negotiations with Durriya and the rats under her control. 
  Thus, the Pathfinders must defeat Durriya, either by 
  killing her or causing her to flee and relinquish her 
  claim of rule over the ratfolk who inhabit the pagoda. In 
  so doing, the PCs ensure that the ratfolk rule themselves, 
  and that any alliance forged or in negotiation between 
  the Aspis Consortium and the Undying Empress would 
  never be upheld. If the party defeats Durriya, each PC 
  earns 1 Prestige Point.
  Faction Missions
  In addition to their primary mission on behalf of the 
  Pathfinder Society, members of each faction may earn 
  extra Prestige Points for completing their respective 
  faction missions as outlined below. Player characters 
  who have the Dogged Adventurer boon on their previous 
  Chronicle sheet need not complete a faction mission 
  to earn a Prestige Point, though a PC using the slow 
  advancement track is still limited to 1 total Prestige Point 
  for the entire scenario.
  Andoran Faction: Andoran faction PCs who question 
  the emissaries in area H1 and learn the fate of Fareed 
  earn 1 Prestige Point. Merely finding the falchion in area 
  B5 does not complete the mission.
  Cheliax Faction: Cheliax faction PCs who claim an ear 
  from Durriya while she is alive earn 1 Prestige Point. It 
  doesn’t matter if she perishes after the ear was taken.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  recover the tome detailing the history of Round Mountain 
  from area H1 earn 1 Prestige Point. 
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who discover and copy the alchemical formulae in area 
  B3 earn 1 Prestige Point. 
  Osirion Faction: Osirion faction PCs who retrieve the 
  meteorite from area B5 earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who bring back the 
  knives from area A4 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who recover the 
  journals describing the trade agreements of the ratfolk 
  from area G earn 1 Prestige Point. 
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  bring back the maps of Round Mountain and the tapestry 
  from area G earn 1 Prestige Point. 
  Silver Crusade Faction: Silver Crusade faction PCs who 
  spread the faith or the virtue of good deeds on any of the 
  warren levels (areas C, D, or E) earn 1 Prestige Point. 
  Taldor Faction: Taldor faction PCs who find the six-
  legged rat sculpture, pray with it before the Old Rat 
  Woman, and bring it back earn 1 Prestige Point.
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  23
  Champion of Liberty,
  I fear I bring grim news. A defender of freedom—a Qadiran man named Fareed—volunteered to infiltrate a 
  group of Aspis Consortium agents we believed bound for the Hao Jin Tapestry, though whether he made it 
  through their secret portal or not we don’t know. We have word that his identity was compromised, but not 
  word of his fate. Find if he yet draws breath. And if he in truth died, see that his killers do not prosper from 
  our loss. Bring back what comfort you can to his family, even it is only the tale of his sacrifice.
  May the deeds of heroes outlive us all,
  Major Colson Maldris
  Servants of Eternal Thrune,
  The rats you battle have claimed greatness beyond their kind. Truly, their leader bears the mark of destiny. 
  I would have her fortune for my own. Find this Empress of theirs and while she yet lives, claim her ear as 
  my trophy. I care not for her fate after, but be certain she draws breath when you make the cut, or all will 
  be for naught.
  All praise to unyielding order,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Greetings Pathfinder,
  Our deeds bring meaning to the sacrifice of those whose names shall soon adorn the Wall in Absalom. The 
  Hao Jin Tapestry yields its secrets, and with our efforts those secrets belong to the Pathfinders alone. Seek out 
  the histories of the rats of Round Mountain—how they survived in the tapestry, how they built their fortress, 
  how they rose to power. Remember that though you may have to raise arms against the ratfolk, Pathfinders 
  do not engage in wanton slaughter. We seek to break them from the Aspis Consortium, not to bring them 
  unto ruin. With their knowledge we too can learn to tame the Hao Jin Tapestry.
  The road be ever open,
  Venture-Captain Ambrus Valsin
  Most honorable and felicitous greetings,
  It is well-known that ratfolk have exceptional skill in the alchemical arts. The formulae of these exiles in the 
  tapestry likely reflect the five elements practice of Tian Xia rather than the inferior four elements venerated 
  in Avistan and Garund. Should you find signs of alchemical experimentation, bend all your effort to finding 
  their formulae and bringing them back to the lighted world. In doing so, you bring honor to us all. 
  May the blessings of a thousand stars fall upon you,
  Venture-Captain Amara Li
  
  PATHFINDER SOCIETY SCENARIO
  24
  Blessings of the Ruby Prince fall upon you,
  Fortune smiles upon us. Among the treasures lost in the sacking of Lung Wa was an extraplanetary fragment 
  recovered from the Crown of the World, said to have been drawn to Golarion in the wake of the Starstone 
  itself. Search the stores of the ratfolk for a bit of gleaming metal, no larger than your fist. The violence and 
  fire of its entry shall have left telltale signs upon it.
  Until the ultimate triumph,
  Amenopheus, the Sapphire Sage
  Servant of the Satrap,
  A merchant of some influence has caught wind of our activities in the Hao Jin Tapestry. It happens that 
  ancient metallurgy holds keen interest for him, and when he heard that we would encounter the very same 
  ratfolk who once besieged Lung Wa, his excitement could hardly be contained. According to him, at least one 
  ancient blade forging technique was lost in the chaos caused by the ratfolk invasion, and the method’s sole 
  practitioners slain. A sample of such steelwork would be most prestigious.
  May the sun light your endeavors  
  and the clouds shade your rest,
  Trade Prince Aaqir al’Hakam
  My Closest Friend,
  New lands bring new opportunity. Watch for opportunities to expand trade within the Hao Jin Tapestry, for 
  surely a land so long apart craves what only we can offer. As well, they may have delights or vices forgotten by 
  those outside the tapestry. We look to deal with more than just the ratfolk, so information on other peoples 
  living in the tapestry would be most valued, and your service well rewarded.
  Let silence be your only word of this,
  Guaril Karela
  True Pathfinder,
  It falls to the Shadow Lodge to keep the Decemvirate working for all Pathfinders. As well, the other factions 
  defy Pathfinder tradition and sequester knowledge for their own gain. We shall ensure the Hao Jin Tapestry 
  benefits all Pathfinders, not a chosen few. The rats of Round Mountain have had centuries to learn the 
  hidden ways of the tapestry. No doubt they have mapped great expanses of it. Bring back their maps or 
  faithful copies of them. Only you can open the paths for us all.
  In solidarity,
  Grandmaster Torch
  
  THE RATS OF ROUND MOUNTAIN, PART II: PAGODA OF THE RAT
  25
  Felicitations, fellow crusader!
  How kind Desna is to give you such an opportunity. Generations have passed in the Hao Jin Tapestry since 
  the inhabitants have felt the touch of good. Go forth to the people of the tapestry, and spread word of virtue 
  and good deeds. I know you shall find eager ears. From the smallest seed a mighty forest grows. Do not 
  concern yourself with the leaders of the ratfolk alone—you must seek out the masses, the unfortunates, and 
  convince them of the truth you speak.
  Yours in charity,
  Ollysta Zadrian
  Proud Servant of the Empire,
  Troubling tidings indeed—a count of no small influence succumbs to fainting spells, and divination blames 
  a curse brought by a bauble gifted by our own. By good fortune, the curse can be lifted by the blessing of 
  one of those strange gods of Tian Xia, Lao Shu Po, known as the Old Rat Woman. It is likely the rats whose 
  home you are set to visit venerate this goddess. Find a six-legged rat statue within, pray for the Old Rat 
  Woman’s forgiveness before her shrine, then bring back the idol. This should keep our reputation unsullied 
  in the courts of Taldor. Above all, discretion at all times; matters concerning Taldor need not reach the ears 
  of lesser states.
  Eternal Regards,
  Lady Gloriana Morilla
  
  PATHFINDER SOCIETY SCENARIO
  26
  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, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–22: The Rats of Round Mountain, Part II: Pagoda 
  of the Rat © 2012, Paizo Publishing, LLC; Author: Russ Taylor.
  Pathfinder Society Scenario #3–22:  
  The Rats of Round Mountain, Part II: Pagoda of the Rat
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
     
  ®
  ®
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  7–8
  2,181
  3,997
  10–11
  4,362
  7,995
  Normal
  Slow
  Player characters who possess both this Chronicle sheet and the Chronicle sheet for 
  Pathfinder Society Scenario #3–20: The Rats of Round Mountain, Part I: The Sundered Path may 
  purchase the Cornered Fury boon for 5 Prestige Points. Player characters who earned the 
  Dogged Adventurer boon on the Chronicle sheet directly preceding this Chronicle sheet 
  earn this boon at no cost.
  ☐ Cornered Fury Your trials within Round Mountain have given you the will to fight 
  viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you 
  are reduced to half or fewer of your total hit points, and have no conscious ally within 30 
  feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class. If you possess 
  the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these 
  bonuses do not stack.
  +1 dwarf bane bolt (167 gp, limit 5)
  +1 human bane bolt (167 gp, limit 5)
  belt of mighty constitution +2 (4,000 gp)
  cloak of resistance +1 (1,000 gp)
  headband of inspired wisdom +2 (4,000 gp)
  potion of barkskin (300 gp)
  potion of bull’s strength (300 gp)
  potion of cure moderate wounds (300 gp)
  potion of heroism (750 gp)
  potion of invisibility (300 gp)
  +1 defending kukri (8,308 gp)
  cloak of resistance +2 (4,000 gp)
  headband of vast intelligence +2 (4,000 gp)
  ALL
  7–8
  10–11
  SUBTIER
  SUBTIER
  SUBTIER
  Pathfinder Society Scenario #3–22: 
  The Rats of Round Mountain, Part II:
  Pagoda of the Rat
  screaming bolt (267 gp)
  scroll of cure moderate wounds (150 gp)
  scroll of false life (150 gp)
  scroll of resist energy (CL 7th, 350 gp, limit 1)
  scroll of scorching ray (CL 7th; 350 gp, limit 1)
  wand of magic missile (CL 5th, 15 charges; 
  1,125 gp, limit 1)
  wand of scorching ray (CL 7th, 18 charges; 
  3,780 gp, limit 1)
  potion of cure serious wounds (750 gp)
  wand of scorching ray (CL 7th, 28 charges; 
  5,880 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-22 The Rats of Round Mountain, Part II; Pagoda of the Rat.pdf