TEXT: By Mikko Kallio
  WARD ASUNDER
  PATHFINDER SOCIETY SCENARIO #8-02 
  TIER 3–7
  
  Pathfinder Society Scenario #8–02: Ward Asunder 
  is a Pathfinder Society Scenario designed for 3rd- 
  through 7th-level characters (Tier 3–7; Subtiers 
  3–4 and 6–7). This scenario is designed for play in 
  the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  For more information on the Roleplaying 
  Guild, how to read the attached Chronicle sheets, 
  and how to find games in your area, check out 
  the campaign’s home page at paizo.com/ 
  pathfinderSociety.
  HOW TO PLAY
  Author • Mikko Kallio
  Development Lead • John Compton
  Interior Artists • Dion Harris, Andrew Hou, and 
  Sean Macdonald
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Elisa Mader, and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell  
  and Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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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 
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  Pathfinder Society Scenario #8–02: Ward Asunder © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
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  GM ResouRces
  This scenario makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG Ultimate Equipment (UE), and Pathfinder RPG 
  Ultimate Magic (UM). GMs can find the complete rules of these books available online for free 
  at paizo.com/prd, and the relevant rules from the Bestiaries are reproduced in an appendix at 
  the back of the scenario for the GM’s convenience.
  Table of Contents
  Ward Asunder                        3
  Player Handouts                    19
  Appendix: Stat Blocks              20
  Maps                                 22
  Chronicle Sheet                   24
  
  Nagajor
  Dtang Ma
  The Broken 
  Temple
  • Ramparassad
  •
  Tian Xia
  3
  The intervening centuries of isolation and self-loathing 
  had turned the failed kami into a bitter spirit oni, 
  but despite his wretched condition, the Pathfinders 
  managed to convince the creature to assist the Society 
  in its endeavors. More recently, Tanbaru has asked his 
  associates in Tian Xia to explore the other half of the 
  temple in Dtang Ma, claiming that a wealth of religious 
  lore, history, and relics unspoiled by duergar hands 
  remains in the sundered temple. 
  Tanbaru also secretly wishes to be reunited with Jiraku, 
  or at least find out what became of his former mate. The 
  centuries that have passed since Tanbaru was suddenly 
  spirited away have not been gentle to Jiraku, either. 
  Because of the damage the Pilgrim’s Path sustained when 
  O
  ver a thousand years ago, the powerful 
  sorceress Hao Jin began collecting cultural 
  treasures—including 
  entire 
  buildings—to 
  keep them safe from the passage of time. The sorceress 
  transported the treasures onto her museum demiplane, 
  accessible only through a powerful artifact called the Hao 
  Jin Tapestry. Whenever Hao Jin found a site she wished to 
  add to her collection, she paid its owner handsomely and 
  then cleanly severed it from its surroundings, leaving an 
  empty space with supernaturally smooth edges. However, 
  when a site seemed abandoned, she took it into her 
  custody without asking for anyone’s permission.
  One of these sites was a temple of Yamatsumi located 
  in the Kullan Dei mountains in the kingdom of Dtang 
  Ma. Built alongside a cascading mountain river that 
  would thaw in the spring and freeze in the fall, the temple 
  attracted pilgrims from miles around during the changing 
  seasons, but appeared abandoned at other times. Jiraku 
  and Tanbaru, a mated pair of statuelike dosojin kami, 
  watched over the winding Pilgrim’s Path that ascended 
  to the high temple, guiding the devout and testing the 
  impious. Jiraku managed the lower portion of the trail, 
  along which pilgrims stopped to pray, rest, and cook meals 
  at shrines dedicated to Yamatsumi. Tanbaru guarded the 
  higher half of the trail, a notoriously arduous hike up a 
  narrow path along the face of a nearly vertical cliff.
  When Hao Jin found the temple, she thought it 
  abandoned and, given its cultural significance, decided 
  to add it to her collection. As the temple comprised 
  several buildings constructed across multiple levels 
  in uneven terrain, Hao Jin was unable to transport 
  the entire complex. So the practical, perhaps callous 
  sorceress excised just the front portion of the temple, 
  and unknown to her, took Tanbaru with it, severing 
  the guardian spirits’ sacred ward in half. The massive 
  hole in the mountainside also made the Pilgrim’s Path 
  impassable for all but the most fearless climbers.
  In 4715 ar, when Pathfinders explored the severed 
  portion of the temple in the Hao Jin Tapestry, they found 
  Tanbaru and freed him from servitude to evil duergar. 
  WARD 
  ASUNDER
  By Mikko Kallio
  Ward Asunder takes the Pathfinders into the kingdom 
  of Dtang Ma, situated in southern Tian Xia, where they 
  explore an ancient mountain temple of the volcano god 
  Yamatsumi and solve a centuries-old mystery that involves 
  a kami and an oni. For further information on Dtang Ma, see 
  Pathfinder Campaign Setting: Dragon Empires Gazetteer 
  and Pathfinder Player Companion: Dragon Empires Primer. 
  For more information on kami and oni, see Pathfinder RPG 
  Bestiary 3, Pathfinder #49: The Brinewall Legacy, and 
  Pathfinder #52: Forest of Spirits.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  Hao Jin transported the temple half, pilgrims gradually 
  stopped traveling to the site. Unknown to Jiraku, an 
  evil cult of nagaji has inhabited the temple remains for 
  centuries. What’s worse, when Tanbaru returned to the 
  Material Plane, Jiraku could sense on some subconscious 
  level that her former mate had transformed into an 
  oni. As a result, Jiraku has reached the point where she 
  questions her own dedication to her damaged ward and is 
  teetering on the brink of turning into an oni also.
  ADVENTURE SUMMARY
  Accompanied by the spirit oni Tanbaru, the PCs travel to 
  a temple of Yamatsumi in the Kullan Dei mountains in 
  Dtang Ma. The Pathfinders are sent there to study what 
  is left of the temple, but the oni also secretly wishes to be 
  reunited with his former mate, the kami Jiraku. Jiraku 
  is edging closer to becoming an oni herself, and as the 
  PCs travel up the winding Pilgrim’s Path, she observes 
  everything they do, judging her own worth as a kami 
  based on how respectfully the PCs conduct themselves. 
  As the PCs come closer to the temple, they notice that the 
  upper part of the Pilgrim’s Path is missing, as though it 
  had been cut away. While the PCs are traversing along 
  a precarious ledge to get up to the temple, a group of 
  nagaji-trained snakes attacks.
  Up in the temple, the PCs learn much about the 
  mountain deity Yamatsumi and his temple, but they also 
  realize that an evil cult of nagaji monks has taken over 
  the ruins. Meanwhile, a curious Jiraku follows the PCs 
  into the temple, and seeing that the nagaji have defiled 
  the temple’s altar pushes Jiraku even closer to becoming 
  an oni. Jiraku plans to drown the temple in lava, and 
  the only way to prevent the cultural treasures of the old 
  religion from being destroyed is to convince her that the 
  ward is still worth protecting, or failing that, to kill her.
  GETTING STARTED
  The Pathfinders receive a letter from Venture-Captain 
  Amara Li (see Player Handout #1), who requests they meet 
  with a colleague known endearingly as Old Pak. They meet 
  with Old Pak in Dtang Ma’s capital Ramparassad. Read or 
  paraphrase the following to get the adventure underway.
  Bells tinkle and chime as the door to “Pak’s Tobacco and Spice” 
  opens. Shelves on the walls are full of jars and pouches, and a 
  collection of masks adorns the wall opposite to the entrance. 
  An old Tian-Dtang man sitting behind the counter wakes up 
  mid-snore, rubs his eyes, and exclaims in a raspy but exuberant 
  voice. “Yes, come in, come in! Ah, you must be the Pathfinders 
  Ms. Amara sent! Where are my manners! I am Pak! Tea, 
  anyone?” Before anyone can answer, Pak flicks one end of his 
  metal smoking pipe, snags a teakettle, and plants it atop a 
  small brazier with smoldering coals.
  While Pak is serving tea and lighting his pipe with 
  vanilla-scented tobacco, one of the masks on the wall 
  animates and floats toward the PCs. Pak explains that the 
  mask is Tanbaru, a spirit oni (Pathfinder RPG Bestiary 3 
  209). Tanbaru lazily glides from one PC to another and 
  briefly relates his history.
  “Long ago, I was a kami who lived near a temple of Yamatsumi 
  in the Kullan Dei mountains. But centuries ago, the temple and 
  I were magically transported into an extraplanar place called 
  the Hao Jin Tapestry. For hundreds of years, I languished in 
  a broken temple surrounded by tyrannical conquerors who 
  encouraged my cruelest habits, and I turned into what I am 
  now—an oni. It wasn’t until a group of Pathfinders found me 
  and showed me mercy that I was able to see past my own 
  selfishness and spite. I have been working for the Pathfinder 
  Society ever since, both in Absalom and in Tian Xia.”
  If the oni recognizes any characters from previous 
  adventures, he greets them by name, pleasantly adding 
  “We meet again.” However, any PC who participated in 
  Pathfinder Society Scenario #6–21: Tapestry’s Toil but didn’t 
  earn the Tanbaru’s Respect boon also get a long, cold 
  stare from the oni. Pak then runs a hand across his partly 
  shaved head and explains the opportunity at hand.
  “I’ll get straight to the point. I would appreciate your to 
  traveling to the Kullan Dei mountains in southern Dtang Ma 
  and exploring what is left of the temple of Yamatsumi near 
  which Tanbaru once lived. You see, the ancient sorceress Hao Jin 
  was able to transport only the lower, front half of the original 
  temple into her tapestry. I know little about the broken temple 
  other than its haunted reputation, but Tanbaru here says that 
  the temple’s secluded location high up in the mountains may 
  well have kept its historical secrets and hidden treasures safe 
  from vandals and looters, relics that should be valuable to the 
  Pathfinder Society.
  “I want Tanbaru to accompany you. Although his 
  transformation into an oni made his memories somewhat 
  frayed, he still instinctively knows the way there. You should 
  know that when Tanbaru was a kami, the Pilgrim’s Path—the 
  trail that leads up to the temple—was his sacred ward. His 
  presence may have unpredictable consequences, so please 
  keep him safe.”
  Tanbaru pledges to help the PCs to the best of his 
  ability. One of the PCs may even wear Tanbaru, granting 
  that PC a +2 insight bonus on Perception checks. 
  Tanbaru has a vague recollection of his former mate 
  Jiraku and wishes to be reunited with her, but he doesn’t 
  want to worry the PCs with that, especially because he 
  doesn’t know which of his memories are real. A PC who 
  succeeds at a DC 18 Sense Motive check senses Tanbaru’s 
  
  Tanbaru
  5
  WARD ASUNDER
  apprehension, but he quite adamantly maintains that 
  he is fine.
  Old Pak gives the PCs two large backpacks full of rice 
  and a camping cooker that needs only twigs for fuel. He 
  explains that the terrain is rough and that taking pack 
  animals into the mountains would be unwise. Pak has 
  two climber’s kits that he can lend out and advises the 
  PCs to purchase additional climbing equipment as 
  needed. If any PCs are wearing heavy armor, 
  Pak taps a finger on the armor and notes, 
  “If you’re going to wear that, you’d 
  better watch your step.”
  Before leaving, the PCs may 
  ask Pak about spirit beings and 
  gather information about their 
  destination.
  What is a kami? “Kami 
  are guardian spirits present 
  in things both living and 
  inanimate. That frog you 
  saw 
  leaping 
  across 
  the 
  street? That teaspoon you’re 
  holding? There might be 
  a kami in it, so treat it with 
  respect! Our friend Tanbaru was 
  once a dosojin kami, a guardian of 
  paths and roads. But no more!”
  What is an oni? “Oni are 
  depraved spirits that take on 
  a fleshly form so they can 
  indulge in hedonism. They see 
  the world only as a playground 
  for their cruel games. Oni and 
  kami are like fire and water—
  their hatred is strong and mutual. When a kami fails her 
  ward or becomes estranged from it, she may fall to evil 
  and devolve into an oni, and that is what happened to 
  our friend Tanbaru. He has, however, learned to control 
  his urges and is a valued friend of our organization.”
  Who is Yamatsumi? “He is the Mountain Lord, a 
  mighty but inscrutable god whose faith has spread from 
  Minkai to many countries in Tian Xia. It is he who 
  makes volcanoes rain fire upon living things, but from 
  the ashes, new life grows. It is his frozen breath that 
  brings the winter, but when the ice thaws, rivers flow 
  wild again. That is Yamatsumi!”
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (GEOGRAPHY OR NATURE)
  Based on the result of a Knowledge (geography or nature) 
  check, the PCs might know of the Kullan Dei mountains. 
  A PC can instead use Diplomacy to gather information, 
  but unless he speaks Dtang, Nagaji, or Tien, he takes a –5 
  penalty on the check. Each PC notes all of the information 
  with a DC less than or equal to the result of her check.
  15+ Kullan Dei is a 2,500-mile long mountain range 
  that winds its way through Nagajor and into the dragon 
  kingdom of Xa Hoi. The northernmost stretch of the 
  mountain range extends into southern Dtang Ma. The 
  nearest summit is just a few hours’ hike from the busy 
  streets of the sprawling capital Ramparassad.
  20+ The mountain range is volcanically active. In fact, 
  Mount Pho-Yim, which looms over Ramparassad, often 
  Tanbaru’s facial expressions are exaggerated, and he 
  speaks in a hollow, mysterious voice. Tanbaru is a coward 
  and does not scout ahead or fight. However, if the PCs 
  are facing almost certain defeat, he gathers his courage 
  and may even sacrifice himself if it buys the PCs a 
  chance to retreat.
  Tanbaru is worried about his safety and 
  tries to gauge the PCs’ prowess with their 
  weapons. He strikes up conversations 
  with up to three PCs at any point 
  during the adventure. Choosing PCs 
  with the Tanbaru’s Respect boon 
  is preferable, but if a player looks 
  bored or distracted, choosing that 
  player’s PC may be a good way to get 
  the player more involved.
  Magic: If Tanbaru has seen a PC cast a 
  spell, he later asks about the type of magic 
  the PC uses, and asks the PC to name and describe 
  her favorite spell—maybe even show how it works.
  Melee Weapon: Tanbaru asks a brawny PC 
  about her fighting style and why she has chosen 
  that style over others. He also wants to see if the 
  PC can split a log (hardness 5, hp 15) or 
  similar object with the weapon.
  Ranged Weapon: Tanbaru asks a PC 
  who is visibly carrying a ranged weapon 
  if it is a magic weapon and what kind of 
  ammunition she uses. He also asks the PC 
  to shoot at a large rock, tree, or similar AC 10 target, and 
  afterward asks about the most dangerous foe the PC has 
  killed with the weapon.
  If a PC has Tanbaru as her familiar, adjust the briefing 
  and later parts of the scenario accordingly. For example, 
  Tanbaru enters Pak’s shop with the PCs, and at the end 
  of the scenario, Tanbaru won’t stay with Jiraku unless his 
  master allows it. Tanbaru should still interact with the PCs 
  as noted above, though he defers to his master’s requests 
  and is otherwise under the associated player’s control.
  Presenting Tanbaru
  
  PATHFINDER SOCIETY SCENARIO
  6
  exudes ominous smoke. Seismic activity is common in the 
  mountains, sometimes causing earthquakes, landslides, 
  and volcanic eruptions.
  25+ Many species of birds and snakes are endemic to the 
  Kullan Dei Mountains. Some develop a spiritual attachment 
  to important sites, defending those areas as guardians or 
  watching over them as auspicious sentinels. Dragons, ogres, 
  and various types of kami and oni are also relatively common 
  in the region.
  A. THE PILGRIM’S PATH
  When the PCs leave Ramparassad, the weather is sweltering 
  hot. After a walk past rice fields that extend a few miles 
  outside the city and a hike through a bamboo forest, the 
  PCs find a mountain trail that leads them south, deep into 
  the Kullan Dei range. Up in the mountains, the weather is 
  pleasantly cool. The air is thin, but the days the PCs spend 
  in the mountains are enough to become acclimated. After 
  a week of hiking, the PCs arrive at a set of stone pillars 
  with inscriptions that read “The Pilgrim’s Path” in several 
  languages. The mist-shrouded outline of the broken temple 
  is visible in the distance, some 5 miles away.
  Any PC who succeeds at a DC 18 Knowledge (geography, 
  local, or religion) check knows that the stone pillars not 
  only mark the beginning of the Pilgrim’s Path but also a 
  transition from profane to sacred, which means that travelers 
  should show proper reverence to tradition and the rules of 
  the trail. One of the stone pillars lists these rules. The most 
  salient points have been translated into Common, denoted 
  by the bold text below. PCs who understand Dtang, Tien, or 
  Nagaji can read the more detailed instructions marked with 
  italics below. If asked, Tanbaru translates the text.
  “Do not obstruct paths! Don’t pitch your tent or leave your 
  equipment on the trail. Be courteous and mindful of others 
  using the trail. Leave no trace! Take your trash with you. Don’t 
  make fires outside designated areas. Don’t leave any other 
  trace of your passage. Stay on the marked trail! Nature is 
  sacred and fragile; do not tread on it. Don’t harm animals 
  unless you must defend yourself.”
  Creature: As soon as the PCs walk past the pillars, the 
  dosojin Jiraku begins shadowing them (see the Respect 
  Points sidebar). Thanks to her ability to merge with 
  her ward (the trail itself) and her constant misdirection 
  (attuned to a nearby tree), it’s extraordinarily unlikely 
  that the PCs might perceive her.
  A1. Fallen Rocks
  The narrow trail winds along the base of a steep ridge, and 
  large, jagged rocks have fallen from the cliff face here, blocking 
  the path. At least a score of dark birds with white throats reside 
  here, sitting atop nests built into the cliff face.
  Birds have made mud nests in the cliff face above the 
  trail. Any PC who succeeds at a DC 15 Knowledge (nature) 
  check identifies the birds as cliff-nesting martins 
  endemic to the Kullan Dei mountains. This check (or 
  a successful DC 16 Sense Motive check) also reveals 
  that they are timid creatures and likely to abandon 
  their young if disturbed. A PC who succeeds at a DC 19 
  Knowledge (geography, local, or religion) realizes that the 
  locals consider the birds an auspicious sign, and never 
  kill them or eat their eggs. 
  Hazard: A recent landslide caused large rocks to block 
  the path. The following represent likely options that the 
  PCs might use to get past the obstacle. In Subtier 6–7, 
  increase the DCs of skill checks by 3, of saving throws by 
  2, and of ability checks by 1.
  Balancing: Balancing on the rocks requires a successful 
  DC 15 Acrobatics check. Any PC who succeeds at a DC 13 
  Knowledge (dungeoneering, engineering, or geography) 
  or Perception check notices that walking on the rocks 
  carries a great risk of dislodging some of them. If a PC 
  fails the Acrobatics check by 5 or more, he falls prone on 
  the jagged rocks, takes 2d6 points of piercing damage, 
  and causes the DC of any further Acrobatics checks to 
  increase by 2.
  Clearing the Rubble: Clearing the rocks requires five 
  successful DC 12 Strength checks. A PC who fails the 
  check must succeed at a DC 12 Fortitude save or become 
  fatigued (or exhausted if already fatigued). Exhausted 
  PCs may not attempt further Strength checks.
  Climbing: Climbing the cliff face above the trail requires 
  a successful DC 13 Climb check. Any PC who fails this check 
  by 5 or more falls onto the jagged rocks blocking the trail 
  and suffers the same effects as a PC failing an Acrobatics 
  check while balancing on the rocks. Because of the many 
  bird nests on the cliff face, the first PC attempting the 
  The Pathfinders are among the few mortal visitors to the 
  site in many years, and they are inadvertently serving as 
  the kami Jiraku’s barometer of whether it’s even worth 
  maintaining her vigil. The PCs’ behavior on the Pilgrim’s 
  Path (areas A1–A2) and in the temple (areas B1–B8) 
  affects how Jiraku views them, measured in Respect 
  Points. The PCs begin with 10 Respect Points and earn 
  and lose points as detailed in the development sections of 
  the encounter areas. It is possible for the PCs’ total to fall 
  below 0. At the GM’s discretion, the PCs may lose or earn 
  Respect Points if they perform other actions that seem to 
  follow or violate the spirit of the rules of the trail.
  Respect Points
  
  Dosujin
  7
  WARD ASUNDER
  climb must succeed at a DC 14 Handle Animal or wild 
  empathy check or some of the birds fly away, abandoning 
  their young. Using uncooked rice as a bribe allows the PCs 
  to attempt the Handle Animal check untrained.
  Finding a Detour: If the PCs succeed at a DC 18 
  Knowledge (geography) or Survival check, they find an 
  alternate route off the marked path.
  Using Magic: Teleportation magic (such as dimension 
  door) and any manner of flight allow the PCs to move past 
  the obstacle without angering Jiraku.
  Development: If the PCs’ actions cause any rocks to 
  become dislodged, they lose 1 Respect Point. If the PCs 
  clear the rubble, they gain 2 Respect Points. If the PCs 
  use pitons or leave behind ropes or other equipment, they 
  lose 1 Respect Point. If any birds abandon their nests, the 
  PCs lose 2 Respect Points. If the PCs leave the marked 
  trail and take a detour, they lose 1 Respect Point.
  A2. Wayside Shrine
  While approaching this wayside shrine along the winding 
  path, any PC who succeeds at a DC 22 Perception check 
  notices three statues standing near it, but curiously, only 
  two remain by the time the PCs arrive at the shrine.
  A shallow cave in the mountainside bears a carving that 
  depicts an erupting, snow-capped volcano. Two timeworn 
  stone statues flank the entrance to the cave. Near the cave, 
  there is a stone fire ring with a long, semicircular stone bench 
  around it.
  This wayside shrine marks the halfway point of the 
  Pilgrim’s Path. Most pilgrims had a meal break at the 
  shrine before they continued their ascent to the temple. 
  Any PC who succeeds at a DC 15 Knowledge (religion) 
  check recognizes the carving as the holy symbol of 
  Yamatsumi. Any PC who succeeds at a Survival DC 16 
  notices that the fire ring has not been used in at least 
  2 months.
  The two statues depict Jiraku and Tanbaru. Tanbaru 
  observes that he vaguely remembers the shrine and that 
  the statues look oddly familiar. He responds to any other 
  queries with an agitated “I don’t remember!”
  Gong: One of the statues depicts a female monk 
  holding an old, pitted bronze gong in her hands. A small 
  bronze mallet hangs on a chain from the statue. A PC 
  who succeeds at a DC 19 Knowledge (geography, local, or 
  religion) check knows that the locals believe gongs are a 
  connection between mortals and the supernatural world, 
  and sounding a wayside gong symbolizes announcing 
  one’s arrival. A PC sounding the gong must attempt a 
  DC 15 Perform (percussion instruments) check. Success 
  indicates that the PC produced a “divine note,” a resonant 
  and triumphant yet not too boastful sound. Failing the 
  check by 10 or more causes the brittle gong to crack, 
  permanently distorting its sound unless repaired by 
  mending or similar magic.
  Offerings: The second statue depicts a monk with 
  a bowl in his hands. Any PC who succeeds at a DC 17 
  Knowledge (planes or religion) check realizes that 
  pilgrims in Dtang Ma often leave votive offerings for 
  the kami. If a PC’s result exceeds the DC by 5, she also 
  remembers that rice is a favored food of the kami. If the 
  PCs decide to cook rice and succeed at a DC 12 Profession 
  (cook) check or DC 20 Survival check, the rice dish is 
  particularly delicious.
  Development: If a PC produces a divine note, the PCs 
  earn 1 Respect Point. If the PCs don’t sound the gong, 
  they lose 1 Respect Point. If the PCs break the gong, they 
  lose 2 Respect Points. If the PCs leave some delicious 
  cooked rice in the bowl, they earn 2 Respect Points. If 
  they offer edible food or drink that is not cooked rice, 
  they only earn 1 Respect Point.
  B. THE BROKEN 
  TEMPLE
  After a few hours’ 
  hike, the PCs can 
  clearly 
  see 
  the 
  temple 
  looming 
  above 
  them, 
  but 
  getting up there is 
  difficult because Hao 
  Jin’s magic created 
  an enormous hole in 
  the mountainside (see 
  area B1).
  The following are the general 
  features of the temple (areas B2–
  B8).
  Columns: All columns are 10 feet 
  tall and 2 feet on a side, and have AC 
  
  PATHFINDER SOCIETY SCENARIO
  8
  4, hardness 8, hp 30, break DC 25, and Climb DC 20. The 
  columns provide cover and block diagonal movement.
  Roofs: Each building marked with light gray on the map 
  has a roof. The ceiling is 10 feet high except in the altar 
  room (area B8), where the ceiling rises to a height of 25 feet. 
  The roofs are uneven and count as difficult terrain.
  Stairs: All stairs are steep and are considered difficult 
  terrain by ascending creatures.
  Walls: The stone walls of the temple (including the 
  sides of the stone platform) are considered masonry walls 
  (Core Rulebook 411).
  Windows: Sunlight filters in through vertical, ornate 
  stone bars. Ranged attacks with bows, crossbows, and 
  firearms are possible through the bars, but the target has 
  cover unless the shooter is adjacent to the window. The 
  bars have AC 6, hardness 8, hp 15, and break DC 18.
  Creatures: Minions of Hsamira, an evil dark naga 
  from Nagajor, now inhabit the temple. Centuries ago, 
  Hsamira sent her agents to southern Dtang Ma and 
  other neighboring regions to spy on the local people and 
  to capture abandoned buildings in strategic locations, 
  hoping to expand her wealth and influence. Dark-scaled 
  snakes magically bound to Hsamira’s will guard the 
  temple, and three of her nagaji agents maintain the temple 
  and carry out assassinations and other missions at her 
  behest. Although unquestionably evil, the nagaji have a 
  strong sense of honor—they have dutifully continued 
  recording the temple’s history and have not vandalized 
  anything except the altar (area B8). After spying on the PCs 
  for a while, the nagaji attack as detailed in the Stealth and 
  Detection sidebar above and the Nagaji Ambush encounter 
  on page 13. If any nagaji are captured, they proudly tell the 
  PCs about their “sacred mission,” warning the PCs that it 
  is foolish to anger their mistress Hsamira.
  Jiraku follows the PCs into the temple, and much to 
  her horror, she realizes that the altar to Yamatsumi has 
  been desecrated. Despite her growing disappointment, she 
  keeps observing the PCs. Jiraku confronts the PCs some 
  time after the nagaji ambush, as detailed in the Kami 
  Asunder encounter on page 14.
  B1. The Lost Path (CR 6 or CR 9)
  After a tough hike up a narrow trail along the face of the 
  mountain, the Pilgrim’s Path suddenly ends. A cylindrical 
  portion of the mountainous landscape—one hundred and fifty 
  feet in diameter—is simply missing. An old milestone still 
  points southwest toward the strangely symmetrical crater, but 
  an arrow engraved in the cliff face points west toward a series 
  of water-slicked steps carved into the unnatural cliff.
  Hao Jin’s magic transported the lower portion of the 
  temple onto her museum demiplane, taking the upper 
  half of the Pilgrim’s Path with it. Any PC who succeeds at 
  a DC 15 Knowledge (arcana or geography) check confirms 
  that only powerful magic could create such a perfectly 
  cylindrical cavity in the mountainside. Tanbaru wails 
  quietly and his tiny body shakes in disgust as he sees 
  what is left of his former ward. Tanbaru says, “It was here! 
  This is the place where my ward, my path, was sundered.”
  Even after the lower part of the temple disappeared, a 
  few persistent pilgrims still continued to climb to the 
  upper part of the temple. Any PC who succeeds at a DC 
  16 Craft (stonemasonry) or Knowledge (dungeoneering, 
  engineering, or geography) check notices that the narrow 
  steps are the result of both centuries of natural erosion 
  and the use of rock-cutting tools. Any PC who exceeds 
  the DC by 5 notices that some of the tool marks have been 
  made within the last year.
  Hazards: Climbing the slippery, nearly vertical cliff 
  face is difficult (DC 19 in Subtier 3–4 and DC 22 in Subtier 
  6–7), but traversing the narrow ledge carved into the cliff 
  face is much easier. The following features are present in 
  this encounter, as shown on the map.
  Crater: The bottom of the crater is 60 feet below area 
  B1. Falling to the bottom deals 6d6 points of falling 
  damage. In Subtier 3–4, however, vegetation growing 
  at the base of the cliff softens the fall, and half of the 
  damage is nonlethal. If climbing back up is too difficult, 
  it is possible to find a trail that leads back to where the 
  ledge begins, but the hike takes about 10 minutes.
  Gaps: There are two 10-foot gaps and one 5-foot gap in 
  the ledge. Assuming a running start (2 squares with no 
  other creatures in the way), a PC must succeed at a DC 10 
  Acrobatics check (or DC 5 for the smaller gap) to get across. 
  There are also many handholds and footholds carved 
  into the wall, and climbing horizontally only requires a 
  When the PCs venture into the temple (areas B2–B8), 
  the three nagaji (and a cobra in Subtier 6–7) are climbing 
  near the mountain’s mist-shrouded summit. Unfamiliar 
  sounds cause them to hurry back to the temple. By the 
  time the PCs have finished exploring four encounter areas 
  in the temple (not including the courtyard), the nagaji 
  have advanced to a distance of 60 feet. When the PCs exit 
  the encounter area, the hiding nagaji attack. Any PC who 
  succeeds at a Perception check (DC 24 in Subtier 3–4 and 
  DC 26 in Subtier 6–7) notices the nagaji monks in time to 
  participate in the surprise round.
  Place each nagaji behind cover approximately 60 feet 
  from the closest PC. If there is enough space available, 
  place the nagaji so that no two of them are within 30 
  feet of one another.
  Stealth and Detection
  
  B. The Broken Temple
  1 square = 5 feet
  B7
  B6
  B5
  B3
  B4
  B8
  B2
  B1
  -10 ft.
  -20 ft.
  -30 ft.
  -40 ft.
  -50 ft.
  N
  9
  WARD ASUNDER
  
  PATHFINDER SOCIETY SCENARIO
  10
  successful DC 11 Climb check. The PCs may take 10 on these 
  checks until initiative is rolled. Tying a rope around a PC (a 
  full-round action) allows up to two PCs within 20 feet (one 
  on either side) to use the aid another action (Climb DC 10) to 
  assist a climbing PC.
  Ledge: Balancing on the 2-foot-wide ledge requires no 
  Acrobatics checks except when moving through an ally’s 
  space (DC 10) unless both creatures are Small or smaller. The 
  DC to move through a hostile creature’s space with Acrobatics 
  is also increased by 5.
  Creatures: As soon as the first PC has crossed all three 
  gaps, the nagaji’s pet snakes attack. If a PC attempts to climb 
  up the wall rather than move along the ledge, the snakes 
  attack when the first PC reaches the top.
  SUBTIER 3–4 (CR 6)
  CONSTRICTOR SNAKES (4) 
  CR 2
  Constrictor snake (Pathfinder RPG Bestiary 255)
  hp 19 each
  TACTICS
  During Combat The snakes slither down the wall, attacking from 
  a height of 5 feet above the ledge. The snakes are trained 
  not to attack or constrict unconscious creatures, though their 
  instinct might override these instructions if a target repeatedly 
  regains consciousness during the fight.
  Morale A snake withdraws when reduced to 5 hp or less.
  SUBTIER 6–7 (CR 9)
  DARK COBRAS (4) 
  CR 5
  Fiendish young emperor cobra (Pathfinder RPG Bestiary 2 292, 
  293, 252)
  N Medium animal
  Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +13
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 39 each (6d8+12)
  Fort +7, Ref +9, Will +5
  DR 5/good; Resist cold 10, fire 10; SR 10
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +9 (1d8+6 plus poison)
  Special Attacks smite good 1/day (+6 damage)
  TACTICS
  During Combat Use the constrictor snakes’ tactics in Subtier 3–4.
  Morale A cobra withdraws when reduced to 10 hp or less.
  STATISTICS
  Str 18, Dex 19, Con 14, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +8; CMD 22 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon  
  Focus (bite)
  Skills Acrobatics +12, Climb +12, Perception +13, Stealth +17, Swim 
  +12; Racial Modifiers +8 Acrobatics, +4 Perception,  
  +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 
  rounds; effect 1d3 Con; cure 2 consecutive saves
  Development: If the PCs use tools, attacks, or effects 
  that leave visible marks or trash in the environment (such 
  as ammunition, splash weapons, or discarded potions) and 
  make no attempt to clean up, the PCs lose 1 Respect Point. 
  If their actions cause extensive damage to the environment 
  (such as casting a fireball), the PCs lose 2 Respect Points.
  B2. Courtyard
  Three sets of stairs lead up to a ten-foot-high stone platform 
  surrounding this courtyard on three sides. Several buildings stand 
  upon the platform, some of built directly into the mountain face.
  Pilgrims would practice martial arts out in the courtyard, 
  comparing their styles and techniques with visitors from 
  other villages and monasteries. The resident nagaji also 
  practice hand-to-hand combat and other techniques in the 
  courtyard.
  The ground and walls bear signs of centuries of combat 
  practice. Any PC who succeeds at a DC 15 Perception check 
  notices that the most recent weapon marks are from spears 
  and arrows, though no arrowheads are present. There is 
  also a curious set of burn marks on the ground. Any PC who 
  succeeds at a DC 18 Knowledge (arcana) or Spellcraft check 
  identifies that they were caused by a scorching ray spell not 
  long ago.
  B3. Dormitory
  Rows of columns divide this spacious room. A pile of blankets lies in 
  the southwest corner, but otherwise, the room is bare.
  During the pilgrimage season in the fall and spring, up to 
  60 people slept side-by-side in this room. A PC who studies 
  the blankets and succeeds at a DC 17 Survival check to track 
  notices that only three of them seem to have been used 
  recently.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Replace two constrictor snakes with two 
  venomous snakes (Pathfinder RPG Bestiary 255).
  Subtier 6–7: Remove one cobra from the encounter.
  Scaling Encounter B1
  
  11
  WARD ASUNDER
  B4. Storage Rooms
  Old clothes, barrels, large sacks, rusted pickaxes, and other 
  miscellaneous junk lies in piles in this room.
  Pilgrims used the two northernmost rooms to store their 
  food, clothes, climbing equipment, and medical supplies. 
  Any PC who rummages through the junk finds nothing of 
  value but notices some recently made bundles of dried rabbit 
  meat. If the PCs succeed at a DC 19 Perception check, they also 
  notice five eggs hidden amid the clothes. With a successful 
  DC 12 Knowledge (nature) check, a PC can identify these as 
  the eggs of a fairly large snake. Exceeding this check’s DC by 
  5 or more also informs the PC that these eggs represent an 
  especially strong subspecies of serpent that might serve as 
  powerful companions if properly reared and trained.
  Development: If the PCs destroy the defenseless eggs, 
  they lose 2 Respect Points. If the PCs steal them, they lose 
  1 Respect Point but receive the Coiled Companion boon on 
  their Chronicle sheets.
  B5. Meditation Room
  The walls and columns of this small building are covered 
  in carvings of mythological scenes. Three sitting pillows of 
  slightly different sizes lie on the floor.
  Pilgrims and traveling priests would spend hours 
  sitting in the shrine in quiet contemplation. The 
  current nagaji residents also use the shrine for similar 
  purposes, and any PC who succeeds at a DC 16 Perception 
  or Survival check to track notices that the pillows on 
  the floor look relatively new and show signs of recent 
  use. The bas-reliefs on the walls tell a tale of Ankilhi, an 
  important figure in the local mythology of Yamatsumi.
  On the northern wall, two inhuman creatures with hair 
  burning like flames hold down a third creature with rough, 
  chiseled features atop an anvil. The two fiery creatures have 
  hammers raised as if shaping their victim in a blacksmith’s 
  forge. Behind them, a towering monstrosity crushes an army 
  beneath its elephantine feet.
  Any PC who succeeds at a DC 22 Knowledge (planes) 
  check identifies the inhuman creatures as highly stylized 
  depictions of fire and earth elementals, respectively, 
  with the background image suggesting a scene on the 
  Plane of Earth as the colossus crushes fiery creatures.
  The east wall depicts muscular, horned humanoids—one holding 
  a crystalline spike the size of a spear—clambering up a hill 
  toward a fiery circle; the monstrous creature from the east wall 
  storms after them.
  A PC who succeeds at a DC 18 Knowledge (planes) 
  check recognizes the horned humanoids as efreeti (i.e. 
  genies of fire) and the fiery circle as a temporary portal. 
  A PC who succeeds at a DC 15 Profession (soldier) or DC 
  20 Knowledge (history) check recognizes the genies’ 
  tactics as a planned retreat to lure the immense monster 
  into a trap.
  The south wall shows the horned humanoids driving the spike 
  into the monster, pinning it against the wall of a cavern above 
  a pool. Far in the background, a bearded giant with ram’s 
  horns curling from his head howls in pain.
  A PC who succeeds at a DC 18 Knowledge (religion) 
  check identifies the bearded giant as Yamatsumi, the god 
  of mountains, volcanoes, and winter. With a successful 
  DC 15 Knowledge (geography or nature) check, a PC 
  gathers the cavern is not a conventional cave but rather 
  the basin of a volcano.
  The west wall’s carvings depict a mortal woman who carries 
  a battered suit of armor and gazes up at a towering old man 
  who stands before her. With one hand he points to the snow-
  capped mountains behind him. The other he uses to gesture 
  palm-outward to the woman, as if instructing her to go no 
  further.
  Any PC who succeeds at a DC 20 Knowledge (history 
  or nobility) check recognizes that the woman is Ankilhi 
  from local mythology. She is known for her 68 great deeds, 
  which included slaying great beasts, acts of kindness, 
  and unifying the people against a common enemy. If the 
  PC’s check exceeds the DC by 5 or more, he also identifies 
  the armor she carries as that of the graveknight Pnao 
  Kilnak, whom she destroyed in single combat. As the 
  story goes, she sought to destroy the graveknight’s armor 
  with Yamatsumi’s fire, but the Mountain Lord spoke of a 
  slumbering evil that the armor might wake; instead he 
  bid her to melt down the fragments and forge them into a 
  powerful weapon to wield in his name.
  With a successful DC 30 Knowledge (planes or religion) 
  check, a PC identifies the old man as a jinushigami, one 
  of the most powerful types of kami in existence, known 
  to guard immense natural features like forests and 
  mountain ranges. Even those who fail this check by 10 
  or less know the creature is a kami, and get the feeling 
  that the creature is immensely powerful. Furthermore, 
  any PC who succeeds at a DC 18 Knowledge (geography) 
  or Survival check notices that the mountains behind 
  the old man are part of the Kullan Dei system and are 
  located in the border region between Dtang Ma and 
  Nagajor. In fact, this temple is in the foothills of these 
  very mountains.
  
  PATHFINDER SOCIETY SCENARIO
  12
  B6. Library
  The smell of old paper fills this long building, whose walls are 
  lined with drawers carved from the same stone. Between the 
  shelves, three windows offer a majestic view over dozens of 
  snowy peaks in the east.
  This large building was the temple’s library, and it 
  still holds an impressive collection of holy texts and 
  records of the temple’s history. There are no signs of 
  vandalism—in fact, the resident nagaji have continued 
  to record the temple’s history since their arrival.
  Sitting on a shelf is a pile of old guestbooks. Any PC 
  who succeeds at a DC 16 Knowledge (local or geography) 
  check knows that Tian-Dtangs consider it polite to record 
  one’s visit in a guestbook. It is also a safety measure; if 
  someone goes missing, it is possible to check if there is a 
  record about the person’s visit. Anyone who reads Dtang, 
  Nagaji, or Tien (or succeeds at a DC 15 Linguistics check) 
  may attempt a DC 15 Perception or Profession (librarian) 
  check to notice that nearly all entries have been made 
  in the fall and spring, around the time the mountain 
  streams freeze and thaw, respectively. After the year 3945 
  ar, the number of visits dropped to just a few visitors 
  per year, then stopped altogether for several hundred 
  years. All records from the last 300 years are written 
  in Nagaji. According to the last entry, persons named 
  Xuyan, Muita, and Ngon Le arrived 3 months ago.
  Development: If the PCs study the guestbooks but 
  don’t record their visit or provide false information, 
  they lose 2 Respect Points. If the PCs record their visit 
  in Dtang, Nagaji, or Tien, they gain 1 Respect Point.
  Treasure: A box labeled “Mountain Scrolls” in Tien 
  contains five scrolls of cure moderate wounds, two scrolls of 
  expeditious retreat (CL 5th), two scrolls of lesser restoration, 
  and a scroll of spider climb. In Subtier 6–7, the box contains 
  five scrolls of cure critical wounds instead of five scrolls of cure 
  moderate wounds.
  An ancient text called Whispers in the Wood, written in 
  an early dialect of Dtang, is also stored in the library. The 
  beautifully illuminated manuscript describes kami of all 
  kinds, and the rare piece of religious lore is worth 1,000 gp.
  Rewards: If the PCs don’t find the scrolls, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 204 gp.
  Out of Subtier: Reduce each PC’s gold earned by 303 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 403 gp.
  B7. Sacristy
  The shelves carved into the walls of this small building are 
  lined with bottles and vials of many sizes. A faint scent of 
  incense hangs in the air.
  Pilgrims stored relics and other items of religious 
  significance in the sacristy. The nagaji have barely 
  touched the contents of the room.
  Treasure: Magic oils intended for religious purposes 
  are stored here, including an oil of barkskin (CL 6th), an oil 
  of bull’s strength, five oils of cure light wounds, an oil of enlarge 
  person (CL 5th), an oil of jump (CL 5th), and an oil of resist 
  energy (fire). In Subtier 6–7, the PCs also find an oil of haste 
  and an oil of fly.
  Rewards: If the PCs don’t find the treasure, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 162 gp.
  Out of Subtier: Reduce each PC’s gold earned by 224 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 287 gp.
  B8. Altar Room
  A polished, fifteen-foot-tall stone statue of a coiled snake sits at 
  the center of this room.
  The massive statue depicts Hsamira, a female dark 
  naga monk, in a meditative posture. The statue was 
  originally an altar to Yamatsumi, depicting a volcano 
  with a spiraling path that led up to its summit, but 
  nagaji monks worked the stone, shaping the summit 
  into a naga’s head, and the path became the naga’s coiled 
  body. Any PC who succeeds at a DC 16 Craft (sculpture or 
  stonemasonry) or Knowledge (engineering) check notices 
  that the statue is not part of the original construction, 
  though the building material is the same. Any PC who 
  succeeds at a DC 18 Knowledge (dungeoneering) check 
  notices that the creature depicted is a particularly large 
  or wildly exaggerated dark naga. By succeeding at a DC 
  18 Knowledge (history or religion) check, a PC knows 
  the statue does not depict any well-known historical 
  or religious figure. The coils of the statue require a 
  successful DC 10 Acrobatics or Climb check for Medium 
  or smaller creatures to climb, while Large and larger 
  creatures treat the squares as difficult terrain.
  Tanbaru looks perplexed and remarks, “Strange, I 
  don’t remember that statue at all.”
  Treasure: One of the statue’s eyes (or each in Subtier 
  6–7) is a yellow topaz worth 1,100 gp.
  Rewards: If the PCs don’t recover the topaz eye or eyes, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 92 gp.
  Out of Subtier: Reduce each PC’s gold earned by 137 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 183 gp.
  Nagaji Ambush (CR 6 or CR 9)
  Three nagaji monks, Xuyan, Muita, and Ngon Le ambush 
  the PCs as detailed in the Stealth and Detection sidebar 
  on page 8.
  
  13
  WARD ASUNDER
  Creatures: The nagaji have similar martial arts training, 
  but each has specialized in different weapons, feats, and 
  ki powers. For this reason, the three have the same base 
  statistics, and their individual stat blocks only present their 
  additional equipment, feats, and ki powers.
  SUBTIER 3–4 (CR 6)
  NAGAJI MONK BASE STATISTICS 
  CR 3
  Nagaji monk (qinggong monk) 4 (Pathfinder RPG Bestiary 4 199, 
  Pathfinder RPG Ultimate Magic 51)
  LE Medium humanoid (reptilian)
  Init +1; Senses low-light vision; Perception +11
  DEFENSE
  AC 16, touch 15, flat-footed 14 (+1 Dex, +1 dodge, +1 monk, +1 
  natural, +2 Wis)
  hp 25 (4d8+4)
  Fort +4, Ref +5, Will +6; +2 vs. enchantments, +2 vs. mind-
  affecting effects and poison
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +7 (1d8+4) or 
  unarmed strike flurry of blows +6/+6 (1d8+4)
  Special Attacks flurry of blows, stunning fist (4/day, DC 14)
  TACTICS
  During Combat The nagaji use their ki powers whenever it is 
  prudent. Fast and mobile, they move and attack each round, 
  trying to end their movement behind cover or in a position 
  that makes it difficult for the PCs to counterattack. After 4 
  rounds (or if cornered), a nagaji changes her tactics; she 
  closes into melee range and makes full attacks with unarmed 
  strikes, using any remaining ki to make additional attacks.
  Morale The last nagaji standing attempts to flee if reduced to 25 
  or fewer hit points.
  STATISTICS
  Str 18, Dex 13, Con 10, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +8; CMD 22
  Feats Dodge, Improved Unarmed Strike, Stunning Fist
  Skills Acrobatics +8 (+12 to jump), Climb +11, Perception +11, 
  Stealth +8; Racial Modifiers +2 Perception
  Languages Nagaji, Tien
  SQ fast movement, ki pool (4 points, magic), maneuver training, 
  slow fall 20 ft.
  XUYAN 
  CR 3
  hp 29
  Melee +1 spear +8 (1d8+7/×3)
  Feats Combat Reflexes, Mobility, Toughness
  SQ ki powerUM (Spring Attack)
  Gear +1 spear
  SPECIAL ABILITY
  Spring Attack (Su) Xuyan’s specialized training allows her 
  to select the Spring Attack ki power before 6th level, but 
  until she reaches 6th level, each use costs her 2 ki points to 
  activate the power rather than 1.
  MUITA 
  CR 3
  hp 25
  Ranged +1 composite longbow +5 (1d8+5/×3)
  Monk Spell-Like Abilities (CL 4th; concentration +6)
  1 ki—true strike (self only)
  Feats Deadly Aim, Improved Grapple, Martial Weapon 
  Proficiency (longbow)
  SQ ki powerUM [true strike])
  Gear +1 composite longbow (+4 Str) with 20 arrows
  NGON LE 
  CR 3
  hp 25
  Monk Spell-Like Abilities (CL 4th; concentration +6)
  2 ki—scorching ray
  Feats Deflect Arrows, Extra Ki (2)
  SQ ki pool (8 points, magic), ki powerUM [scorching ray])
  SUBTIER 6–7 (CR 9)
  DARK COBRA 
  CR 5
  hp 39 (see page 10)
  TACTICS
  During Combat The cobra protects Ngon Le.
  Morale The cobra flees if all three nagaji are defeated. It 
  otherwise fights to the death.
  NAGAJI MONK BASE STATISTICS 
  CR 5
  Nagaji monk (qinggong monk) 6 (Pathfinder RPG Bestiary 4 
  199, Pathfinder RPG Ultimate Magic 51)
  LE Medium humanoid (reptilian)
  Init +1; Senses low-light vision; Perception +13
  DEFENSE
  AC 19, touch 15, flat-footed 17 (+1 Dex, +1 dodge, +1 monk, +4 
  If fewer than 60 minutes remain in the scenario after the 
  PCs have fought the nagaji for 4 rounds, the monks flee 
  instead of transitioning to melee tactics.
  60 Minutes left?
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: The PCs’ sudden assault on the temple 
  gives the nagaji monks the shaken condition.
  Subtier 6–7: Remove the cobra from the encounter.
  Scaling the 
  Nagaji Ambush
  
  PATHFINDER SOCIETY SCENARIO
  14
  natural, +2 Wis)
  hp 42 (6d8+12)
  Fort +6, Ref +7, Will +8; +2 vs. enchantments, +2 vs. mind-
  affecting effects and poison
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +8 (1d8+4) or 
  unarmed strike flurry of blows +8/+8/+3 (1d8+4)
  Special Attacks flurry of blows, stunning fist (6/day, DC 15)
  Monk Spell-Like Abilities (CL 6th; concentration +6)
  1 ki—barkskin (self only)
  TACTICS
  Before Combat The nagaji cast barkskin.
  During Combat The nagaji use their ki powers whenever it 
  is prudent. Fast and mobile, they move and attack each 
  round, trying to end their movement behind cover or in a 
  position that makes it difficult for the PCs to counterattack. 
  After 4 rounds (or if cornered), a nagaji changes her tactics; 
  she closes into melee range and makes full attacks with 
  unarmed strikes, using any remaining ki to make additional 
  attacks.
  Morale The last nagaji standing attempts to flee if reduced to 
  25 or fewer hit points.
  Base Statistics Without barkskin, the nagaji’s statistics are AC 
  16, touch 15, flat-footed 14.
  STATISTICS
  Str 18, Dex 13, Con 10, Int 10, Wis 14, Cha 10
  Base Atk +4; CMB +10; CMD 23
  Feats Dodge, Improved Unarmed Strike, Mobility, Stunning Fist, 
  Toughness
  Skills Acrobatics +10 (+18 to jump), Climb +13, Perception +13, 
  Stealth +10; Racial Modifiers +2 Perception
  Languages Nagaji, Tien
  SQ fast movement, ki pool (5 points magic), maneuver training
  Gear cloak of resistance +1
  XUYAN 
  CR 5
  hp 42
  Melee +1 spear +10 (1d10+7/×3)
  Feats Combat Reflexes, Power Attack, Weapon Focus (spear)
  SQ ki powerUM (Spring Attack)
  Combat Gear quick runner’s shirtUE; Other Gear +1 spear
  MUITA 
  CR 5
  hp 42
  Ranged +1 composite longbow +6 (1d8+5/×3)
  Monk Spell-Like Abilities (CL 6th; concentration +8)
  1 ki—true strike (self only)
  Feats Deadly Aim, Improved Grapple, Martial Weapon 
  Proficiency (longbow)
  SQ ki powerUM [true strike])
  Combat Gear +1 human-bane arrows (5); Other Gear +1 
  composite longbow (+4 Str) with 20 arrows
  NGON LE 
  CR 5
  hp 42
  Melee unarmed strike +8/+8/+3 (1d8+4 plus 1d6 fire)
  Monk Spell-Like Abilities (CL 6th; concentration +8)
  2 ki—scorching ray
  Feats Deflect Arrows, Extra Ki (2)
  SQ ki pool (9 points, magic), ki powerUM [scorching ray])
  Gear flaming amulet of mighty fists
  Rewards: If the PCs don’t defeat the nagaji monks, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 508 gp.
  Out of Subtier: Reduce each PC’s gold earned by 834 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,161 gp.
  Kami Asunder (CR 7 or CR 10)
  This encounter begins immediately after the PCs have 
  finished exploring the temple (areas B2–B8). However, if 
  the PCs intend to explore the altar room (area B8) last, the 
  encounter begins before they enter the area.
  Creatures: Concealed by invisibility, Jiraku climbs atop 
  the naga statue’s head and creates a square wind wall, 
  enclosing a 15-by-15-feet area centered around the statue’s 
  head with the spell. She first appears in her dosojin kami 
  form, but if the PCs fight her, she eventually transforms 
  into an oni as detailed in her tactics. In Subtier 6–7, 
  the seismic activity she instigates cause three magma 
  elementals to angrily ooze from the walls when 
  combat begins.
  As Jiraku makes her appearance, read or paraphrase 
  the following. As the kami proclaims that she was testing 
  the PCs, consider having her denounce several of the 
  ways in which the PCs failed to meet her expectations 
  (e.g. “It was you who scattered sacred birds and shattered 
  a sacred gong!”).
  Surrounded by fierce whirling winds, an athletic woman of 
  living stone appears atop the head of the massive serpentine 
  statue. In a booming telepathic voice, she declares, “For over 
  a thousand years I’ve stood vigil over the procession that leads 
  up to this temple. I was watching you while you walked the 
  Pilgrim’s Path. Everything you faced along the way was a test 
  of your abilities and your character. But the test is not over—
  answer my questions and face my judgment!”
  Jiraku has three questions. Each time, the PCs must 
  select one of four approaches and attempt the associated 
  check. If the PCs succeed at a DC 15 Sense Motive check, 
  they realize that not all options are equal—choosing the 
  wrong approach may anger Jiraku even if the check is 
  successful. The DC for all of the checks is 18 in Subtier 
  
  15
  WARD ASUNDER
  3–4 and 22 in Subtier 6–7. The numbers in parentheses 
  indicate how many Respect Points the PCs gain or lose if 
  they succeed at or fail the check, respectively. Each time, 
  depending on which approach the PCs choose and whether 
  they succeed, Jiraku gives a short response, such as “I 
  accept your answer,” “I see,” “These are weak excuses!” or 
  “You know nothing!” The four types of response for each 
  question represent the likeliest ways for the PCs to answer 
  the kami, but the GM should use these as a reference for 
  other skills to use and their impact on the Respect Point 
  total should the PCs take another approach.
  Jiraku is alert, and if at any point during the conversation 
  the PCs attempt to enter the altar room, she shouts “That’s 
  close enough!” If a PC attempts to cast a spell, drink a 
  potion, hide, or take any other suspicious actions, she 
  points a finger at the PC and shouts “Stop it! No trickery!” 
  If the PCs ignore her commands, Jiraku attacks.
  Initially, Jiraku doesn’t realize that the spirit oni is 
  Tanbaru. Tanbaru remembers Jiraku and is whimpering 
  pitifully because she treats him like a stranger. The first 
  time the PCs mention Tanbaru and the other temple’s half 
  stored in the Hao Jin Tapestry, Jiraku is so shocked that 
  the PCs receive a +4 bonus on the next check they attempt 
  when answering a question.
  “Who are you and why are you here?”
  Bluff: Lie about the Pathfinder Society’s goals to make 
  them seem more honorable. (+2/–2)
  Diplomacy: Tell about the Pathfinder Society in an 
  honest but positive tone. (+1/–1)
  Knowledge (geography or local): Tell about the people and 
  traditions of the Inner Sea region. (+1/–1)
  Perform (oratory): Describe Pathfinders and their past 
  successes in a dynamic manner. (+2/–1)
  “This is no place for an oni! What were you thinking 
  when you brought that creature here?” A PC with the 
  Tanbaru’s Respect boon gains a +2 bonus on her check and 
  may attempt the Knowledge checks untrained. The same 
  applies to a PC who bonded with Tanbaru by showing him 
  how a weapon or spell works (see the Presenting Tanbaru 
  sidebar on page 5). These bonuses stack. However, neither 
  of these bonuses apply if the PC attempts the Bluff check.
  Bluff: Claim that Tanbaru never revealed that he was an 
  oni. (–1/–2)
  Diplomacy: Explain that what happened to Tanbaru was 
  beyond his control. (+1/–1)
  Knowledge (planes): Point out that a spirit oni is not as 
  evil or corrupt as other types of oni. (+1/–2)
  Knowledge (religion): Point out that as a neutral deity, 
  Yamatsumi has no particular bias against oni. (+0/–2)
  “I have failed my ward. Look at the desecrated altar! Tell 
  me why I shouldn’t just let the fire and ash of Yamatsumi 
  cleanse this place?” When Jiraku speaks these words, the 
  earth trembles, and fiery flashes are visible at the summit 
  of the mountain looming over the temple. Droplets of lava 
  begin to seep and bead at the seams between the temple’s 
  stone blocks.
  Craft (sculpture or stonemasonry) or Knowledge (engineering): 
  Give a realistic estimate on how easily the temple can be 
  restored. (+2/–1)
  Diplomacy: Promise to find people who can repair the 
  temple. (+1/–1)
  Intimidate or Knowledge (planes): Warn Jiraku about 
  turning into an oni. (+2/–2)
  Knowledge (religion): Talk about rituals that restore the 
  altar’s connection to Yamatsumi. (+2/–1)
  After the three questions, Jiraku tells the PCs her verdict 
  as follows.
  0 or fewer Respect Points: Jiraku exclaims, “You are 
  but liars and treasure hunters who have no respect for 
  tradition! You deserve to burn with the temple!” Jiraku 
  attacks immediately. When defeated (see the morale 
  section in the stat block), Jiraku flees using dimension door, 
  if able. She is doomed to live as an oni.
  1 to 9 Respect Points: Jiraku responds, “I can see that 
  you mean well, but you don’t understand our ways. Leave 
  now or be buried with the temple!” Jiraku allows the PCs 
  to leave but attacks if the PCs attempt anything else. If 
  defeated, Jiraku comes to her senses and reverts to her kami 
  form. She apologizes and thanks the PCs for stopping her.
  10 or more Respect Points: Jiraku says, “So few visitors 
  have come and shown such respect for local traditions. I 
  had forsaken my love and duty for this place, but perhaps 
  there is hope for me yet.” The PCs earn the Jiraku’s 
  Respect boon on their Chronicle sheets. Proceed to the 
  Development section, and skip the combat encounter.
  SUBTIER 3–4 (CR 7)
  JIRAKU (KAMI FORM) 
  CR 6
  Female variant dosojin kami (Pathfinder Adventure Path #52: 
  Check how much time remains in which to conclude the 
  adventure when Jiraku transforms into an oni. If 15 or 
  fewer minutes remain, she attempts to flee after 1 round 
  of combat.
  Make the following adjustments to accommodate a 
  group of four PCs.
  Subtier 3–4: Seeing the desecrated altar makes Jiraku 
  sickened for the duration of the encounter. Reduce the DC 
  of the skill checks to answer Jiraku’s questions by 2.
  Subtier 6–7: Remove one Large magma elemental 
  from the encounter. Reduce the DC of the skill checks to 
  answer Jiraku’s questions by 2.
  Scaling the 
  Kami Asunder
  
  Jiraku
  PATHFINDER SOCIETY SCENARIO
  16
  Forest of Spirits 82)
  NG Medium outsider (kami, native)
  Init +6; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 67 (9d10+18); fast healing 3
  Fort +8, Ref +5, Will +8
  DR 5/cold iron; Immune bleed, mind-affecting effects, 
  petrification, polymorph; Resist acid 10, electricity 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee +1 adamantine tetsubo +13/+8 (1d10+4/×4) or
  2 slams +11 (1d6+2)
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—call magma (DC 16), know direction, misdirection 
  (DC 15)
  3/day—dispel magic, invisibility, longstrider, pass without 
  trace, stone shape, wind wall
  1/day—locate object, mirage arcana (DC 
  18), nondetection
  TACTICS
  Before Combat Jiraku 
  casts longstrider 
  and pass without trace. By the time combat begins, assume 
  that only 3 rounds remain of her wind wall’s duration.
  During Combat Jiraku casts dispel magic on any PCs whom she 
  saw resist Ngon Le’s scorching ray during the Nagaji Ambush 
  encounter. She then barrages the PCs with her call magma 
  ability until a PC comes close enough for her to make a full 
  attack with her tetsubo.
  Morale When Jiraku is incapacitated (for example, paralyzed 
  or pinned) or reduced to 22 hp or less, her stony form 
  crumbles and she immediately transforms into her oni form 
  (see below). As part of her transformation, she may teleport 
  up to 30 feet as an immediate action. Unless she has been 
  disarmed, her tetsubo teleports with her.
  Base Statistics Without longstrider, Jiraku’s speed is 30 ft.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 12, Wis 14, Cha 17
  Base Atk +9; CMB +11; CMD 23
  Feats Alertness, Exotic Weapon Proficiency (tetsubo), Improved 
  Initiative, Power Attack, Weapon Focus (tetsubo)
  Skills Acrobatics +14 (+18 to jump), Bluff +15, Disguise +15, 
  Handle Animal +15, Knowledge (nature) +13, Perception +4, 
  Sense Motive +16, Survival +11
  Languages Common, Tien; telepathy 100 ft.
  SQ merge with ward, ward (roads or trails)
  Other Gear +1 adamantine tetsuboUE
  SPECIAL ABILITIES
  Call Magma (Sp) This ability functions as per call lightning, 
  except the damage it deals is half bludgeoning damage, half 
  fire damage. In Subtier 6–7, the damage increases to 3d10.
  JIRAKU (ONI FORM) 
  CR 6
  NE Medium outsider (native, oni, reptilian, shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 66 (7d10+28); regeneration 5 (acid or fire)
  Fort +9, Ref +5, Will +7
  SR 17
  OFFENSE
  Speed 40 ft.
  Melee Hikori +12/+7 (1d10+7/×4), tongue +6 touch (1d4 Cha 
  damage) or
  2 claws +11 (1d6+4), tongue +6 touch (1d4 Cha damage)
  Spell-Like Abilities (CL 7th; concentration +11)
  At will—murderous commandUM (DC 15)
  3/day—dimension door (self only)
  1/day—hold person (DC 16), hypnotic pattern (DC 16),  
  mirror image
  TACTICS
  Before Combat Jiraku’s transformation fully heals 
  her and removes all conditions and ongoing spells 
  affecting her. She still counts as the same creature 
  for purposes of effects that can affect a creature 
  
  HIKORI
  PRICE
  14,020 GP
  SLOT none
  CL 10th
  WEIGHT 10 lbs.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 11,865
  17
  WARD ASUNDER
  only once per day.
  During Combat Jiraku casts mirror image. She aggressively 
  attacks with her tetsubo and spell-like abilities, using 
  whichever option seems most effective.
  Morale If reduced to 22 hp or below, Jiraku attempts to flee by 
  using dimension door. Failing that, she surrenders.
  STATISTICS
  Str 18, Dex 17, Con 18, Int 12, Wis 15, Cha 18
  Base Atk +7; CMB +11; CMD 24
  Feats Exotic Weapon Proficiency (tetsubo), Improved Initiative, 
  Lunge, Power Attack
  Skills Acrobatics +13, Bluff +14, Disguise +14, Knowledge (arcana) 
  +5, Perception +12, Sense Motive +12, Spellcraft +10, Stealth 
  +13
  Languages Common, Nagaji, Tien
  SQ change shape (any nagaji or Medium snake, alter self or 
  beast shape I)
  Gear +1 adamantine tetsuboUE
  SUBTIER 6–7 (CR 10)
  JIRAKU (KAMI FORM) 
  CR 6
  hp 67 (see Subtier 3–4)
  Melee Hikori +13/+8 (1d10+4/×4 plus 1d6 cold or fire)
  JIRAKU (ONI FORM) 
  CR 6
  hp 66 (see Subtier 3–4)
  Melee Hikori +12/+7 (1d10+7/×4 plus 1d6 cold or fire)
  LARGE MAGMA ELEMENTALS (3) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 2 118)
  TACTICS
  Before Combat The elementals emerge from the walls in the 
  positions indicated.
  During Combat The elementals harass Jiraku’s foes, aiming 
  to strike down soft targets and keep more than one or two 
  creatures from confronting Jiraku directly. Thanks to their earth 
  glide ability, the elementals can pass through the temple’s 
  stone walls with ease.
  Morale The elementals fight to the death.
  Development: In the event that the PCs flee, Jiraku 
  completes her transformation into an oni and causes even 
  more lava to pour from the temple’s seams. Over the course 
  of 1 hour, she reduces the temple superstructure to shapeless, 
  igneous slag, looking in many ways like a spent candle. In 
  such an event, all remaining treasure and historical features 
  in area A are destroyed.
  Rewards: If Jiraku beats the PCs in combat, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 418 gp.
  Out of Subtier: Reduce each PC’s gold earned by 793 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,168 gp.
  In Subtier 6–7, Jiraku’s weapon is a sacred relic of Yamatsumi 
  named Hikori—a tetsubo whose gray, white, and red pattern 
  evokes a snowcapped volcano. So long as the PCs defeat 
  Jiraku and recover the tetsubo, they gain access to the 
  weapon on their Chronicle sheet regardless of their subtier.
  Jiraku’s Tetsubo
  This +1 adamantine tetsuboUE has both the flaming 
  and frost weapon special abilities, but only one may be 
  active at a given time. Activating or switching between 
  the abilities is only a swift action.
  Craft Magic Arms and Armor, fireball, ice storm
  CONCLUSION
  Once the PCs stop Jiraku from destroying the temple, they 
  can safely finish studying the temple, rest, and prepare for 
  their journey back to Ramparassad.
  If the PCs were able to talk Jiraku out of destroying the 
  temple, or if she surrendered after a fight, she thanks the PCs 
  and asks their opinion on whether Tanbaru should stay with 
  her at the temple. If the PCs say yes, she places Tanbaru on 
  her face, smiles, and says, “I’m sad about what happened to 
  you, Tanbaru, but I need you to remind me why I must never 
  abandon my duty.” If the PCs say no, Tanbaru bids Jiraku 
  farewell, and although he is sad, he later thanks the PCs for 
  the chance to say goodbye to his former mate.
  If PCs destroyed Jiraku, or if she escapes after turning 
  into an oni, Tanbaru seems displeased but returns to 
  Ramparassad with the PCs. Only time will tell whether he 
  reverts to his evil ways or remains a valuable member of the 
  organization.
  Back in Ramparassad, Old Pak listens with interest to the 
  PCs’ account of their adventure. If Tanbaru remained with 
  Jiraku, Old Pak wistfully notes the departure of a friend 
  before cheerfully declaring that this might be reason enough 
  for him to visit the temple in person sometime. So long 
  as the PCs managed to study the temple and save it from 
  destruction, he adds that the site might once again attract 
  Yamatsumi’s faithful to repair the trail and temple, earning 
  the Society goodwill throughout the region.
  REPORTING NOTES
  If any of the nagaji survived the scenario, check box A 
  on the reporting sheet. If the PCs resolved Jiraku’s crisis 
  
  PATHFINDER SOCIETY SCENARIO
  18
  without violence, check box B. If Jiraku permanently 
  turned into an oni, check box C. If Tanbaru stayed with 
  Jiraku at the end of the scenario, check box D.
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary goal if they explore areas 
  B3–B8, defeat the nagaji monks, and either defeat or 
  calm Jiraku. Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary goal if they have at least 
  5 Respect Points at the end of the scenario. Fulfilling the 
  secondary success condition earns each PC 1 additional 
  Prestige Point.
  
  19
  WARD ASUNDER
  Player Handout #1: Letter from Amara Li
  Pathfinders, 
  Very few Pathfinders have found their way to Dtang Ma, and there 
  remain countless ruins and mysteries within the Sikhyeu Rainforest and 
  along the wintry slopes of the Kullan Dei mountains. The resident expert 
  and long-time Pathfinder is known endearingly as Old Pak. In collaboration 
  with another friend of the Society, he has uncovered a very promising lead 
  regarding a temple of Yamatsumi in the nearby Kullan Dei range that’s sure 
  to interest your boundless curiosity. I’ve arranged for you to meet him in 
  Dtang Ma’s capitol Ramparassad.
  May your travels bring you fortune,
  Venture-Captain Amara Li
  
  PATHFINDER SOCIETY SCENARIO
  20
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  CONSTRICTOR SNAKE 
  CR 2
  Pathfinder RPG Bestiary 255
  N Medium animal
  Init +3; Senses scent; Perception +12
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  STATISTICS
  Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, 
  Swim +11; Racial Modifiers +4 Perception, +4 Stealth, 
  +8 Acrobatics
  LARGE MAGMA ELEMENTAL 
  CR 5
  Pathfinder RPG Bestiary 2 118
  N Large outsider (earth, elemental, extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +5, Will +2
  DR 5/—; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +11 (1d8+4 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d6, DC 14), lava puddle
  STATISTICS
  Str 18, Dex 8, Con 15, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +13; CMD 22
  Feats Cleave, Improved Bull Rush, Improved Initiative, Power 
  Attack
  Skills Climb +15, Knowledge (dungeoneering) +9, 
  Perception +11, Stealth +6
  Languages Ignan
  DESCRIPTION
  This rocky monster glows with an internal heat. Red light spills 
  from its eyes and mouth, as well as fractures in its surface.
  SPECIAL ABILITIES
  Burn (Ex) A magma elemental’s burn DC includes a –2 racial 
  penalty, as their fires don’t burn quite as hot as true 
  elemental flames.
  Earth Glide (Ex) A burrowing magma elemental can pass 
  through stone, dirt, lava, or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple, though the area it passes through feels 
  warm for 1 round afterward and often retains a strangely 
  smooth texture, as if the stone had been polished. A move 
  earth spell cast on an area containing a burrowing magma 
  elemental flings the elemental back 30 feet, stunning the 
  magma elemental for 1 round unless it succeeds on a DC 15 
  Fortitude save.
  Lava Puddle (Su) Once per day as a full-round action, a 
  magma elemental can vomit forth a puddle of lava that 
  fills its space to a depth of 2–3 inches and counts as difficult 
  terrain. Any creature that moves through this puddle of lava 
  takes 2d6 points of fire damage. This damage continues for 
  1d3 rounds after the creature leaves the lava pool, although 
  then it inflicts only 1d6 points of fire damage per round. The 
  lava puddle solidifies and is safe to touch after a number 
  of rounds equal to the elemental’s Hit Dice. At the GM’s 
  discretion, this puddle of lava could start secondary fires.
  SPIRIT ONI 
  CR 2
  Pathfinder RPG Bestiary 3 209
  LE Tiny outsider (native, oni)
  Init +8; Senses darkvision 60 ft., detect magic; Perception +7
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 19 (3d10+3); fast healing 2
  Fort +2, Ref +7, Will +4
  OFFENSE
  Speed 10 ft., fly 30 ft. (good)
  Melee bite +9 (1d4–2), gore +9 (1d4–2 plus poison)
  Special Attacks poison
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—detect magic
  At will—invisibility (self only), mage hand
  1/day—command (DC 13), sleep (DC 13)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 6, Dex 19, Con 12, Int 13, Wis 12, Cha 15
  Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Bluff +8, Fly +16, Knowledge (arcana) +7, 
  Perception +7, Sense Motive +7, Spellcraft +4, Stealth +17
  Languages Common
  SQ mask symbiosis
  DESCRIPTION
  This evil-looking animated mask shows the face of a horned 
  fiend, its eyes popping and its leering smile full of fangs.
  SPECIAL ABILITIES
  Mask Symbiosis (Ex) A spirit oni can be worn as a mask by a 
  willing Small or Medium creature. While worn in this way, 
  
  21
  WARD ASUNDER
  the wearer can see through the oni’s eyes and speak through 
  its mouth, although the wearer retains its own senses and 
  voice. The spirit oni remains a separate creature, and must 
  detach from its host’s face (as a move action) if it wishes 
  to take any action of its own (including attacking or using 
  a spell-like ability). While a spirit oni is worn as a mask, it 
  grants a +2 insight bonus on its host’s Perception checks.
  Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves.
  VENOMOUS SNAKE 
  CR 1
  Pathfinder RPG Bestiary 255
  N Medium animal
  Init +5; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +4, Will +1
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +2 (1d4–1 plus poison)
  STATISTICS
  Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
  Base Atk +1; CMB +0; CMD 11 (can’t be tripped)
  Feats Improved Initiative, Weapon FinesseB
  Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim 
  +9; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; 
  modifies Climb and Swim with Dexterity
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Con; cure 1 save.
  
  PATHFINDER SOCIETY SCENARIO
  22
  
  23
  WARD ASUNDER
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #8-02: 
  Ward Asunder
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #8–02: Ward Asunder © 2016, Paizo Inc.; 
  Author: Mikko Kallio.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  HIKORI
  PRICE
  14,020 GP
  SLOT none
  CL 10th
  WEIGHT 10 lbs.
  AURA moderate evocation
  CONSTRUCTION REQUIREMENTS
  COST 11,865
  Character Chronicle #
  3–4
  6–7
  —
  650
  1,616
  —
  1,133
  1,300
  3,232
  —
  2,266
  Out of
  Subtier
  Pathfinder Society Scenario #8-02: 
  Ward Asunder
  Coiled Companion: You have recovered a rare serpent’s egg, reared the reptile, and trained it as a guardian. If 
  you have hunter’s bond, nature bond, or similar feature that allows you to select an animal companion, you may 
  select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake 
  statistics) as your companion; you must be able to select a constrictor or viper as a companion in order to train 
  its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off 
  your Chronicle sheet.
  Cinder Asp: Change the snake’s poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the 
  snake a bonus trick, you can instead increase the snake’s effective Hit Dice by 1 for the purpose of calculating the 
  saving throw DC of its poison. 
  Razor-Scale Python: The snake’s constrict damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus 
  trick, you can instead increase the snake’s effective druid level by 1 for the purpose of calculating its natural armor 
  bonus according to Table 3–8 (Core Rulebook 52).
  ▫ Jiraku’s Respect: You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s 
  Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may 
  use one of the following spell-like abilities. Use your character level as the caster level, and use either your own 
  Charisma or 17 (whichever is higher) for determining any saving throw DCs.
  Subtier 3–4: You may cast invisibility, longstrider, stone shape, or wind wall.
  Subtier 6–7: You may cast dispel magic, invisibility, longstrider, mirage arcana, stone shape, or wind wall.
  Kami Reunited: Even if their ward is forever broken in two, you have brought the two kami wardens together 
  once more and received their blessing. You may benefit from this boon only if you have both the Jiraku’s Respect 
  and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this 
  boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist 
  their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.
  Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult 
  terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. 
  During this time, you also gain a +3 bonus on saving 
  throws against any effect that would directly impede 
  your movement, such as entangle or slow. When this 
  effect ends, you regain 1d8+5 hit points.
  Tanbaru’s Insight: For the next 10 minutes, you 
  gain a +2 insight bonus on Perception checks and 
  the ability to cast detect magic at will as a spell-like 
  ability. When this effect ends, you receive the answer 
  to a single question as if you had cast augury (CL 
  6th). If you are at least 5th level, you can instead ask 
  one question as per divination. At 7th level, you can 
  instead ask one question as per commune.
  Core Campaign
  All Subtiers
  Subtier 6–7
  Hikori (14,020 gp)
  oil of barkskin (CL 6th; 600 gp, limit 1)
  oil of enlarge person (CL 5th; 250 gp, limit 1)
  oil of jump (CL 5th; 250 gp, limit 1)
  scroll of expeditious retreat (CL 5th; 125 gp, limit 1)
  +1 human-bane ammunition (166 gp, limit 5)
  flaming amulet of mighty fists (4,000 gp)
  quick runner’s shirt (1,000 gp; Ultimate  
  Equipment 222)
  This +1 adamantine tetsuboUE has both the flaming and frost 
  weapon special abilities, but only one may be active at a given 
  time. Activating or switching between the abilities is a swift action.
  Craft Magic Arms and Armor, fireball, ice storm
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-02 - Ward Asunder.pdf