TEXT: The Forbidden Furnace 
  of Forgotten Koor
  By Larry Wilhelm
  A PAthfinder Society ScenArio for tier 7–11
  ™
  
  ®
  ™
  The Forbidden Furnace oF 
  Forgotten Koor
  Pathfinder Society Scenario 2–18
  Design: Larry Wilhelm
  Development: Mark Moreland
  Editing: Judy Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artists: Peter Bergting and Jeffrey Lai
  Cartographer: Corey Macourek and Christopher West
  Editorial Intern: Michael Kenway
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Manager: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Advanced 
  Player’s Guide, the Pathfinder Roleplaying Game Bestiary, the Pathfinder Roleplaying Game Bestiary 2, and the Pathfinder 
  Roleplaying Game GameMastery Guide. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–18: The Forbidden Furnace of Forgotten Koor is a Pathfinder Society Scenario designed for 
  7th- to 11th-level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized 
  Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) 
  and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 20 of this product.
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  7120 185th Ave NE Ste 120
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  paizo.com/pathfindersociety
  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, 
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  written permission.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 
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  Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  The Forbidden Furnace of Forgotten Koor takes place in 
  the ruined forge city of Koor in northern Qadira. Once 
  a thriving industrial metropolis, Koor was abandoned 
  not long after the start of the wars with Taldor known in 
  Qadira as the Ghevran Victories. For more information on 
  Koor and Qadira, check out Pathfinder Campaign Setting: 
  The Inner Sea World Guide and Pathfinder Player Companion: 
  Qadira, Gateway to the East, both available at your local 
  bookstore or game store, or online at paizo.com.
  Koor •
  • Katheer
  R
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  R
   
  L
  a
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  a
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  QadiRa
  of Aroden’s death, nor the fact that prophecy ceased to 
  work after that monumental night. So when the moment 
  he had waited so patiently for came and went without 
  granting him emancipation, Moukadeem began to fear 
  eternal captivity, and his sanity slowly waned. After 
  another 100 years within the lamp, he completely lost 
  his grip on reality. But fate would see a daughter come to 
  Koor, unprophesied, a century later. 
  Moukadeem’s unforetold descendant, a gifted undine 
  Pathfinder named Zahra, had dedicated her life to the 
  study of genie-kind, ever hoping to unlock her personal 
  potential and achieve the marid power that flowed 
  through her veins. She spent many years searching the 
  shattered ruins of Koor for the legendary Forbidden 
  Furnace. But when she arrived, her presence released 
  not only the genie, but also his pent-up insanity, and a 
  miasma of madness slowly filled the Forbidden Furnace’s 
  L
  ong ago, in the now-ruined Qadiran city of Koor, the 
  white-hot furnaces of the city’s smelters burned with 
  an eternal heat, churning out shining bronze ingots, 
  melting slag into gleaming glass, and forging sturdy steel 
  weapons and armor. The Toragdan priests who ruled the 
  city made exquisite works of art and function in Koor’s black 
  furnaces, sending them throughout the Inner Sea region 
  to much acclaim. There was one thing the purifying fires 
  could not bend, however—the will of the reviled marid 
  Moukadeem, Drowned Emir of the Ever-Thirsting Oasis. 
  Ever were supply caravans and visiting dignitaries assailed 
  on the road to Koor by the mad marid, and the Toragdan 
  authorities lived in constant fear that he would stop the 
  flow of the river and deny them access to the cooling waters 
  needed to prevent the forges from overheating.
  Almost 7 centuries ago, Moukadeem’s reign of terror 
  ended when a Toragdan high priest bound the insufferable 
  genie in an iron lamp, sealing it in a secret vault under 
  the protective fires of Koor’s charred furnaces. This vault 
  became known as the Forbidden Furnace, and many today 
  doubt its existence, passing it off as a mere fool’s story. But 
  a fool’s wisdom often bears fruit, and the long-forgotten 
  Toragdan prison-vault waits beyond the cast-iron doors of 
  Koor’s abandoned smelters.
  A cryptic prophecy made shortly after the marid’s 
  imprisonment foresaw that after 6 centuries, a daughter 
  of Moukadeem’s mortal offspring would return and bring 
  about his release. The city’s Toragdan rulers passed the 
  solemn task of guarding Moukadeem’s lamp from elder 
  to acolyte for a hundred years generations, knowing that 
  it would fall to them to reseal the genie back within his 
  prison should his descendant succeed in freeing him. 
  Despite their sworn duty, however, the sect was forced to 
  abandon Koor in 4113 ar, the strategic city having become 
  a war zone as both Taldan and Qadiran armies fought for 
  control of its renowned forges, leaving the lamp’s safety 
  to a series of traps and puzzles, and to a few dedicated 
  guardians unwilling to abandon their duty.
  Meanwhile, within the lamp prison, Moukadeem 
  bided his time, for the immortal marid could easily 
  wait out a mere handful of centuries for his inevitable 
  release. Locked in isolation, Moukadeem knew nothing 
  The Forbidden Furnace 
  oF Forgotten Koor
  By Larry WiLheLm
  
  PAthfinder Society ScenArio
  4
  long unplumbed vaults, afflicting the mortal guardians 
  who still stood vigil after the Toragdan church’s exodus.
  Eventually, Zahra located the hidden vault and gained 
  access to its innermost chambers through luck and 
  deception, bypassing the deadly traps and now-insane 
  guardians of her forebear’s prison. When she finally found 
  Moukadeem’s lamp and opened it, Zahra released a crazed 
  being of incredible power into the world, but demanded 
  of him a wish as compensation for freeing him: she asked 
  for the full power of a genie. Moukadeem, deranged as 
  he had become, saw his madness as the source of his true 
  strength, as it kept him company in his time of loneliness. 
  Thus, he granted Zahra not his total mastery of water and 
  wish-granting, but rather her own form of insanity.
  Overcome by her sudden madness, Zahra fell in love 
  with Moukadeem and swore to serve as his consort and 
  partner, cutting off all contact with the outside world in 
  favor of total immersion in the marid’s sadistic mind. She 
  has spent weeks in his chamber, the two planning wild 
  schemes to overtake Qadira and rule as mighty despots. 
  Her silence hasn’t gone unnoticed by her superiors in the 
  Pathfinder Society, who have invested many resources into 
  her career. Even now Venture-Captain Osretia Cassomiran 
  of the Katheer Lodge forms her own plans for locating and 
  hopefully saving her valued agent Zahra; whether her plans 
  or Zahra’s come to fruition first remains to be seen.
  Summary
  The Pathfinders begin the adventure outside the ruined 
  city of Koor, where they have been sent to find a missing 
  agent believed to have been researching in the area. In 
  Zahra’s abandoned camp, the PCs discover hints regarding 
  where she had been searching and may follow these to 
  the ruined smelting house, and from there into the well-
  protected dungeon known as the Forbidden Furnace. 
  Amid the broiling heat of the Furnace, the PCs must solve 
  puzzles, survive traps, and outwit the many guardians left 
  in place to ensure that the great evil of the Mad Marid 
  Moukadeem never escaped his prison. Their trials include 
  facing an animate decoy hoard, a treacherous trap over a 
  river of magma, an insane guardian naga, and a bound fire 
  elemental. Finally reaching Moukadeem’s prison vault, 
  the PCs must rescue their fellow Pathfinder from the grips 
  of madness and defeat the ages-old genie tyrant.
  GettinG Started
  Read the following to get the adventure underway.
  Venture-Captain Osretia Cassomiran welcomes you to her 
  office, and delivers a curt briefing over spiced tea and sweet 
  incense as she peruses an overflowing bookshelf distractedly. “I 
  need to send you to Koor, where a valuable Pathfinder agent has 
  seemingly disappeared. Her name is Zahra Kadamizi—a gifted 
  scholar and archaeologist, and one of the most knowledgeable 
  agents I know on the topic of genies. When she last reported in, 
  she was searching for an ancient Toragdan vault-turned-prison 
  hidden amid Koor’s crumbling ruins.”
  Osretia drops a heavy book on a table with a dull thud; its 
  cover reads Moukadeem, the Drowned Emir of the Ever-Thirsting 
  Oasis. She opens the book and begins to read aloud.
  “Deep within Koor, in the year four thousand twenty, Absalom 
  Reckoning, I, Ahmad of the North, trapped the mighty marid 
  Moukadeem in an iron lamp, casting a seal of solitude upon it. 
  Let none free him, may Torag be praised. And thus I threw the 
  lamp into the steel vault of the mighty Father of Creation below 
  the forge-city Koor...”
  Osretia leaned back, and took a sip from her tea. “This is clearly 
  why Zahra went looking for the vault, and perhaps why she’s gone 
  silent if she found it. I want you to collect her notes, penetrate the 
  vault, and bring her back safely. If you should find this storied iron 
  lamp, of course you must bring it back as well. Any questions?”
  Before leaving Katheer, the PCs may wish to ask 
  questions to clarify the mission. Osretia can provide 
  information on the following subjects.
  Who is Zahra? “A very valuable Pathfinder agent, and 
  an expert on genies. She’s an undine, you see, and has a 
  passion for learning all she can about the marid blood 
  that runs through her veins.” 
  Why does she want the lamp? “I’d like to believe she 
  intends to return this powerful artifact to the Society, 
  but her singular obsession with genies—and marids 
  specifically—gives me pause. She could very well want 
  the lamp for her own purposes; that’s why we want you to 
  find her and ensure she doesn’t get in over her head. 
  What does the lamp look like? “All the legends describe 
  it as an undecorated iron lamp.”
  What if Zahra resists? “Zahra is stubborn, it’s true, 
  but if she’s in danger, I can’t imagine that she’d not 
  welcome assistance. If, however, she’s truly resistant to 
  being brought to safety, it’s up to you to retrieve her safely 
  anyway—do what you must.
  Knowledge (history)—Moukadeem 
  The PCs can research Moukadeem by making Knowledge 
  (history) checks.
  15+ The marid known as Moukadeem plagued the 
  headwaters of the River Ladan over 700 years ago. His 
  wicked ways and penchant for cruelty earned him the 
  moniker, “The Mad Marid”.
  20+ Moukadeem’s appetite for human women knew 
  no bounds, and during his reign of terror, he took many 
  concubines and mixed his marid blood with the most 
  beautiful of Qadiran women.
  
  the forbidden furnAce of forgotten Koor
  5
  As the sun crest the horizon, the first unbearable rays of heat 
  reflect off Koor’s long-baked earthen fortifications, staining 
  them a blood red—an eerie sight, regardless of whether it’s a 
  tribute to the fallen defenders of the once-great forge-city, or 
  merely a trick of light.
  A simple base camp rests outside Koor, flanking the 
  road leading north to Omash. Two small supply tents, 
  several crates, and one large pavilion tent comprise the 
  staging point of Zahra’s Koor expedition. The two small 
  supply tents hold all manner of surveying gear: ropes, 
  plumb-bobs, stakes, and levels. The crates hold pickaxes, 
  awls, hammers, chisels, crowbars, and shovels. The larger 
  pavilion tent serves as a sleeping quarters, office, and 
  meeting area.
  1. Zahra’s Tent
  When the PCs enter Zahra’s tent, read the following aloud.
  Rich carpets soften the earthen floor of this lavish pavilion, and 
  time-weathered maps envelop a desk and table. Opposite the 
  map-buried surfaces rest lavish pillows and a plush bed that 
  beckon to road-weary travelers. Several crates stand stacked 
  along the tent’s southern fold. Its northern flap contain an 
  armor stand and two tables covered in equipment.
  Zahra used this tent to plan her exploration into the 
  Forbidden Furnace, but abandoned it for Moukadeem’s 
  vault after discovering it and releasing the mad marid. 
  Several clues hint at the pavilion’s abandonment: the 
  incense has long burned to ash, the oil pots have burned 
  dry, and a layer of desert sand dusts the surfaces of the 
  desk and table. PCs who make a DC 20 Survival estimate 
  the pavilion was last inhabited nearly a month ago.
  Zahra left behind most of her notes on the whereabouts 
  of the Forbidden Furnace, never thinking that she 
  wouldn’t be back herself, or that anyone would come 
  looking for her. For each DC 15 Perception check made, 
  the PCs uncover one of four clues.
  Many maps lay on the table, but on one of the more 
  ancient—depicting Koor in its halcyon days—someone 
  has circled the smelting house’s location (area 2) in ink. 
  Zahra’s expedition journal sits half-tucked under a rug 
  beneath the bed (see Handout #1).
  PCs searching among the pots and plates on the 
  makeshift kitchen in the tent’s northeast corner easily 
  find a set of broken, rusted ingot molds. The relics have 
  recently been sanded and deoxidized to reveal the insignia 
  of Koor’s smelting house (a sign that still endures, etched 
  on the smelting house’s ruined walls).
  Treasure: The final clue is displayed on an armor stand 
  in the pavilion’s northwest corner—a +1 energy resistance 
  (fire) breast plate adorned with Toragdan iconography 
  25+ As punishment for the genie’s crimes, a high priest 
  of Torag bound the insufferable Moukadeem in a lamp 
  and tossed him into the fires of Koor’s smelting house. 
  30+ Moukadeem’s blood mixes with mortals to this 
  day, and many undines from northern Qadira can trace 
  their mystical powers back to the mad marid.
  Knowledge (history)—Koor 
  The PCs can research Koor’s past by making Knowledge 
  (history) checks.
  15+ This ancient forge-city is a broken ruin of stone, 
  clay, and bronze. Abandoned during the centuries-long 
  war between Qadira and Taldor, it remains a mystery why 
  the no one has ever repopulated the city.
  20+ Legends tell of a Qadiran noble who lost an 
  immense dowry within Koor around the time of its 
  abandonment. This noble stored the dowry he was 
  amassing in the Forbidden Furnace for safekeeping, but 
  because of the vault keepers’ desertion, he lost the chance 
  to gain his true love’s hand in marriage.
  25+ A powerful cult of Torag flourished in Koor’s 
  industrial heyday. Its leaders brought much wealth 
  in and out of the city, for they encouraged efficient 
  production and quality unmatched throughout much of 
  the Inner Sea. When the city became a resource contested 
  by the Qadiran and Taldan armies during the Ghevran 
  Victories, the lawful good Toragdan leadership abdicated 
  the city to avoid contributing their skill and knowledge 
  to what they saw as a needlessly bloody war. When the 
  city’s forges ceased to function without the Toragdans’ 
  guidance, the city was abandoned entirely, leaving the 
  vast wealth of its rich aristocracy behind.
  30+ A guardian naga slithers the ruins of Koor, keeping 
  out intruders intent on reclaiming Moukadeem’s lamp. 
  The most recent in a long line of protectors, the naga 
  not only keeps intruders out, but also ensures that 
  Moukadeem remains trapped in his magical prison.
  At this point, give the PCs an opportunity to purchase 
  anything they might need in Katheer. Then proceed to Act 1.
  act 1: BaSe camp
  Read the following when the PCs have finished their 
  preparations in Katheer.
  A multi-hued pavilion tent bristles against the wind as its 
  unsecured flap whips wildly in the sandblasted desert. Ahead, 
  a large white-washed causeway slants skyward toward a 
  shattered citadel capped with a gleaming bronze dome. 
  Behind the citadel, several minarets stretch their worn brass 
  and bronze exteriors toward the sky. Even more impressive 
  is the huge clay wall that encases the crumbling city of Koor. 
  
  Zahra’s Tent
  1 square = 5 feet
  GameMastery Map Pack: Campsites
  N
  PAthfinder Society ScenArio
  6
  blended with Qadiran motifs, identifiable with a DC 
  10 Knowledge (religion) check. Closer inspection of the 
  armor reveals a depiction of a stern-looking priest forcing 
  a marid into a lamp. In fact, this armor is engraved with 
  the entire tale of the battle between Ahmad of the North 
  and the Mad Marid. Intricate Keleshite script etched 
  into the armor’s inner surface recounts the high priest’s 
  victory in intricate detail. A DC 15 Linguistics check 
  uncovers a series of slightly larger letters among the text 
  that, when pulled from the prose and arranged in order, 
  describe the trap in area 4a (see Handout #2).
  Zahra didn’t anticipate her sudden abandonment of the 
  camp, and thus didn’t ensure that everything she had of 
  value was with her when she left. As such, several scrolls 
  rest on the desk in plain sight under a simple bronze 
  paperweight. In Tier 7–8, there is a scroll of arcane eye, a 
  scroll of locate creature, and a scroll of restoration. In Tier 
  10–11, there are two of each.
  Development: The PCs should be able to piece together 
  where Zahra had been focusing her search for the 
  Forbidden Furnace, and may use the various maps strewn 
  across the table to navigate the city. Travel to the smelting 
  house circled on the map takes 30 minutes if traveling by 
  foot from Zahra’s camp. When Zahra first uncovered and 
  excavated the entrance, she marked it clearly not only on 
  her map, but also on the paving stones of Koor’s streets, 
  and a perimeter of brightly colored flags, roped off with 
  surveyor’s string, now surrounds the smelting house. 
  Inside, a secret passage stands open, its locking apparatus 
  destroyed to prevent accidental closure.
  Rewards: If the PCs take Ahmad’s armor and the scrolls, 
  reward each tier thusly:
  Tier 7–8:
  Give each player 1,843 gp.
  Tier 10–11:
  Give each player 2,075 gp.
  
  the forbidden furnAce of forgotten Koor
  7
  it sinks 3 inches into the wall, but produces no additional 
  effects until the PCs place the base of the lamp from area 
  2c in this slot and rotate the lamp 360 degrees in either 
  direction. Doing so opens the secret door on the chamber’s 
  south wall. Alternatively, a DC 35 Perception check allows 
  the PCs to notice the secret door, and they may open it 
  without using the key with a DC 40 Disable Device check.
  Development: Once any PC places the six mosaic pieces 
  into the ornamental door in the proper sequence, they 
  lock into place and the door unlocks. Should the PCs place 
  the lamp found in area 2c into the recessed hexagonal tile 
  and rotate it 360 degrees, it too locks into place, and the 
  secret door to area 2d slides open. After the tile pieces 
  have remained in the ornamental doors, or the lamp-key 
  sits in its lock for more than 24 hours, a permanent unseen 
  servant spell replaces the lamp-key on the dais in area 2c, 
  and the tiles onto their shelves in area 2b, resetting the 
  room to its condition before the PCs’ arrival.
  Mission Notes: Osirion faction PCs should be interested 
  in the mosaic tile mural here. A DC 30 Perception check 
  identifies several raised dots that act as a tactile code 
  hidden throughout the mural. Recording this code, as 
  well as those throughout the Furnace, earns Osirion 
  faction PCs 1 Prestige Award.
  2b. Black Furnaces (CR 6 or CR 9)
  These six identical cast iron rooms hold the mosaic pieces 
  needed to fill the recess in the ornamental doors in area 
  2a. The pieces rest on clay shelves on the far wall of each 
  room, opposite the door. Each tile is a 60-degree wedge 
  that measures 3 feet from base to tip. Forged from solid 
  brass and adorned with Toragdan iconography, each piece 
  weighs approximately 12 pounds.
  Traps: The dais in the northeasternmost chamber is 
  trapped. When the wedge is removed from its place of 
  honor, the entire chamber fills with holy flame.
  Tier 7–8 (CR 6)
  Flame Strike trap 
  cr 6
  type magic; perception DC 30; disable device DC 30
  eFFectS
  trigger proximity (alarm); reset none; Bypass the pass phrase 
  to bypass the trap is “glory be to the Father of Creation” 
  spoken in Keleshite
  effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex 
  save for half damage); multiple targets (all targets in a 
  10-ft.-radius cylinder)
  Tier 10–11 (CR 9)
  Flame Strike trap 
  cr 6
  type magic; perception DC 33; disable device DC 33
  act 2:  
  the ForBidden Furnace
  Long buried beneath Koor’s smelting house, the 
  Forbidden Furnace’s once hidden stairway is 10 feet wide 
  and descends 50 feet below the city’s clay streets. The 
  forgotten subterranean vault comprises two worked areas 
  (areas 2 and 4) separated by a slow-moving magma flow 
  (area 3). The worked stone areas are considered very hot 
  environments (above 90 degrees Fahrenheit), while the 
  obsidian caves and magma flow are considered areas of 
  severe heat (above 110 degree Fahrenheit; see page 444 of 
  the Pathfinder RPG Core Rulebook).
  2. The False Vault
  Designed to deter and mislead raiders, the false vault 
  contains a series of puzzles and traps to ensure only those 
  deemed worthy may progress farther into the Forbidden 
  Furnace. Unless otherwise stated, the ceilings in this 
  area rise to a height of 8 feet.
  2a. The Ember Hall
  When the PCs enter area 2a, read the following aloud.
  Black iron girds the lower half of this grand hall’s walls, while 
  a vibrant mosaic covers the upper half. The mural depicts a 
  greedy man risking his life for a golden trinket. On the hall’s 
  east wall, an ornamental door seems incomplete; its center is 
  devoid of decorations in a six-foot-diameter circle. Flanking 
  this door are six additional cast iron doors, three on the north 
  wall and three on the south. On the chamber’s west wall, a 
  steep staircase rises to meet the streets of Koor. 
  Closer inspection of the blank portion of the ornamental 
  doors in the east wall reveals a circular recess that can 
  hold six wedge-shaped mosaic pieces. Unfortunately these 
  pieces are missing, and without them, the doors leading 
  to area 2c remain sealed. The six cast iron doors lining 
  the hall’s north and south flanks open into small rooms 
  that each contain one of the missing pieces (areas 2b). Once 
  they have obtained the pieces, the PCs must place them 
  into the door in the proper sequence. A DC 15 Knowledge 
  (religion) check allows any PC to immediately recognize 
  the proper order, as the patterns on the sections then form 
  a Toragdan rune. Otherwise, PCs may use skill or force to 
  gain access, as the lock may be dismantled with a DC 30 
  Disable Device check. The doors are 3-inch-thick sheets of 
  iron, with hardness 10, 90 hit points, and a Break DC 30.
  The mosaic that decorates the hall honors Torag, and 
  consists of thousands of 2-square-inch tiles. A DC 25 
  Perception check reveals one tile in the shape of a regular 
  hexagon slightly protruding from the otherwise smooth 
  wall opposite the secret door. If anyone presses this tile, 
  
  The Forbidden Furnace
  The Ruins of Koor
  1 square = 5 feet
  1 square = 25 feet
  2a
  2c
  2d
  2e
  fulcrum
  S
  S
  S
  S
  2b
  2b
  2b
  2b
  3a
  3b
  4a
  4d
  4b
  4b
  4b
  4c
  2b
  2b
  1
  2
  4
  50 ft.
  50 ft.
  PAthfinder Society ScenArio
  8
  
  the forbidden furnAce of forgotten Koor
  9
  Skills Perception +2, Stealth +0
  SQ construction points (6 CP; additional attacks, amalgam, 
  guardian, metal)
  Special aBilitieS
  amalgam (ex, 2 cp) The object is made up of smaller but 
  similar objects. Its ability to constantly shift its form grants 
  it immunity to critical hits and flanking. It also does not 
  take additional damage from precision-based attacks like 
  sneak attacks. The object can move through spaces half its 
  size without squeezing, and receives a +10 racial bonus on 
  Stealth checks.
  Guardian (ex, 1 cp) The object has been granted the ability 
  to follow basic orders and watch for enemies, changing 
  its Wisdom to 10 and giving it a +2 racial bonus on 
  Perception checks.
  Tier 10–11 (CR 12)
  animate hoard 
  cr 12
  Advanced animated object
  N Huge construct
  init –2; Senses darkvision 60 ft., low-light vision; Perception +2
  deFenSe
  ac 21, touch 8, flat-footed 21 (–2 Dex, +15 natural, –2 size)
  hp 137 (13d10+53) 
  Fort +4, ref +2, Will +4
  defensive abilities hardness 10; immune construct traits
  oFFenSe
  Speed 30 ft.
  melee 2 slams +21 (1d8+10 plus grab)
  Special attacks smother (1d8+10), trample (1d8+15, DC 26)
  tacticS
  Before combat The animate hoard hides among the false 
  treasure, waiting to waylay anyone intent on claiming the 
  lamp-key.
  during combat The animate hoard focuses on any creature 
  carrying the lamp-key, employing its slam attacks in an 
  effort to smother grappled foes. If the lamp is dropped 
  or the creature wielding it falls unconscious, the animate 
  hoard tramples all creatures in the room, attempting to 
  force them out of the chamber.
  morale This mindless construct fights until destroyed, or until 
  the PCs leave the chamber.
  StatiSticS
  Str 30, dex 6, con —, int —, Wis 10, cha 1
  Base atk +13; cmB +25; cmd 33
  Skills Perception +2, Stealth +0
  SQ construction points (12 CP; additional attacks, amalgam, 
  grab, guardian, metal, smother, toughness, trample)
  Special aBilitieS
  amalgam (ex, 2 cp) The object is made up of smaller but 
  similar objects. Its ability to constantly shift its form grants 
  it immunity to critical hits and flanking. It also does not 
  eFFectS
  trigger proximity (alarm); reset none; Bypass the pass phrase 
  to bypass the trap is “glory be to the Father of Creation” 
  spoken in Keleshite
  effect spell effect (maximized flame strike, 48 fire damage, 
  DC 17 Reflex save for half damage); multiple targets (all 
  targets in a 10-ft.-radius cylinder)
  2c. The False Vault (CR 9 or CR 12)
  When the PCs enter area 2c, read the following aloud.
  A vast sea of coins, gemstones, and jewelry floods this large 
  room, leaving only a narrow path that winds towards a single 
  dais on the room’s western edge. Sitting on this dais rests a 
  lone, bejeweled lamp.
  This vault contains hundreds of brass shavings that 
  on first glance resemble minted coins. Pieces of glass 
  and gaudy costume jewelry are also mixed in among this 
  worthless pile of junk. The lamp on the dais has value, but 
  not in a monetary sense; while this is not Moukadeem’s 
  lamp, close inspection reveals a phrase written in Common 
  on the lamp’s hexagonal base that acts as a clue on how to 
  open the secret door in area 2a (see Handout #3).
  Creature: This false treasure chamber is guarded by an 
  animate hoard, stealthily hidden among the decoy wealth.
  Tier 7–8 (CR 9)
  animate hoard 
  cr 9
  Advanced animated object
  N Huge construct
  init –2; Senses darkvision 60 ft., low-light vision; Perception +2
  deFenSe
  ac 21, touch 8, flat-footed 21 (–2 Dex, +15 natural, –2 size)
  hp 111 (13d10+40) 
  Fort +4, ref +2, Will +4
  defensive abilities hardness 10; immune construct traits
  oFFenSe
  Speed 30 ft.
  melee 2 slams +21 (1d8d+10)
  tacticS
  Before combat The animate hoard hides among the false 
  treasure, waiting to waylay anyone intent on claiming the 
  lamp-key.
  during combat The animate hoard focuses on the creature 
  carrying the lamp-key; if that creature falls or gets rid of the 
  decoy, the construct targets the creature nearest the decoy.
  morale This mindless construct fights until destroyed, or until 
  the PCs leave the chamber.
  StatiSticS
  Str 30, dex 6, con —, int —, Wis 10, cha 1
  Base atk +13; cmB +25; cmd 33
  
  PAthfinder Society ScenArio
  10
  take additional damage from precision-based attacks like 
  sneak attacks. The object can move through spaces half its 
  size without squeezing, and receives a +10 racial bonus on 
  Stealth checks.
  Guardian (ex, 1 cp) The object has been granted the ability 
  to follow basic orders and watch for enemies, changing 
  its Wisdom to 10 and giving it a +2 racial bonus on 
  Perception checks.
  Smother (ex, 1 cp) The object may smother a creature with 
  a successful grapple check, dealing 1d8+10 points of 
  bludgeoning damage as it draws its victim into its body.
  toughness (ex, 2 cp) The object gains 2 additional hit points 
  for each Hit Die it possesses.
  Mission Notes: Qadira faction PCs may wish to search 
  the false treasure hoard for the signet ring Pasha Muhlia 
  Al-Jakri seeks. Among the false treasure, they may locate 
  a platinum ring engraved with the image of a lammasu 
  surrounded by seven small sapphires with a successful DC 
  30 Perception check. Retrieving the ring and returning it to 
  their faction earns Qadira faction PCs 1 Prestige Award.
  2d. Secret Corridor (CR 7 or CR 10)
  A DC 20 Perception check made in the eastern half of the 
  long hallway allows a PC to notice jagged grooves in the 
  otherwise smooth flagstones, running the length of the 
  hallway. A DC 15 Survival check identifies these grooves as 
  scratch marks from incredibly sharp and bestial claws, as 
  if giant talons had been raked down the center of the hall.
  Traps: Once a creature or combination of creatures 
  weighing more than 250 pounds crosses the counter 
  beam (past the 30-foot point, as indicated on the map), 
  the hallway violently tilts down, creating a deadly slide 
  into a pool of molten magma.
  Tier 7–8 (CR 7)
  counterweight corridor trap  
  cr 7
  type mechanical; perception DC 25; disable device DC 25
  eFFectS
  trigger location; reset automatic
  effect when 250 lbs. of weight or more are applied to the 
  western 30 ft. of the corridor, the entire floor tilts violently 
  on its fulcrum, causing victims to slide forward into the 
  magma; 3-ft.-deep pit of lava (2d6 fire damage/round, plus 
  1d6 fire damage per round for 1d3 rounds after emerging, 
  Reflex DC 18 avoids); multiple targets (all creatures within 
  30 feet of the fulcrum point)
  Tier 10–11 (CR 10)
  counterweight corridor trap  
  cr 10
  type mechanical; perception DC 29; disable device DC 29
  eFFectS
  trigger location; reset automatic
  effect when 250 lbs. of weight or more are applied to the 
  western 30 ft. of the corridor, the entire floor tilts violently 
  on its fulcrum, causing victims to slide forward into the 
  magma; 3-ft.-deep pit of lava (2d6 fire damage/round, plus 
  1d6 fire damage per round for 1d3 rounds after emerging, 
  Reflex DC 22 avoids); multiple targets (all creatures within 
  30 feet of the fulcrum point)
  Development: PCs who fall into the magma flow may 
  wade through the magma at half speed and climb to 
  safety at the launching point (area 2e) with a DC 10 Climb 
  check. PCs without the ability to fly may have difficulty 
  reaching the end of the hallway without triggering the 
  trap; feel free to reward creative solutions.
  2e. Launching Point
  Read the following aloud when the PCs reach the end of 
  the hall.
  The worked walls of the vault quickly fall away, revealing an 
  underground river of molten magma. The biting smell of burning 
  sulfur hangs heavy in the air. The smooth obsidian walls of this 
  natural cavern reflect the soft glow of the burning magma flow 
  below, casting the chamber in a red haze that highlights another 
  grand mosaic. A natural obsidian path connects this chamber’s 
  dock to a series of caves on its north and south shores. 
  The mosaic adorning the north and south walls of 
  the landing depicts all manner of Qadiran warriors 
  proudly flying on magnificently-woven rugs. This mosaic 
  provides a hint toward how the PCs may travel further 
  along the molten river, for several 5-foot-by-5-foot carpets 
  of flying usually rest within this room, but the crazed naga 
  guardian took them deeper into his den (area 3a). A DC 
  15 Perception check reveals several 5-foot-by-5-foot dust-
  free areas, as until recently, the magic carpets covered the 
  floor here.
  Three feet below the level of the landing and 2 feet 
  above the magma stand a dozen solid stone pillars—fallen 
  chunks of obsidian—creating a path to reach several cave 
  openings on the river’s molten banks. These magma-free 
  pillars are wide and stable, and allow PCs to cross with a 
  DC 5 Acrobatics check; failure by 10 or more results in the 
  PC falling into the magma below (see area 2d for details 
  on the magma).
  Mission Notes: Osirion faction PCs should be interested 
  in the mosaic tile mural here. A DC 30 Perception check 
  identifies several raised dots that act as a tactile code 
  hidden throughout the mural. Recording this code, as 
  well as those throughout the Furnace, earns Osirion 
  faction PCs 1 Prestige Award.
  
  CurinG insanity
  An insane creature may save against the effects of its 
  affliction once per week against the insanity’s Will DC. On 
  a successful save, the DC for future saves is reduced by the 
  creature’s Charisma modifier; when the save DC on any 
  insanity reaches 0, the affliction is cured. Lesser restoration 
  has no effect on an insanity, while restoration reduces the 
  insanity’s save DC by the caster’s level. Additionally, greater 
  restoration, heal, limited wish, miracle, or wish immediately 
  cure any insanity. For more information on insanity, see 
  page 250 of the Pathfinder RPG GameMastery Guide.
  the forbidden furnAce of forgotten Koor
  11
  Game Mastery Guide), resulting in her alignment shifting 
  to chaotic evil and granting her a +10 competence bonus 
  on Bluff checks to hide her insanity. She attempts to hide 
  her psychosis from the PCs while interacting with them, 
  but they may recognize her damaged mental state with a 
  successful Sense Motive check against her Bluff. Should 
  they wish to do so, the PCs may attempt to cure her using 
  the rules outlined in the Curing Insanity sidebar; the 
  current save DC against the effects of Alfashti’s psychosis 
  is DC 12.
  If the PCs speak to Alfashti, she spins a web of lies in 
  an effort to misdirect them regarding both Moukadeem’s 
  prison and her own insanity. She greets the PCs with 
  feigned politeness, and offers to assist them. The PCs may 
  have questions for the hate-filled naga; Alfashti’s answers 
  to several likely questions are included below.
  Are these carpets of flying, and may we use them? 
  “These are but fine pieces of art, enchanted with protective 
  magic to preserve them in the extreme heat. They mean 
  little to me; you may have them if you wish.” (False)
  Have you seen Zahra? “No, I do not know anyone 
  named Zahra.” (False)
  How do we find Moukadeem’s lamp? “This lamp rests 
  ahead, but I warn you that while the doors open easily, the 
  area is trapped. If you touch the lamp under the effects 
  of any spell, the lamp’s magic creates a painful backlash. 
  It’s best to approach the lamp without the protection of 
  magical wards.” (False)
  What are you doing here? “I am the protector of Koor, 
  descended from a long line of guardians; it is my duty 
  to see to it that no one releases Moukadeem from his 
  imprisonment.” (True)
  What can we expect ahead? “The chamber beyond 
  the burning river f loods and freezes with the power 
  of Moukadeem, so be warned! If you dare to venture 
  forth, protect yourselves from the effects of extreme 
  cold.” (False)
  What can you tell us about Moukadeem? “He ravaged 
  this area over 700 years ago, and his evil knows no bounds. 
  He offers no mercy, and often torments his prey. Luckily 
  3. The Burning Flow
  This twisting river of magma flows east to west before 
  making a hairpin turn to the south and finally diving 
  under the landing at area 4a. At its deepest point it reaches 
  3 feet deep; any PC caught in its burning fluid takes 2d6 
  points of fire damage per round and 1d6 points of fire 
  damage each round for 1d3 rounds after emerging. The 
  flow travels at a constant speed of 120 feet per round.
  Several natural caves twist off the molten shore of the 
  magma river; treat these passages and caverns as hewn 
  stone. The magma provides dim light throughout area 3.
  3a. Clutch of the Naga 
  (CR 9 or CR 12)
  Read the following aloud when the PCs enter this area.
  The obsidian passage leads to a large vaulted cavern where a 
  series of jet glass stairs rise ten feet to a round platform. Thick 
  mucus coat the chamber’s floor, on which lie several broken 
  shells. A large mass of coils lies motionless at the stair’s base 
  next to several rolled up, elaborately patterned rugs.
  This chamber has long served as the nest of the line of 
  guardian nagas that remained to protect the Forbidden 
  Furnace after the Toragdans abdicated their role as its 
  wardens. Here, generations of dedicated protectors have 
  been hatched in the warmth from the magma flow, each 
  tasked with carrying on its parents’ solemn duty. Of each 
  generation, a mated pair remain to carry on the line, the 
  male guarding against Moukadeem’s accidental escape, 
  and the female patrolling the ruined city above to keep 
  tomb raiders away. When the Mad Marid’s insanity 
  overpowered the seals on his prison and leaked into the 
  Furnace’s nearly-abandoned chambers, the nagas were the 
  most notable victims. After months of constant exposure 
  to Moukadeem’s escaping insanity, both the male and 
  female guardians were eventually driven utterly mad.
  When the crazed nagas discovered that Zahra had snuck 
  past them several weeks ago, the revelation of their failure 
  as guardians threw them into a state of uncontrollable 
  rage. They fought tirelessly for days, retreating to plot 
  against one another when weakened and drained of 
  restorative magic. Eventually the female, Alfashti, slew 
  her mate, Bourondor, leaving his corpse in a haphazard 
  pile at the foot of the stairs to their nest.
  Broken eggs now cover the floor, as Alfashti has been 
  systematically destroying the incubating clutch before 
  they hatch.
  Creature: Alfashti is currently distracted, feasting on 
  her most clutch of eggs, and takes a –5 penalty on any 
  Perception checks to notice the PCs’ approach. The naga 
  suffers from psychosis (see page 251 of the Pathfinder RPG 
  
  PAthfinder Society ScenArio
  12
  he rots within an extra-dimensional prison that takes the 
  form of an iron lamp.” (True)
  What happened to the dead naga near the stairs? “The 
  madness got to him. I caught him eating these eggs, and 
  was forced to protect my young, but it was in vain; my 
  eggs were already spoiled.” (False)
  Why are you destroying your eggs? “It pains me 
  greatly, but the binding seals on Moukadeem’s lamp 
  have weakened, and his distraught psyche infects the 
  Forbidden Furnace with his madness. Moukadeem’s taint 
  has contaminated these eggs, so they are spoiled.” (False)
  Why are you eating your eggs? “These eggs are 
  contaminated by Moukadeem’s insanity and must be 
  destroyed; I hope that ingesting his foul essence may 
  prevent it from harming anyone else.” (False)
  Alfashti doesn’t initiate combat with the PCs, no matter 
  how much they might provoke her, instead preferring 
  to simply mislead them with her lies. If the PCs fall for 
  her deception, she waits for them to leave before casting 
  greater invisibility and following them, waiting until they 
  are distracted before striking. 
  Tier 7–8 (CR 9)
  alfashti 
  cr 9
  Female young guardian naga (Pathfinder RPG Bestiary 212, 295)
  CE Medium aberration 
  init +8; Senses darkvision 60 ft.; Perception +23
  deFenSe
  ac 29, touch 18, flat-footed 21 (+4 armor, +8 Dex, +7 natural)
  hp 90 (12d8+36)
  Fort +7, ref +14, Will +12
  oFFenSe
  Speed 40 ft.
  melee bite +12 (1d8+4 plus poison)
  ranged spit +17 touch (poison)
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—divine power, greater invisibility
  3rd (7/day)—cure serious wounds, dispel magic, lightning bolt 
  (DC 17)
  2nd (7/day)—detect thoughts (DC 16), lesser restoration, 
  scorching ray, see invisibility
  1st (7/day)—cure light wounds, divine favor, expeditious 
  retreat, mage armor, magic missile
  0 (at will)—daze (DC 14), detect magic, light, mage hand, 
  open/close, ray of frost, read magic, stabilize
  tacticS
  Before combat Alfashti casts mage armor each day, ensuring 
  that she’s always protected from her many perceived 
  enemies (already included in her stats). If the naga notices 
  the PCs before they engage her, she casts divine power, 
  anticipating that she will need to kill them sooner rather 
  than later.
  during combat Once combat begins, Alfashti casts greater 
  invisibility before launching an offensive. She favors 
  lightning bolt and magic missile, knowing intelligent PCs 
  will have protected themselves against fire attacks because 
  of their proximity to so much magma. While she prefers 
  magical attacks, the naga is not opposed to using her bite 
  and spit attacks.
  morale While suffering from psychosis, Alfashti fights to the 
  death; if cured, she immediately surrenders.
  StatiSticS
  Str 17, dex 27, con 16, int 16, Wis 19, cha 18
  Base atk +9; cmB +12; cmd 30
  Feats Alertness, Blind-Fight, Combat Casting, Combat 
  Expertise, Eschew MaterialsB, Improved Trip, Lightning 
  Reflexes
  Skills Bluff +16 (+26 to hide her insanity), Diplomacy +16, 
  Knowledge (arcana) +18, Perception +23, Sense Motive +20, 
  Spellcraft +18, Stealth +23
  languages Celestial, Common
  SQ Psychosis
  Special aBilitieS
  psychosis (ex) Alfashti is filled with hatred for the world and 
  plots to destroy everything and everyone around her. Her 
  alignment shifts from lawful good to chaotic evil, and she 
  gains a +10 competence bonus on Bluff checks made to 
  hide her insanity.
  poison (ex) Bite—injury or spit—contact; save Fort DC 19;  
  frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 
  consecutive saves.
  Tier 10–11 (CR 12)
  alfashti 
  cr 12
  Female advanced guardian naga (Pathfinder RPG Bestiary 212)
  CE Large aberration 
  init +10; Senses darkvision 60 ft.; Perception +27
  deFenSe
  ac 29, touch 16, flat-footed 22 (+4 armor, +6 Dex, +1 dodge, 
  +9 natural, –1 size)
  hp 152 (16d8+80)
  Fort +10, ref +13, Will +14
  oFFenSe
  Speed 40 ft.
  melee bite +16 (2d6+7 plus poison)
  ranged spit +17 touch (poison)
  Space 10 ft.; reach 10 ft.
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—divine power, greater invisibility
  3rd (7/day)—cure serious wounds, dispel magic, lightning bolt 
  (DC 17)
  2nd (7/day)—detect thoughts (DC 16), lesser restoration, 
  scorching ray, see invisibility
  1st (7/day)—cure light wounds, divine favor, expeditious 
  
  seismiC aCtivity
  When the PCs enter area 3b, at the beginning of each 
  round, roll 1d10 and consult the following table.
  roll 
  result
  1–4 
  No seismic activity.
  5–7 
  Tremors shake the cavern. Randomly select 
  one creature; sharp rocks rain down upon 
  it from above, knocking it prone (DC 15 
  Reflex save for half, negates prone).
  8–10 
  Lava bubbles explode from the flow’s surface, 
  showering both the beaches and the area 
  between with molten rock (Tier-dependent 
  damage, DC 15 Reflex save for half).
  the forbidden furnAce of forgotten Koor
  13
  no one pass. We call him the Furnace Master.” Morosely, 
  she collects any intact eggs and quickly exits the vault.
  Treasure: Several 5-foot-by-5-foot carpets of flying (one 
  for each PC) lie amid the other rugs. Hidden beneath the 
  rugs, a detailed historical account of Torag’s followers in 
  Koor sits tucked in a nondescript leather satchel.
  Mission Notes: Andoran faction PCs should be interested 
  in the naga’s eggs. If an Andoran faction PC helps to 
  cure the naga of her psychosis, a DC 10 Diplomacy check 
  convinces Alfashti to provide the PC with an intact egg. If 
  the PCs destroy the crazed Alfashti, a DC 20 Perception 
  check uncovers an egg that escaped infanticide. Collecting 
  an egg through either method earns Andoran faction PCs 
  1 Prestige Award.
  Taldor faction PCs should be interested in the historical 
  account in the satchel; retrieving it earns Taldor faction 
  PCs 1 Prestige Award. 
  Rewards: If the PCs either cure or defeat Alfashti, 
  reward each tier thusly:
  All Tiers:
  Give each player 1,667 gp.
  3b. Magic Carpet Ride 
  (CR 9 or CR 12)
  Read the following aloud when the PCs enter this area.
  A burning river of molten magma bubbles and churns, surging 
  ever forward, smoldering the edges of its obsidian shores. 
  Globs of molten rock shoot skyward, only to splatter against 
  the ceiling some 40 feet above. The resulting impact causes 
  globules of magma and sharp debris fragments to cascade 
  into the magma stream below. Two small beaches rest to the 
  east and west of this section of the underground flow.
  Hazards: The seismic activity in this area causes large 
  bubbles to blast into the air from the quickly flowing 
  retreat, mage armor, magic missile
  0 (at will)—daze (DC 14), detect magic, light, mage hand, 
  open/close, ray of frost, read magic, stabilize
  tacticS
  Before combat Alfashti casts mage armor each day, ensuring 
  that she’s always protected from her many perceived 
  enemies (already included in her stats). If the naga notices 
  the PCs before they make engage her, she casts divine 
  power, anticipating that she will need to kill them sooner 
  rather than later.
  during combat Once combat begins, Alfashti casts greater 
  invisibility before launching an offensive. She favors 
  lightning bolt and magic missile, knowing intelligent PCs 
  will have protected themselves against fire attacks because 
  of their proximity to so much magma. While she prefers 
  magical attacks, the naga is not opposed to using her bite 
  and spit attacks.
  morale While suffering from psychosis, Alfashti fights to the 
  death; if cured, she immediately surrenders.
  StatiSticS
  Str 21, dex 23, con 20, int 16, Wis 19, cha 18
  Base atk +12; cmB +18; cmd 35
  Feats Alertness, Blind-Fight, Combat Casting, Combat 
  Expertise, Dodge, Eschew MaterialsB, Improved Initiative, 
  Improved Trip, Lightning Reflexes
  Skills Bluff +20 (+30 to hide her insanity), Diplomacy +20, 
  Knowledge (arcana) +22, Perception +27, Sense Motive +24, 
  Spellcraft +22, Stealth +21
  languages Celestial, Common
  SQ Psychosis
  Special aBilitieS
  psychosis (ex) Alfashti is filled with hatred for the world and 
  plots to destroy everything and everyone around her. Her 
  alignment shifts from lawful good to chaotic evil, and she 
  gains a +10 competence bonus on Bluff checks made to 
  hide her insanity.
  poison (ex) Bite—injury or spit—contact; save Fort DC 
  23; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 
  consecutive saves.
  Development: If the PCs cure Alfashti of her psychosis, 
  she is overwhelmed with remorse over her actions, 
  especially concerning her mate and clutch. She quickly 
  agrees to let the PCs take the flying carpets and proceed 
  further into the furnace. If prompted by the PCs, Alfashti 
  agrees to let the Pathfinders take Moukadeem’s lamp 
  back to the Pathfinder Lodge for safekeeping, as she no 
  longer possesses the will to guard it after her abhorrent 
  behavior. If asked about Zahra, Alfashti hisses angrily 
  and states, “That girl unleashed Moukadeem’s madness 
  and she foolishly seeks to steal the lamp”. If asked about 
  what to expect ahead, she simply replies, “An uncaring 
  elemental of flame awaits. He powers the furnace and lets 
  
  PAthfinder Society ScenArio
  14
  magma stream, crashing into the ceiling above (see page 
  234 of the Pathfinder RPG GameMastery Guide). This results 
  in a shower of magma raining down onto the magma flow 
  and the beaches. These magma bubbles erupt into a 15-foot 
  radius, striking all creatures in the area. In Tier 7–8, each 
  creature caught in the magma bubbles’ area must make a 
  DC 15 Reflex save or take 4d6 points of damage from the 
  shower of molten rock. In Tier 10–11, the damage from the 
  rain of magma is 12d6. A successful Reflex save reduces 
  this damage in half. Furthermore, those under cover or 
  capable of covering themselves (as with a shield) gain a +2 
  bonus on this save.
  In addition to the magma bubbles, violent tremors 
  also assail this cavern, causing debris to fall from above. 
  Anyone under the falling rocks takes 4d6 points of 
  damage, and may fall prone. A successful DC 15 Reflex save 
  allows a creature to maintain its balance, and reduces the 
  damage from the falling debris by half. 
  At the beginning of each initiative pass, refer to the 
  Seismic Activity table on page 13 to determine whether a 
  magma bubble or tremor rips through the cavern. These 
  effects increase the CR of the encounter by +1.
  Creature: Before the Toragdan clergy who watched 
  over the Forbidden Furnace left Koor centuries ago, they 
  bound a powerful fire elemental—the Furnace Master—
  to guard Moukadeem’s vault, hoping the outsider’s fiery 
  essence would keep the Mad Marid in a weakened state. 
  The Furnace Master now basks on the obsidian beaches, 
  taking in the magma’s radiant heat. It attacks any creature 
  attempting to pass through area 3b.
  Tier 7–8 (CR 9)
  Furnace master 
  cr 8
  Advanced huge fire elemental (Pathfinder RPG Bestiary 124, 294)
  N Huge outsider (elemental, extraplanar, fire)
  init +13; Senses darkvision 60 ft.; Perception +15
  deFenSe
  ac 25, touch 18, flat-footed 15 (+9 Dex, +1 dodge, +7 
  natural, –2 size)
  hp 105 (10d10+50)
  Fort +12, ref +16, Will +7
  dr 5/—; immune elemental traits, fire
  Weaknesses vulnerable to cold
  oFFenSe
  Speed 60 ft.
  melee 2 slams +17 (2d6+6 plus burn)
  Space 15 ft.; reach 15 ft.
  Special attacks burn (2d6, DC 20)
  StatiSticS
  Str 22, dex 29, con 20, int 10, Wis 15, cha 15
  Base atk +10; cmB +18; cmd 38
  Feats Combat Reflexes, Dodge, Improved InitiativeB, 
  Iron Will, Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +22 (+34 jump), Climb +19, Escape 
  Artist +22, Intimidate +15, Knowledge (planes) +13, 
  Perception +15
  languages Ignan
  Tier 10–11 (CR 12)
  Furnace master 
  cr 11
  N elder fire elemental 
  hp 152 (Pathfinder RPG Bestiary 125)
  4. Moukadeem’s Vault
  The ceilings of this area reach a height of 8 feet 
  and, as in area 2a, a layer of mosaic tiles covers 
  Furnace Master
  
  the forbidden furnAce of forgotten Koor
  15
  the upper crest of this cast iron wall starting at a height 
  of 4 feet. 
  4a. Grand Hall (CR 6 or CR 9)
  Read the following aloud when the PCs enter area 4a.
  A mosaic covers the upper half of this iron hall. The mosaic 
  depicts a sad scene, for several Qadirans lie dead and burning 
  before a mighty temple and their families weep nearby. The 
  scene flows toward the south wall, where a man garbed 
  in white silk robes embroidered with gold thread looks to 
  the west with hopeful eyes. On the hall’s south wall, a set of 
  ornamental double door seems incomplete; its center is devoid 
  of decorations in a six-foot-diameter circle. Flanking this door, 
  four additional cast iron doors, two on the east wall and two on 
  the west, stand closed.
  Although this chamber resembles area 2a, the mosaic 
  puzzle here triggers a deadly trap instead of opening a 
  door. As in area 2a the ornamental door is recessed, but it 
  only has a spot for four wedged mosaic tiles. One of these 
  pieces waits in each of the areas labeled 4b, and the fourth 
  waits in area 4c. The ornamental door does not lead to 
  area 4d, and in fact isn’t a door at all, but rather a cleverly 
  hidden decoy. 
  Trap: If the PCs place all four wedges into this false 
  door, they trigger a flame strike trap similar to that in area 
  2b. The armor discovered in area 1a hints at this chamber’s 
  trap, but other signs may also provide perceptive PCs 
  with advance warning.
  Tier 7–8 (CR 6)
  Flame Strike trap 
  cr 6
  type magic; perception DC 30; disable device DC 30
  eFFectS
  trigger proximity (alarm); reset none
  effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex 
  save for half damage); multiple targets (all targets in a 
  10-ft.-radius cylinder in front of the door)
  Tier 10–11 (CR 9)
  Flame Strike trap 
  cr 9
  type magic; perception DC 33; disable device DC 33
  eFFectS
  trigger proximity (alarm); reset none
  effect spell effect (maximized flame strike, 48 fire damage, 
  DC 17 Reflex save for half damage); multiple targets (all 
  targets in a 10-ft.-radius cylinder in front of the door)
  Mission Notes: Osirion faction PCs should be interested 
  in the mosaic tile mural here. A DC 30 Perception check 
  identifies several raised dots that act as a tactile code 
  hidden throughout the mural. Recording this code, 
  as well as those found throughout the Furnace, earns 
  Osirion faction PCs 1 Prestige Award.
  4b. Black Furnaces
  These identical cast iron rooms each hold a mosaic piece 
  needed to fill the recess in the ornamental doors in area 
  4a. The pieces each rest on a clay shelf on the far wall 
  opposite the door to its room. The tiles are all 90-degree 
  wedges that measure 3 feet from base to tip. Smelted from 
  solid brass and adorned with Toragdan iconography, each 
  piece weighs approximately 15 pounds.
  4c. Torag’s Path (CR 8 or CR 11)
  Identical to areas 4b, this room holds the fourth tile piece. 
  In addition to the final tile wedge, a familiar hexagonal 
  mosaic piece protrudes slightly from the east wall. A DC 
  15 Perception check reveals the protruding tile piece; 
  when pressed, it opens the secret door leading to area 
  4d. Locating the sealed door requires a DC 30 Perception 
  check, and opening it without using the hexagonal tile 
  requires a DC 30 Disable Device check.
  Trap: The 20-foot curved passage leading to area 4d is 
  full of a potent, insanity-inducing fog—the same insanity 
  mist that drove the guardian nagas to madness.
  Tier 7–8 (CR 8)
  insanity mist trap 
  cr 8
  type magic; perception DC 25; disable device DC 20
  eFFectS
  trigger location; reset none
  effect poison gas (insanity mist); never miss; onset delay  
  (1 round); multiple targets (all targets in the secret passage 
  between areas 4c and 4d)
  Tier 10–11 (CR 11)
  concentrated insanity mist trap 
  cr 11
  type magic; perception DC 29; disable device DC 25
  eFFectS
  trigger location; reset none
  effect poison gas (insanity mist); never miss; onset delay  
  (1 round); multiple targets (all targets in the secret passage 
  between areas 4c and 4d); any creature reduced to 0 
  Wisdom by the insanity mist may contract psychosis 
  (Pathfinder RPG GameMastery Guide 251) with an onset 
  time of 3d6 days (Will DC 20 negates). Psychosis shifts an 
  afflicted character’s alignment to chaotic evil, effectively 
  removing her from Pathfinder Society Organized Play until 
  the affliction is cured. See the Curing Insanity sidebar on 
  page 11.
  
  PAthfinder Society ScenArio
  16
  4d. The Vault of Moukadeem’s 
  Lamp (CR 10 or CR 13)
  Read the following aloud when the PCs enter this area.
  A foot of standing water covers the floor of this forty-by-
  thirty-foot chamber. A marble pedestal stands in a recessed 
  alcove on the south wall, on which rests a rune-encrusted iron 
  lamp. The walls bear intricate mosaics of a terrible water genie 
  tormenting the citizens of a lush river valley in various ways.
  This is the prison built to house Moukadeem’s lamp, 
  where he was meant to spend eternity under the watchful 
  eye of the Toragdan clergy. The entire chamber and all 
  its contents are under the permanent effects of both 
  dimensional anchor and obscure object, meant to prevent 
  others from discovering the vault and to keep Moukadeem 
  from escaping should he ever break free from his lamp. 
  Several weeks ago, Zahra discovered the secret entrance to 
  this chamber from the streets above, allowing her to bypass 
  all the challenges the PCs had to contend with to reach 
  this point. When she reached the vault, she immediately 
  released Moukadeem from the lamp, demanded a wish for 
  her service, and was granted madness.
  Since then, she has remained here with her marid lover 
  planning the destruction of Qadira and the eventual 
  takeover of the entire Inner Sea region, surviving on 
  her ring of sustenance. During this time, Moukadeem has 
  periodically utilized his create water spell-like ability to 
  fill the room with a foot of clear standing water in which 
  he luxuriates while he and Zahra make their plans.
  The door from area 4c remains open once activated, but 
  the secret panel in the room’s southeast corner—leading 
  to a steep spiral stair that climbs up to Koor’s streets—is 
  closed. It may be located with a DC 32 Perception check. 
  To open the door, a PC must succeed on a DC 30 Disable 
  Device check, or must press a hidden switch beneath 
  Moukadeem’s lamp. PCs searching the pedestal may 
  locate this switch with a DC 25 Perception check.
  Creatures: Moukadeem and Zahra have turned this 
  austere prison into a wet lair in which they now rest and 
  plot their future schemes. When the PCs arrive, they sit 
  facing one another in the center of the room, resting in 
  the cool, still water covering the floor. If the PCs set off 
  the flame strike trap in area 4a or make excessive noise 
  by banging on the decoy doors between 4a and 4d, allow 
  both Moukadeem and Zahra Perception checks to hear 
  their approach and prepare for visitors. If the PCs are 
  quiet, or Moukadeem and Zahra fail their checks, they 
  become aware of the PCs’ approach only when the secret 
  door from area 4c slides open.
  Both of the room’s inhabitants are mad, and instantly 
  see the PCs as enemies and threats—interlopers coming 
  to squash their intricate plans before they have the chance 
  to reach fruition. Moukadeem’s insanity is permanent 
  and cannot be removed save with a wish or miracle. 
  Zahra, on the other hand, has merely been afflicted with 
  temporary insanity, which may be cured as noted in the 
  Curing Insanity sidebar on page 11. In Tier 7–8, she has 
  already saved six times against the affliction in the past 
  weeks, and the save DC to overcome its effects has been 
  reduced to 8. In Tier 10–11 she has saved three times, 
  reducing the save DC to 11.
  Tier 7–8 (CR 10)
  Zahra 
  cr 7
  Female undine bard (arcane duelist) 7/fighter 1 (Pathfinder RPG 
  Advanced Player’s Guide 80, Pathfinder RPG Bestiary 2 275)
  CE Medium outsider (native)
  init +3; Senses darkvision 60 ft.; Perception +0
  deFenSe
  ac 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
  hp 63 (8 HD; 7d8+1d10+23)
  Fort +5, ref +8, Will +5
  resist cold 5
  oFFenSe
  Speed 30 ft., swim 30 ft.
  melee +1 scorpion whip** +11/+6 (1d4+1)
  Special attacks bardic performance 18 rounds/day 
  (bladethirst*, distraction, fascinate, inspire competence +3, 
  inspire courage +2, rallying cry*)
  Spell-like abilities (CL 8th; concentration +10)
  1/day—hydraulic push*
  Bard Spells Known (CL 7th; concentration +9)
  3rd (1/day)—displacement, haste
  2nd (4/day)—cat’s grace, glitterdust (DC 14), heroism, 
  mirror image
  1st (5/day)—comprehend languages, cure light wounds, detect 
  secret doors, expeditious retreat, grease (DC 13)
  0 (at will)—detect magic, ghost sound, know direction, light, 
  read magic, summon instrument
  tacticS
  Before combat When the secret door to area 4d opens, Zahra 
  prepares for intruders by casting heroism, cat’s grace and 
  haste, in that order. If she has time, she also casts heroism 
  and displacement on Moukadeem, using her arcane bond to 
  cast the additional 3rd-level spell.
  during combat One the first round of combat, Zahra uses 
  her bladethirst bardic performance to give her scorpion 
  whip the shock special property. She acts as support for 
  Moukadeem, using her whip from distance either to deal 
  direct damage or to trip and disarm those attacking him 
  outright, and buffing his defenses as much as she can with 
  her spells. Whenever possible, Zahra uses her Arcane Strike 
  feat to boost the damage output with her whip.
  
  the forbidden furnAce of forgotten Koor
  17
  morale If cured of her insanity during combat, Zahra 
  surrenders immediately. If she remains insane and 
  Moukadeem falls in battle, she flies into a rage, casting 
  no more spells and making full attacks each round. While 
  afflicted with psychosis, Zahra fights to the death.
  StatiSticS
  Str 10, dex 17, con 12, int 13, Wis 10, cha 14
  Base atk +6; cmB +6; cmd 20
  Feats Arcane StrikeB, Combat CastingB, Combat Expertise, 
  DisruptiveB, Dodge, Toughness, Weapon Finesse, Weapon 
  Focus (whip)
  Skills Diplomacy +10, Intimidate +10, Knowledge (arcana) +11, 
  Knowledge (history) +11, Knowledge (planes) +11, Perform 
  (act) +12, Perform (dance) +12, Swim +7, Use Magic Device +12
  languages Aquan, Common, Keleshite
  SQ arcane bond (whip), psychosis
  Gear +2 chain shirt, +1 scorpion whip, ring of 
  sustenance, journal (written in Aquan)
  Special aBilitieS
  psychosis (ex) Zahra is afflicted with the 
  psychosis insanity, shifting her alignment 
  from neutral good to chaotic evil and 
  granting her a +10 bonus on Bluff checks to 
  hide her insanity.
  * See the Advanced Player’s Guide.
  ** See the Pathfinder Companion: 
  Adventurer’s Armory.
  moukadeem 
  cr 9
  CE male marid 
  hp 114 (Pathfinder RPG Bestiary 142)
  tacticS
  Before combat When the secret 
  door to his chamber opens, 
  Moukadeem casts see invisibility 
  and obscuring mist.
  during combat Moukadeem lashes out 
  violently at the PCs, using his water’s fury 
  attack in the first round against the first PC 
  to enter the room in the hope of blinding her, 
  then resorting to physical attacks. If the PCs 
  specifically avoid dealing lethal damage to 
  Zahra or attempt to cure her insanity, 
  give Moukadeem a DC 20 Sense 
  Motive check each round to 
  realize this. If he succeeds, 
  he begins attacking Zahra, 
  recognizing that the PCs 
  want her alive.
  morale Moukadeem cannot 
  flee the lantern vault 
  because of the dimensional 
  anchor and fights to the death.
  Special aBilitieS
  psychosis (ex) Moukadeem is filled with hatred for the world, 
  and plots to destroy everything and everyone around him. 
  He has become chaotic evil and has a +10 competence 
  bonus on Bluff checks to hide his insanity.
  Tier 10–11 (CR 13)
  Zahra 
  cr 11
  Female undine bard (arcane duelist) 10/fighter 2 (Advanced 
  Player’s Guide 80, Pathfinder RPG Bestiary 2 275)
  CE Medium outsider (native)
  init +8; Senses darkvision 60 ft.; Perception +0
  deFenSe
  ac 23, touch 15, flat-footed 20 (+8 armor, +2 deflection, 
  +2 Dex, +1 dodge)
  hp 93 (12 HD; 10d8+2d10+34)
  Fort +7, ref +11, Will +8; +1 vs. fear
  defensive abilities bravery +1; resist cold 5
  oFFenSe
  Speed 20 ft., swim 20 ft.
  melee +2 scorpion whip** 
  +16/+11 (1d4+2)
  Special attacks bardic 
  performance 25 rounds/day 
  (bladethirst*, dirge of doom, 
  distraction, fascinate, inspire 
  competence +3, inspire courage +2, 
  inspire greatness, rallying cry*)
  Spell-like abilities (CL 12th; 
  concentration +15)
  1/day—hydraulic push*
  Bard Spells Known (CL 10th; concentration +13)
  4th (1/day)—cure critical wounds, greater 
  invisibility
  3rd (4/day)—blink, charm monster (DC 16), 
  displacement, haste
  2nd (5/day)—cat’s grace, glitterdust (DC 15), 
  heroism, hold person (DC 15), mirror image
  1st (6/day)—comprehend languages, cure 
  light wounds, detect secret doors, expeditious 
  retreat, grease (DC 14), undetectable alignment
  0 (at will)—detect magic, ghost sound, know 
  direction, light, read magic, summon instrument
  tacticS
  Before combat When the secret door to 
  area 4d opens, Zahra prepares 
  for intruders by casting 
  heroism, cat’s grace and 
  haste, in that order. 
  If she has time, she 
  also casts heroism 
  and displacement on 
  Zahra
  
  PAthfinder Society ScenArio
  18
  Moukadeem. Once she has buffed herself and the marid, 
  she casts greater invisibility.
  during combat One the first round of combat, Zahra uses 
  her bladethirst bardic performance to give her scorpion 
  whip an additional +1 enhancement bonus and the shock 
  special property. She acts as support for Moukadeem, using 
  her whip from a distance, either to deal direct damage or to 
  trip and disarm those attacking him outright, and buffing 
  his defenses as much as she can with her spells. Whenever 
  possible, Zahra uses her Arcane Strike feat to boost her 
  damage output with her whip.
  morale If cured of her insanity during combat, Zahra 
  immediately joins the PCs in defeating Moukadeem. If she 
  remains insane and Moukadeem falls in battle, she flies into 
  a rage, casting no more spells, and making full attacks each 
  round. While afflicted by psychosis, Zahra fights to the death.
  StatiSticS
  Str 10, dex 18, con 12, int 13, Wis 10, cha 16
  Base atk +9; cmB +9; cmd 25
  Feats Arcane StrikeB, Combat CastingB, Combat Expertise, 
  DisruptiveB, Dodge, Improved Disarm, Improved Initiative, 
  Improved Trip, Medium Armor ProficiencyB, SpellbreakerB, 
  Toughness, Weapon Finesse, Weapon Focus (whip)
  Skills Diplomacy +14, Intimidate +14, Knowledge (arcana) +14, 
  Knowledge (history) +14, Knowledge (planes) +14, Perform 
  (act) +16, Perform (dance) +16, Swim +4, Use Magic Device +16
  languages Aquan, Common, Keleshite
  SQ arcane armor*, arcane bond, psychosis
  Gear +2 chainmail, +2 scorpion whip, ioun stone (pink and 
  green sphere), ring of protection +2, wayfinder, journal 
  (written in Aquan)
  Special aBilitieS
  psychosis (ex) Zahra is afflicted with the psychosis insanity, 
  shifting her alignment from neutral good to chaotic evil and 
  granting her a +10 bonus on Bluff checks to hide her insanity.
  * See the Advanced Player’s Guide.
  ** See the Adventurer’s Armory.
  moukadeem 
  cr 11
  Male noble marid (Pathfinder RPG Bestiary 142)
  CE Large outsider (extraplanar, water)
  init +8; Senses darkvision 60 ft.; Perception +19
  deFenSe
  ac 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 147 (14d10+70)
  Fort +10, ref +13, Will +11
  oFFenSe
  Speed 20 ft., swim 60 ft.
  melee 2 slams +19 (2d6+6) or
  mwk trident +20/+15/+10 (2d6+9)
  Space 10 ft.; reach 10 ft.
  Special attacks vortex (1/10 minutes, 10–50 ft. tall, 1d8+4 
  damage, DC 23), water mastery, water’s fury (DC 21)
  Spell-like abilities (CL 20th; concentration +23)
  Constant—detect evil, detect good, detect magic, water walk
  At will—create water, invisibility, plane shift (willing targets 
  to elemental planes, Astral Plane, or Material Plane only), 
  purify food and drink (liquids only), quench
  5/day—control water, gaseous form, obscuring mist, water breathing
  3/day—cone of cold (DC 18), ice storm, see invisibility
  1/day—elemental swarm (water elementals only), permanent 
  image (DC 19), persistent image (DC 18)
  1/year—grant 1 wish (to non-genies only; already cast)
  tacticS
  Before combat When the secret door to his chamber opens, 
  Moukadeem casts see invisibility and obscuring mist.
  during combat Moukadeem lashes out violently at the PCs, 
  using cone of cold, elemental swarm, and ice storm as long as 
  he has the room to safely cast. When the PCs engage him in 
  melee, he resorts to physical attacks. If the PCs specifically 
  avoid dealing lethal damage to Zahra or attempt to cure her 
  insanity, give Moukadeem a DC 20 Sense Motive check each 
  round to realize this. If he succeeds, he begins attacking her, 
  recognizing that the PCs want her alive.
  morale Moukadeem cannot flee the lantern vault due to the 
  dimensional anchor and fights to the death.
  StatiSticS
  Str 23, dex 19, con 18, int 14, Wis 15, cha 16
  Base atk +14; cmB +21; cmd 36
  Feats Combat Casting, Combat Reflexes, Dodge, Great 
  Fortitude, Improved InitiativeB, Improved Natural Attack 
  (slams), Power Attack, Toughness
  Skills Craft (jewelry) +19, Diplomacy +20, Knowledge (planes) 
  +19, Perception +19, Sense Motive +19, Spellcraft +19, 
  Stealth +17, Swim +31
  languages Aquan, Auran, Common, Ignan, Terran, telepathy 100 ft.
  SQ change shape (water elemental, humanoid or giant, alter 
  self, elemental body III, or giant form I), psychosis
  Gear masterwork trident
  Special aBilitieS
  psychosis (ex) Moukadeem is filled with hatred for the world, 
  and plots to destroy everything and everyone around him. 
  He has become chaotic evil and has a +10 competence 
  bonus on Bluff checks to hide his insanity.
  Development: If the PCs manage to cure Zahra of her 
  affliction, she instantly realizes how Moukadeem tricked 
  her, and if he still lives, she joins the PCs in destroying 
  him. Once Moukadeem is slain, Zahra thanks the PCs for 
  freeing her from the Marid’s mad influence, begs to be 
  forgiven for any harm she may have brought upon them 
  while mad, and reveals the entire course of events that led 
  to her eventual discovery of the vault. She gladly shows the 
  PCs how to quickly exit the chamber through the direct 
  passage from the southeast corner of the room.
  
  the forbidden furnAce of forgotten Koor
  19
  Treasure: Three chests rest on the floor of the alcove, 
  surrounding the lamp’s pedestal. The first chest is filled 
  to the brim with ancient Qadiran trade bars; the second 
  chest holds a vast array of official documents, platinum 
  trade bars, and a large platinum disk bearing the ancient 
  seal of Koor; and the third chest holds a series of trade 
  bar molds and top plates, emblazoned with emblems no 
  longer used anywhere in the Inner Sea region.
  Moukadeem’s lamp is now simply a mundane iron 
  lamp, albeit one covered in intricate arcane runes. While 
  the Pathfinder Society likely has interest in it from a 
  historical standpoint, making it more valuable to the 
  organization than to a collector, it has a resale value of 20 
  gp on the open market.
  Mission Notes: Andoran faction PCs should be 
  interested in making a rubbing of the top plates of the 
  trade bar molds. An opposed Sleight of Hand or Stealth 
  check against any other creatures in the room lets the PCs 
  complete a rubbing without being noticed, earning them 
  1 Prestige Award.
  Cheliax faction PCs should be interested in copying down 
  the lamp’s binding seals, which they may do now or at any 
  time before selling the lamp for scrap or turning it over to 
  the Pathfinder Society for study. Copying these runes earns 
  Cheliax faction PCs 1 Prestige Award. When the PCs have 
  dealt with Zahra, Cheliax faction PCs should also attempt 
  to retrieve her whip. If she is dead, they may simply loot it 
  from her body, but if she is alive—whether sane or not—she 
  will only part with the weapon with a DC 25 Diplomacy or 
  Intimidate check. Retrieving the whip through any method 
  earns Cheliax faction PCs 1 Prestige Award.
  Osirion faction PCs should be interested in Zahra’s 
  journal or in speaking with her about the hidden 
  messages in the Forbidden Furnace’s murals. If sane, 
  Zahra admits that she discovered something in them 
  but couldn’t piece together the meaning. A DC 15 Sense 
  Motive check indicates that she speaks the truth. If she 
  is dead, PCs examining her journal find reference to a 
  hidden code as well as her growing frustration at her 
  inability to decipher it. The journal is written entirely 
  in Aquan, requiring PCs to speak the language, cast 
  comprehend languages or a similar spell, or make a DC 15 
  Linguistics check to piece her meaning from its pages. 
  Discovering proof, either verbal or written, that Zahra 
  has not deciphered the meaning of the hidden mosaic 
  code earns Osirion faction PCs 1 Prestige Award.
  Qadira faction PCs should be interested in the trade 
  bar molds here. Returning the molds to their faction 
  earns Qadira faction PCs 1 Prestige Award.
  Taldor faction PCs may wish to retrieve the ancient 
  seal of Koor, available amid the official documents and 
  trade bars in the second chest. Obtaining this relic earns 
  Taldor faction PCs 1 Prestige Award.
  Rewards: If the PCs retrieve the chests, cure or defeat 
  Zahra, and destroy Moukadeem, reward each tier thusly:
  Tier 7–8:
  Give each player 1,055 gp.
  Tier 10–11:
  Give each player 3,997 gp.
  concluSion
  With Moukadeem destroyed, the PCs may take the lamp 
  back to Katheer for study or sell it for scrap to the antiques 
  dealers in the city’s bazaars.
  If the PCs were unable to cure Zahra of her psychosis, 
  but return her alive to Katheer, the Pathfinder Society 
  expends the resources to cure her, as she represents an 
  invaluable investment for them. If, however, the PCs 
  return with her dead body, or simply leave it in Koor, 
  Venture-Captain Cassomiran chastises them for not 
  completing the mission, and sends them back to Absalom 
  in shame.
  If Zahra survives the final battle and recovers her 
  sanity, she admits that her greed for power and desire to 
  unlock her genie ancestry exposed both her and the PCs 
  to unnecessary danger. She readily agrees to go back to 
  Katheer and submit to the Decemvirate’s disciplinary 
  actions, should there be any.
  Faction miSSionS
  Andoran Faction: Andoran faction PCs who either 
  convince Alfashti to give them an egg, or save an egg from 
  the naga’s infanticide in area 3a earn 1 Prestige Award. 
  Andoran faction PCs who also copy the Qadiran trade 
  bar top plates in area 4d without being seen earn 1 bonus 
  Prestige Award.
  Cheliax Faction: Cheliax faction PCs who reproduce 
  the binding seals on Moukadeem’s lamp in area 4d earn 
  1 Prestige Award. PCs from the Cheliax faction who also 
  reclaim Paracountess Zarta Dralneen’s whip from Zahra 
  earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who discover the 
  tactile code in either area 2a, 2e, or 4a earn 1 Prestige 
  Award. Osirion faction PCs who also gain verbal or 
  written proof that Zahra doesn’t understand the code 
  earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who locate and 
  retrieve the signet ring in area 2c earn 1 Prestige Award. 
  Qadira faction PCs who also claim the Qadiran trade bar 
  molds in area 4d earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who locate the 
  historical accounts in area 3a earn 1 Prestige Award. PCs 
  from the Taldor faction who also claim the seal of ancient 
  Koor in area 4d earn 1 bonus Prestige Award.
  
  PAthfinder Society ScenArio
  20
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  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
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  13. Termination: This License will terminate automatically if You fail to 
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  becoming aware of the breach. All sublicenses shall survive the termination of 
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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.
  The Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  pathfinder Society Scenario 2–18: The Forbidden Furnace of Forgotten Koor. 
  © 2011, Paizo Publishing, LLC; Author: Larry Wilhelm.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–18:  
  The Forbidden Furnace of Forgotten Koor
  
  the forbidden furnAce of forgotten Koor
  21
  Today finds me in a wonderful mood, as I am once again in 
  Koor. Something about its clay streets comforts me. I am quite 
  busy planning my explorations. I have identified several promising 
  locations and am confident I shall find the vault.
  Yesterday was very productive. I thoroughly searched several 
  buildings, and discovered a few simple relics. But I am no closer 
  to finding the Forbidden Furnace. Still, I quiver with excitement.
  What a brilliant day! I located the smelting house, and confirmed 
  that the symbol from my research matches the markings etched on 
  the building’s ruined walls.
  I saw it! It was only a flash of brilliant scales, but I am sure 
  I had my first encounter with the legendary naga of Koor. I shall 
  wake early and try to establish contact.
  Stupid day! I followed that ignorant beast into the vault, but it 
  is as if it just vanished. Still, I made the initial penetration into 
  the furnace. Blast this awful heat! I find the desert grating, and 
  the stinging insects that assault me during the night are terrible. 
  The furnace contained strange ethers, including a tangible blue 
  mist—something about it was bizarre. I shall head back in the 
  morning, and perhaps check other parts of the city for ingress into 
  the vault. Surely the Forbidden Furnace has a back door.
  %9
  %9
  %9
  %9
  Handout #1 (Zahra’s Notes)
  
  PAthfinder Society ScenArio
  22
  Defender of Liberty,
  I have heard a tale of a great beast that patrols Koor’s clay streets, and while we do not know whether 
  this magnificent creature intends to keep us out of Koor, or holds something more sinister within, 
  we need you to make contact with it. We know this noble beast is a guardian naga. We hope you can 
  convince the naga to provide us with an egg so we can protect a sacred ruin near Carpenden.
   
  Also, it’s well known that Koor produced the molds for a number of Qadiran trade bars. I 
  need you make a rubbing of the molds’ top plate, though let no one see you do so. With this we can 
  counterfeit Qadiran trade bars. I know this may seem reprehensible, but think of the slaves we can 
  buy and set free from the Katheer slave pens!
     
  Freedom Reigns,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Handout #3
  A TWIST to your quest indeed—
     
  while this is not the lamp you seek,
     
   
  it does prove KEY to its discovery
  Handout #2 (Inscription on Armor)
  Handout #2.5 (Decoded Armor Inscription)
  WHen I, ahmad of the north, LookEd at the SIX ISlands of the 
  river laden i SAw a FiEnd, AND SO, UNDaunted, I FOUght him 
  fieRcely. i attacked the MArid, striking with a flaming scYthe, and 
  FrIed the outsider to Near Death. Yet i knew the OUtsider count to 
  not Be Undone. RIghteously, i tossED the marid where he would be 
  UNDetEcted foR GeneRatiOns—let this not be UNDone.
  WHen I, ahmad of the north, LookEd at the SIX ISlands of the 
  river laden i SAw a FiEnd, AND SO, UNDaunted, I FOUght him 
  fieRcely. i attacked the MArid, striking with a flaming scYthe, and 
  FrIed the outsider to Near Death. Yet i knew the OUtsider count to 
  not Be Undone. RIghteously, i tossED the marid where he would be 
  UNDetEcted foR GeneRatiOns—let this not be UNDone.
  WHILE SIX IS SAFE AND SOUND, FOUR MAY FIND YOU 
  BURIED UNDERGROUND.
  
  the forbidden furnAce of forgotten Koor
  23
  Osirion Faction Handout
  Delectable Play-thing,
  I am pleased you travel to Qadira, but do not mistake my pleasure for approval. 
  Obey me and I shall shower you with rewards beyond your imagining. You find me 
  in a foul mood, however, for a thief stole one of my favorite whips, and sold it at 
  Katheer’s black markets. My agents tell me the very girl you seek, Zahra Kadamizi, 
  bought the whip from that dog. Convince her to give it back.
   
  I hear that you seek a lost lamp on this mission. Inspect this lamp, and reproduce 
  any binding seals etched on its exterior. Do this for me, or suffer for your failure.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  My Passion Awaits,
  Servant of t he Sands,
  I find myself envious of your current situat ion, for all accounts sug gest you travel to Koor. My 
  research hints at a lost vault hidden under Koor’s clay streets t hat holds all manner of lore. 
  Be warned however, t hat t he vault keepers—masterful art isans and clerg y of Torag—hid 
  t heir lore amid t he many t ile mosaics t hat adorn t he vault ’s walls. Please see if you 
  can find meaning wit hin t hese mosaics. No mat ter how strange t he code seems, copy it 
  exact ly , and bring it back to me.
   I hear anot her Pat hfinder agent explores Koor while we speak; determine whet her 
  she understands t he meanings hidden in t he mosaics, and if she does, buy her silence, no 
  mat ter t he cost.
  In Service,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  PAthfinder Society ScenArio
  24
  Agent of the Empire,
  I regret to see you back in that dung-infested sandbox some call 
  Qadira. Long ago, before that Qadiran cur Gheber III invaded 
  our holdings, we traded extensively with the Toragdan clergy who ran the forge 
  city of Koor. When they abandoned the city during the war, we lost contact with 
  them and the trade in their fine Toragdan crafts dried up. Bring me back any 
  records you find of Torag’s church from Koor’s heyday so I may pore over them to 
  discover where these expert craftsmen went all those centuries ago.
  Second, when the Toragdans abdicated leadership of the city, they supposedly 
  left a vast treasure hoard behind. Keep whatever gold you find, but bring me 
  back a copy of the city’s seal. Accounts describe it as a three-inch circle of pure 
  platinum, stored in the safest of Koor’s vaults.
  Taldor Faction Handout
  For Taldor!
   Baron Jacquo Dalsine
  Servant of the Satrap,
  What joy it brings me to see you back in Qadira. I hear you travel to Koor 
  to investigate some lost lamp. Far more important to Qadira, however, is 
  that Koor’s smelters produced the original molds for Qadiran trade bars. 
  If you could locate these molds, it would please me. My research suggests 
  they rest in the same vault that your precious lamp does.
   
  Long ago, the ancestor of a close friend failed to gain the hand of the 
  loveliest Qadiran princess of the day, in part because the dowry he had 
  stored in the Forbidden Furnace went missing—I believe political forces 
  of that era did not want to see my friend’s ancestor gain power. While he 
  cares nothing for the piles of gold, he does wish to have a signet ring returned 
  to him. Please fetch it so I can give it to him on his next birthday.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Qadira Faction Handout
  x
  
     
  ☐☐ 
  ☐ 
  ☐ 
  Zahra’s tactics In thanks for saving her from a fate of madness and servitude to the Mad Marid 
  Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a 
  swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability 
  may be used three times, each time crossing off one of the uses here. You may stack these uses on 
  a single attack should you so choose, granting a +3 bonus on that attack and damage roll.
  +2 chain shirt (4,250 gp)
  +1 energy resistant ( fire) breastplate (19,350 gp)
  Carpet of flying (5-ft.-by-5-ft.; 20,000 gp)
  Ring of sustenance (2,500 gp)
  Scroll of locate creature (700 gp)
  Scroll of nondetection (375 gp)
  Scroll of restoration (1,700 gp)
  +2 chainmail (4,300 gp)
  +2 scorpion whip (8,305 gp; Adventurer’s Armory 4)
  ioun stone, pink and green sphere (8,000 gp) 
  ring of protection +2 (8,000 gp)
  all
  7–8
  Scenario 2–18:  
  The Forbidden Furnace of Forgotten Koor
   
  player name  
  a.K.a.
   
  character name 
  pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  Gold
  Gold Spent
  Subtotal
  items Bought
  items Sold
  Final pa total
  Final Xp total
  preStiGe aWard
  eXperience
  Gp Gained (Gm only)
  pa Gained (Gm only)
  Start Gp
  Starting pa
  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
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  this chronicle certifies that
  GM’s
  Initial
  GM’s
  Initial
  has completed this Scenario.
  —
  tier
  tier
  tier
  items Sold / conditions Gained
  items Bought / conditions cleared
  10–11
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  7–8
  10–11
  4,565
  7,739
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 2/Scenario 2-18 The Forbidden Furnace of Forgotten Koor.pdf