TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 3–7
  Pathfinder Society Scenario #3–06
  By Thurston Hillman
  Song of the  
  Sea Witch
  Song of the  
  Sea Witch
  
   
  Song of the Sea Witch
  Pathfinder Society Scenario #3–06
  Author • Thurston Hillman
  Contributing Artists • Alberto Del Lago and Ryan Portillo
  Cartographers • Sean Macdonald and Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Patrick Renie
  Editorial Assistance • Jason Bulmahn,  
  Rob McCreary, Stephen Radney-MacFarland, 
  Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Michael Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s 
  Guide, Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game Bestiary 3. These rules can be found online 
  as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario #3–06: Song of the Sea Witch is a Pathfinder Society Scenario designed for 3rd- to 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. 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 17 of this product.
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
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  Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  Song of the Sea Witch takes place in and under Absalom, the 
  City at the Center of the World. This teeming metropolis 
  boasts to one of the Inner Sea region’s largest seaports, 
  around which smugglers have connected the numerous 
  grottoes and sea caves in the Bay of Kortos for hundreds 
  of years. Today, the amphibious humans known as gillmen 
  use these tunnels to access their inland community 
  of Gilltown in Absalom’s largely residential Eastgate 
  district. For more information on Absalom, check out 
  the Pathfinder Campaign Setting book Guide to Absalom, 
  available wherever roleplaying game sourcebooks are sold 
  or online at paizo.com.
  Isle 
  of
  Inne
  r se
  a
  Inne
  r se
  a
  Kort
  os
  • absalom
  to regain power upon reaching the ship’s destination, Na-
  Kraka promised the young apprentice, a woman named 
  Nicola, endless access to his “vast knowledge of Tian 
  Xia and the secrets of the ocean’s depths” if she swore 
  fealty to him as her new master. Naive and eager to build 
  her own academic name out from under Yargos’s wing, 
  Nicola agreed, and grew more and more susceptible to 
  Na-Kraka’s suggestions over the course of the journey.
  Arriving in Absalom, the ship unloaded its passengers 
  and goods, and Yargos’s second aide Lauralei escorted 
  the twin books back to her patron. Nicola, for her part, 
  quickly went to work laying the groundwork for Na-
  Kraka to make Absalom his new home. The cecaelia 
  had learned all she had to tell about Absalom, the Inner 
  F
  ar from the Inner Sea, in the distant land of Tian 
  Xia, lies the vast underwater nation of Xidao, which 
  fills the eponymous gulf between the Minkai 
  peninsula and mainland Tian Xia. While the nation is 
  unquestionably ruled by the peaceful aquatic locathahs, 
  not all of its inhabitants are as amiable. One such creature 
  is the cecaelia Na-Kraka, a human-octopus hybrid 
  unsatisfied with simply taking tribute from sailors and 
  fishermen traveling through his tribe’s territory near one 
  of Xidao’s many coral atolls.
  Leading a small and relatively unknown tribe of 
  cecaelia, the chieftain Na-Kraka bullied his people into 
  servitude and lived a generally indolent life. When hard 
  times beset the tribe—mainly as a result of his hostility 
  toward land-folk who would have provided his tribe 
  much-needed resources—and others looked to take 
  Na-Kraka’s holdings, the chieftain was usurped by his 
  followers and forced to flee. Escaping by latching onto 
  the bottom of a passing trade vessel, Na-Kraka rested at 
  length on the underside of the ship while nursing his 
  wounds and regaining his strength.
  The vessel on which Na-Kraka had made his resting 
  place was actually a merchant ship on its way to the 
  distant city of Absalom. Aboard the boat were a pair of 
  scholarly aides, both of whom had journeyed to Tian 
  Xia to acquire two powerful tomes recently purchased 
  by their patron, Yargos Gill. Yargos, an impoverished 
  military historian, had recently survived a particularly 
  nasty situation in Absalom, and was now in the employ 
  of the Andoren government to assist in their research 
  against the fiendish allies of Cheliax.
  The Infernal Incantation, the first within a series of 
  books about imprisoning fiends, was an ebony-bound 
  tome said to contain the secrets of trapping the legions of 
  Hell. Seeking to study the tome, Yargos made contacts in 
  Tian Xia through Venture-Captain Amara Li of Absalom’s 
  Lantern Lodge. In addition to the ebony book, Yargos 
  also purchased the matching ivory-bound Celestial Song, 
  a manuscript of which little was known.
  During the long sea voyage from Tian Xia to the Inner 
  Sea, one of Yargos Gill’s aides discovered Na-Kraka, and 
  grew ever more fascinated by the strange cecaelia. Seeking 
   
  Song of the Sea Witch
  By thurSton hillman
  
  YARGOS GILL RETURNS!
  Veteran GMs and PCs may recognize Yargos Gill as an 
  important NPC from Pathfinder Society Scenario #1: Silent 
  Tide. This adventure assumes that Yargos survived the 
  encounters in the adventure and has since been recruited 
  by the Andoren government. If you are running a party 
  through Song of the Sea Witch that has already encountered 
  Yargos, be sure to adjust his mannerisms as appropriate. 
  If Yargos perished in Silent Tide by drowning at Torsen’s 
  Maw, he somehow managed to survive the encounter 
  by swimming to shore afterward. If by some chance the 
  historian died a more visible death, be sure to adjust this 
  adventure with an appropriately named NPC stand-in for 
  the bumbling scholar.
  PATHFINDER SOCIETY SCENARIO
  4
  Sea, her master Yargos, and the studies of which she 
  was a part on the voyage, and saw great potential in the 
  books Yargos studied. Na-Kraka ordered Nicola to watch 
  over Yargos and report back any news regarding his 
  studies of the two tomes. Nicola went off to follow the 
  cecaelia’s commands while Na-Kraka found a suitable 
  hiding place within an abandoned gillman tunnel 
  network in the grottoes of Absalom’s large harbor. As 
  Nicola gathered more information on the tomes in her 
  master’s possession, Na-Kraka began to attract other 
  followers, crafting the foundation of a small cult from 
  his cavernous lair.
  As the weeks went on, Yargos had made a startling 
  discovery about the twin books, finding a ritual that 
  would remove the seal that held the secrets of the Infernal 
  Incantation in check. Foolishly deciding to enact the 
  ritual, the old historian and his aides were astonished 
  when the ceremony worked and the seal was removed 
  from the book. Too late did Yargos realize that the book 
  did not contain the secrets of trapping the denizens of 
  hell, for the book itself was the prison containing a full 
  legion of fiendish soldiers.
  Knowing full well the host contained within the 
  Infernal Incantation would soon escape, Yargos sent his 
  two aides to search for help. Entrusting the Celestial Song 
  to Nicola, Yargos wished for the ivory book to make its 
  way to Ollysta Zadrian of the Silver Crusade—one whom 
  he believed could discover the secrets of undoing his 
  mistakes. The other aide, Lauralei, was immediately 
  dispatched to the Grand Lodge in Absalom to seek the 
  assistance of the Pathfinders in protecting Yargos and 
  securing the Infernal Incantation.
  Seeing this as her opportunity, Nicola did not take the 
  book to Ollysta as planned, but instead delivered it to 
  her new patron, the cecaelia Na-Kraka. Having studied 
  the book at length and understanding it could be used to 
  soothe those nearby, Nicola explained the rituals needed 
  to unlock the powers of the Celestial Song to her cecaelia 
  master. Believing the twin tomes to be his key to true 
  power in the region, Na-Kraka quickly dispatched Nicola 
  back to Yargos’s estate to reclaim the Infernal Incantation.
  SUMMARY
  After receiving word from Yargos’s aide Lauralei, 
  Venture-Captain Amara Li of the Lantern Lodge 
  summons the PCs for an immediate briefing on the 
  situation. While Amara updates the PCs on what has 
  happened, Lauralei returns to Yargos’s estate to inform 
  her master that Pathfinders are on the way. The PCs’ 
  briefing instructs them to retrieve Yargos and escort 
  him and the Infernal Incantation to Ollysta Zadrian in 
  the hopes that she has deciphered the necessary steps to 
  resealing the infernal book. 
  Reaching Yargos’s home, the PCs discover a bloodbath. 
  Yargos’s two aides have perished, Lauralei in defense of 
  her master at Nicola’s hand and Nicola slain by a devil 
  summoned from the Infernal Incantation. Defeating the 
  hellish legionnaire, the PCs take the ebony book and 
  Yargos to Gilltown in search of Ollysta Zadrian and any 
  information she may possess about the books.
  On the way to their meeting with Ollysta, some of Na-
  Kraka’s followers ambush the PCs, hoping to retrieve the 
  tome for their master. Upon defeating these cultists, the 
  PCs convene with Ollysta, who informs them that the 
  only way to reseal the Infernal Incantation is to join it to 
  the face of the Celestial Song, which never made it to her as 
  Yargos believed it had.
  Using clues discovered on Nicola’s body and on the 
  dead cultist ambushers, along with assistance from local 
  gillmen, the PCs discover the location of Na-Kraka’s sea 
  cave. Entering the cave by means of one of Gilltown’s many 
  tunnels, the PCs find themselves assailed by the melody 
  of the Celestial Song. Forced to endure the effects of this 
  strange tune, the PCs must make their way through the 
  cavern, solve a puzzle crafted by gillmen smugglers, and 
  confront Na-Kraka to retrieve the lost tome and stop the 
  legions of the Infernal Incantation from making their way 
  into Absalom.
  GETTING STARTED
  Read the following to get the adventure underway:
  The drifting steam of freshly made tea shimmers through the 
  air in front of Venture-Captain Amara Li.  The stoic Tian woman 
  places an ornate tea tray on the edge of her desk, inviting all 
  those present to partake of the drink. Li’s neatly organized 
  office is the site of various tapestries and artifacts imported 
  
  Amara Li
  SONG OF THE SEA WITCH
  5
  How can we reverse Yargos’s actions? “I honestly could 
  not say. Your best option would be to speak with the old 
  man himself. Aside from Gill, only Ollysta Zadrian of 
  the Temple of the Shining Star has sufficient knowledge 
  of the tomes to know how to reverse the damage. She is 
  scheduled to spend her day in Gilltown, purchasing 
  goods from the local merchants.”
  Where is Yargos’s Estate? “Despite his 
  apparently wealthy backers, Yargos resides 
  in a small two-story villa within the Eastgate 
  district of the city. If I were to hazard a guess, 
  I would assume Yargos prefers to keep his 
  research a secret and away from the prying 
  eyes of more populous districts.” 
  Why was Yargos researching these books? 
  “It appears that the befuddled scholar is 
  being backed by a powerful party in 
  the Inner Sea region. This third party 
  ensured that Yargos was fitted with all 
  the resources he needed to study the books 
  and their purpose. As to who exactly this 
  third party is, I cannot say.”
  Knowledge (arcana or religion)
  PCs may also make an appropriate Knowledge check to 
  determine their own familiarity with the twin books. A 
  PC knows the following information based on the result 
  of her attempted check.
  15+ The Infernal Incantation is a tome from distant 
  Tian Xia said to hold the secrets of binding the denizens 
  of Hell.
  20+ The Infernal Incantation has a relatively unknown 
  sister document: the Celestial Song.
  25+ The books are written in Celestial and Infernal, 
  though not in the order one would suspect. The pages of 
  the Infernal Incantation are written in sinister Celestial 
  script, while the pages of the Celestial Song are penned in 
  crisp Infernal. 
  30+ Rituals within the Celestial Song are said to sway 
  the minds of those nearby, but before these powers take 
  effect, the tome unleashes a great angelic chorus that 
  takes hours to complete.
  ACT 1: THE HELLISH 
  HOUSEHOLD
  Yargos Gill’s villa is a stand-alone edifice that would normally 
  meld into the background of Absalom’s various structures 
  were it not for the massing crowd of local citizens in front of 
  the entrance. Up above on the second floor, lights flicker as 
  burning orange and red embers dance within.
  from the distant land of Tian Xia.
  “I would like to thank you all for coming here despite the 
  lack of explanation. Circumstances have forced me to be 
  discreet in this assignment. There are many who would put the 
  information I am about to share with you to more unsavory 
  ends.” Amara begins to take an initial sip from her teacup 
  before she continues.
  “Several months ago I arranged the successful sale 
  of a pair of tomes from my homeland of Tian Xia to 
  a versed historian here in Absalom. Of these books, 
  the Infernal Incantation was the more highly sought 
  after, as it is said to contain the secrets of binding the 
  legions of Hell.”
  Amara takes another sip of her tea and then places 
  the cup on her desk, her expression turning cold.
  “The historian—one Yargos Gill—has spent the 
  past several weeks studying the book from 
  within his Absalom villa. To make matters 
  more complicated, Yargos decided to try 
  performing one of the rituals held within the 
  Infernal Incantation late last night. From the 
  breathless ramblings of his assistant who 
  arrived at my door only a handful of hours 
  ago, it would appear that something went horribly wrong 
  with the ritual Yargos enacted.”
  “From what I was told, the ritual revealed to Yargos and 
  his aides that the Infernal Incantation was not a guide on 
  imprisoning fiendish forces, but instead the book itself was 
  a prison for the armies of Hell. Within the confines of those 
  ancient pages reside hundreds—perhaps even thousands—
  of devils eager to escape their long imprisonment. If Yargos’s 
  bumbling has caused some sort of disturbance within the 
  tome, then we need to ensure it is fixed as quickly and as 
  discreetly as possible. It would not do the populace any good 
  to realize that a full-on infernal invasion could appear in the 
  middle of the city!”
  “I need you to go to Yargos’s estate, where his aide has 
  already informed him of your impending arrival. Once you 
  meet with the historian, learn what you can about the book 
  and how to reverse the meddling he has caused. Above all else, 
  ensure that the legions of Hell are contained.”
  Before departing to Yargos’s estate, the PCs may have 
  some questions for Venture-Captain Li. She does her 
  best to answer any questions presented by the party, but 
  stresses the importance of beginning their assignment. 
  The answers to some of the PCs’ most likely questions are 
  presented below.
  Is there anything else you can tell us about the tomes? 
  “The books were discovered in Tian Xia some time ago, 
  and were held by a private collector in my home city of 
  Goka. They came as a set, and each was littered with 
  writings in Infernal and Celestial script.”
  
  PATHFINDER SOCIETY SCENARIO
  6
  As they arrive, the PCs witness the aftereffects of 
  Yargos’s ritual. The flames within the building are 
  not real, but instead an illusory product of the Infernal 
  Incantation. The PCs may assume the building is ablaze 
  and rush in, though some might stop to question the 
  massing crowd. Composed of several locals on their 
  way to work, the crowd has been watching the scene 
  unfolding from Yargos’s windows for almost a half-
  hour. Many of them indicate that the event started when 
  a series of screams emanated from the historian’s upper 
  level window.
  Once the PCs decide to enter the estate, they find the 
  front door slightly ajar and the immediate interior in 
  pristine condition. A basic dining room, kitchen, and 
  meeting room fill the first level of the abode while stairs 
  leading up to the second floor reveal a set of bedrooms 
  and a personal study. All rooms are nondescript and 
  don’t have anything worth investigating with the 
  exception of the study. Upon reaching the second 
  floor the PCs should be attracted to a terrible burning 
  light coming from beneath the closed door of Yargos’s 
  personal study.
  Yargos’s Study (CR 5 or CR 8)
  Sheets of dancing orange and red fire cover the walls of this long 
  room, forming blazing curtains around two windows facing the 
  streets below. The interior of the room is undisturbed, and 
  the wooden floor is completely absent of flames. A swirling, 
  sinister symbol adorns the center of the floor, formed of a 
  darkened red substance and accented by a few nearby candles. 
  Opposite the only entrance into this room is a large open altar 
  filled with more candles, a single blood-stained dagger, and an 
  open book from which torrents of flame feed the inferno along 
  the walls. Nestled in the corners adjacent to the entrance are 
  three humanoid bodies—two toppled over one another in one 
  corner, and a third in the opposite corner, face down on the 
  wooden floor.
  The flames on the wall are not real, simply a manifestation 
  of the opened Infernal Incantation sitting atop the altar. 
  PCs interacting with the fire suffer no adverse effects, 
  and should quickly realize that the flames do not radiate 
  any form of heat. Closing the book immediately ends the 
  illusory fire within the room.
  Of the three bodies present, only that of Yargos Gill 
  remains alive. The twin bodies fallen on top of one 
  another are those of Yargos’s aides, Nicola and Lauralei, 
  who came to fighting once Nicola betrayed her master and 
  Lauralei came to his defense. The act of their violence 
  further spurred the already resurgent Infernal Incantation 
  into action, releasing one of its fiendish prisoners. 
  Lauralei’s body has been stabbed multiple times, while 
  the body of Nicola bears wounds appropriate to the 
  fiendish guardian of the room. There’s nothing of note 
  on the bodies with the exception of Nicola, who possesses 
  a dagger with a hilt made of coral.
  Creatures: A single devil has escaped the confines of 
  the Infernal Incantation and guards the thick tome. After 
  slaying Yargos’s aide Nicola following her brutal attack on 
  Lauralei, the devil has remained within the room. Because 
  of the nature of its summoning, the devil is unable to leave 
  the area and is tasked with guarding the book with its life. 
  Due to Yargos’s meddling, the devil has not yet slain the 
  old man, knowing that Gill’s role as instigator of the ritual 
  makes him immune to the devil’s attacks.
  Yargos is alive (currently at –2 hit points and stable), but 
  needs immediate medical attention in order to be of any 
  assistance. Due to his link with the Infernal Incantation 
  after enacting the ritual, Yargos Gill is immune to 
  damaging effects from fiends until such time as the 
  bindings are completely broken.
  Subtier 3–4 (CR 5)
  Bearded Devil 
  CR 5
  hp 57 (Pathfinder RPG Bestiary 73)
  TACTICS
  During Combat Restricted to the study, the bearded devil 
  cannot leave the study and only teleports within the room 
  if necessary. The devil centers its attacks on melee threats, 
  but switches to target any intruder who attempts to take 
  the Infernal Incantation or to assist Yargos Gill. Due to the 
  special circumstances of its arrival, this devil cannot use 
  its summon ability nor can it teleport beyond the walls of 
  the study.
  Morale Bound to an eternal prison within the Infernal 
  Incantation until the ritual is completed, the bearded devil 
  fights until destroyed.
  Subtier 6–7 (CR 8)
  Erinyes Devil 
  CR 8
  hp 94 (Pathfinder RPG Bestiary 75)
  TACTICS
  Before Combat Should the erinyes suspect intruders, she 
  moves Yargos’s body behind the altar and casts minor image 
  to make a fake body of Yargos in the corner of the room.
  During Combat Restricted to the chamber, the erinyes uses 
  the small space provided to her utmost advantage. Letting 
  out an unholy blight on opponents, the devil also targets 
  spellcasters with her bow while attempting to disable melee 
  opponents with her rope attack and fear spell-like ability. 
  Due to the special circumstances of her arrival, the devil 
  cannot use her summon ability nor can she teleport beyond 
  the walls of the study.
  
  Yargos’s Study
  1 square = 5 feet
  N
  GameMastery Map Pack: Haunted Mansion
  SONG OF THE SEA WITCH
  7
  Morale Bound to an eternal prison within the Infernal 
  Incantation until the ritual is completed, the erinyes fights 
  until destroyed.
  Development: Following the destruction of the fiendish 
  guardian, the flames in the room immediately cease and 
  the Infernal Incantation closes shut with a distinctive thud 
  if it has not already been closed.
  Once the PCs have tended to Yargos’s wounds, the old 
  historian babbles on about the events that have transpired, 
  informing the PCs that he dispatched one of his aides to 
  Amara Li and the Society, while another went to deliver 
  the Celestial Song to Ollysta Zadrian with hopes that the 
  paladin could find a way to reverse the ritual. Per his 
  information on Ollysta, Yargos knows she has spent much 
  of her time as of late in Gilltown, purchasing necromantic 
  items in order to remove them from the open market.
  Following his recount of events, Yargos laments his 
  actions and promises never to involve himself in such 
  works again, claiming that only misery and woe have 
  come from his research. Despite this lamentation, Yargos 
  insists that the party help him in rectifying his mistake 
  by reinforcing the bindings within the book—an act that 
  he assumes can only be accomplished when the infernal 
  tome is reunited with its sister, the Celestial Song.
  Treasure: The PCs can secure the Infernal Incantation 
  here. Though it is a powerful minor artifact, it holds no 
  powers the PCs may take advantage of in its current state. 
  Yargos Gill insists the book be kept on a PC’s person, and 
  that the book remain sealed.
  Along with the tome, PCs searching underneath the 
  altar can discover two vials of oil of align weapon that 
  Yargos intended to use should he accidentally summon 
  a minor outsider, but which he couldn’t get to in time to 
  utilize against the devil released into his home.
  The coral-hilted dagger on Nicola’s corpse is of 
  masterwork quality, but due to its strange composition it 
  can be sold for 600 gp on the open market.
  Mission Notes: Andoran faction PCs can attempt 
  to settle the hysterical Yargos Gill and reaffirm the 
  importance of his work by making a DC 15 Diplomacy 
  or Intimidate check. Doing so ensures the old man sees 
  recent events as merely a setback, and that he will try to 
  be more careful in future endeavors, while continuing 
  his research on behalf of the Andoren government. 
  Convincing Yargos to continue his work earns Andoran 
  faction PCs 1 Prestige Point.
  Grand Lodge faction PCs can also take this opportunity 
  to convince Yargos Gill that the Pathfinder Society would 
  be a good resource in future research attempts by making 
  
  PATHFINDER SOCIETY SCENARIO
  8
  a DC 15 Diplomacy or Intimidate check. Succeeding in this 
  check convinces Yargos to seek out the assistance of the 
  Society during his future research, (hopefully) ensuring 
  that safer measures are taken the next time around, and 
  earning Grand Lodge faction PCs 1 Prestige Point.
  Andoran and Grand Lodge faction PCs working together 
  to convince Yargos Gill of their respective messages add a 
  +2 bonus to their respective checks as their goals match up. 
  Both factions can make this check anytime from now until 
  Yargos leaves the party at the end of Act 2.
  Cheliax faction PCs can attempt to decipher the 
  name of the imprisoned infernal legion by making a 
  DC 10 Intelligence check if they know Infernal, or a 
  DC 15 Linguistics check if not fluent in the tongue of 
  devils. Alternatively, Cheliax faction PCs may attempt to 
  convince Yargos to part with the information by making 
  a DC 15 Bluff check to hide their reasons for wanting 
  such information. As Yargos is working for Andoran, any 
  PCs with obvious ties to rival factions increase the DC of 
  this check by 2. Getting the information through either 
  means earns Cheliax faction PCs 1 Prestige Point.
  Rewards: If the PCs successfully defeat the fiendish 
  guardian and heal Yargos Gill, reward each subtier thusly:
  Subtier 3–4:
  Give each player 101 gp.
  Subtier 6–7:
  Give each player 950 gp.
  ACT 2: FINDING OLLYSTA
  After rescuing Yargos from the clutches of fiends, the PCs 
  now need to enlist the help of Silver Crusade visionary 
  Ollysta Zadrian. Yargos is certain that Zadrian’s holy 
  knowledge will be paramount in discovering the secret 
  to reversing the damage done to the bindings of the 
  Infernal Incantation. The old historian is also still under 
  the misguided belief that his traitorous aide delivered 
  the Celestial Song to Zadrian, and that the solution lies 
  somewhere within the pages of the sister tome. Having 
  heard Zadrian spends many mornings wandering among 
  the merchant stalls of Gilltown in search of powerful 
  necromantic items to take off the black market, Yargos 
  opts to accompany the PCs on their journey to the strange 
  gillman section of Absalom.
  Sea Witch Thugs Ambush  
  (CR 4 or CR 7)
  The hustle and bustle of Absalom’s Eastgate district is nearly 
  deafening as hundreds of locals make their way from their 
  homes in the residential quarter to places of business and 
  pleasure elsewhere in the city. In the distance the sounds of 
  chattering voices, stamping feet, and even the occasional cry 
  of traveling elephants break the calm. The noises recede into 
  the background as Yargos Gill pushes ahead into a side street 
  alley. The old man eventually stops halfway in the alley by an 
  open refuse bin to catch his breath.
  At about the halfway point in their journey to Gilltown, 
  Yargos directs the PCs into a series of alleys, hoping 
  to make it as quickly as possible to their destination. 
  Unknown to the scholar and the PCs, the cecaelia warlord 
  Na-Kraka has dispatched a handful of loyal minions to 
  retrieve the Infernal Incantation after word spread about 
  the strange happenings at Gill’s estate. Cutting off 
  the PCs and Gill, a group of Na-Kraka’s loyal disciples 
  ambushes the party on both sides, seeking to take the 
  tome for their master.
  Creatures: Having monitored the estate of Yargos 
  Gill and tracked the PCs after they emerged with the 
  old scholar, Na-Kraka’s followers concocted a quick 
  ambush in the alley. Two followers appear on either end 
  of the narrow passage, trapping the party within. The 
  immediate goal of these thugs is to seize the Infernal 
  Incantation along with Yargos, while disposing of the 
  meddlesome PCs. 
  Once the cultists make themselves known, Yargos 
  jumps into the refuse bin to hide from the assailants.
  Subtier 3–4 (CR 4)
  Sea Witch Thugs (4) 
  CR 1/2
  Human rogue 1
  CN Medium humanoid (human)
  Init +2; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 14 each (1d8+6)
  Fort +2, Ref +4, Will –1
  OFFENSE
  Speed 30 ft.
  Melee mwk coral short sword +3 (1d6+2/19–20)
  Ranged sling +2 (1d4+2)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The Sea Witch’s thugs attempt Stealth checks 
  to move into the alley undetected, and initiate combat by 
  throwing thunderstones at the PCs.
  During Combat Pleased with their coral swords (gifts from 
  Na-Kraka to win their loyalty), the followers do their best to 
  attack whoever they assume to be the bearer of the Infernal 
  Incantation. The thugs attempt to flank with their partners 
  whenever possible, only withdrawing to quaff a potion or 
  use a tanglefoot bag.
  
  Ambush Alley
  1 square = 5 feet
  N
  GameMastery Map Pack: Ambush Sites
  T
  T
  T
  T
  T = Thug
  PCs Begin 
  Here
  SONG OF THE SEA WITCH
  9
  attack whoever they assume to be the bearer of the Infernal 
  Incantation. The thugs attempt to flank with their partners 
  whenever possible, only withdrawing to quaff a potion or 
  use a tanglefoot bag.
  Morale If reduced to 8 hit points or fewer, the thugs attempt 
  to flee into the streets, abandoning the Sea Witch’s cause in 
  favor of their own lives.
  STATISTICS
  Str 16, Dex 15, Con 14, Int 12, Wis 8, Cha 10
  Base Atk +3; CMB +6; CMD 19
  Feats Dodge, Improved Initiative, Toughness
  Skills Acrobatics +8, Bluff +7, Climb +9, Diplomacy +7, 
  Disguise +7, Intimidate +7, Knowledge (local) +8, 
  Perception +6, Stealth +8, Swim +9
  Languages Common, Kelish
  SQ rogue talents (bleeding attack +2, fast stealth), 
  trapfinding +2
  Combat Gear potion of cure moderate wounds, tanglefoot bag, 
  thunderstones (2); Other Gear masterwork chain shirt, +1 
  coral short sword, sling with 10 bullets
  Development: Once the thugs have been dispatched, 
  the PCs should now understand that another party is 
  interested in the book. Yargos urges the PCs to take as 
  little time as possible searching the bodies, and insists 
  the party makes with all due haste to the markets of 
  Gilltown in search of the paladin Ollysta Zadrian. The 
  old man is certain the book will not remain bound 
  for much longer, and that the more time they waste 
  searching the thugs the less time the PCs will have to 
  reverse the sage’s folly.
  Should the PCs take one of the thugs alive, they need 
  to make a DC 25 Diplomacy check in order to learn about 
  the thug’s leader—a creature known to the cultists only 
  as the Sea Witch—and his location within the smugglers’ 
  tunnels under Gilltown. Alternatively, PCs may make a 
  DC 13 Intimidate check to gain similar information.
  Morale If reduced to 5 hit points or fewer, the thugs attempt 
  to flee into the streets, abandoning the Sea Witch’s cause in 
  favor of their own lives.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 12, Wis 8, Cha 10
  Base Atk +0; CMB +2; CMD 15
  Feats Dodge, Toughness
  Skills Acrobatics +5, Bluff +4, Climb +5, Diplomacy +4, 
  Disguise +4, Intimidate +4, Knowledge (local) +5, 
  Perception +3, Stealth +5, Swim +5
  Languages Common, Kelish
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, tanglefoot bag, 
  thunderstone; Other Gear studded leather, masterwork 
  coral short sword, sling with 10 bullets
  Subtier 6–7 (CR 7)
  Sea Witch Thug (4) 
  CR 3
  Human rogue 4
  CN Medium humanoid (human)
  Init +6; Senses Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 37 each (4d8+16)
  Fort +3, Ref +6, Will +0
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 coral short sword +7 (1d6+4/19–20)
  Ranged sling +5 (1d4+3)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The sea witch’s thugs attempt Stealth checks 
  to move into the alley undetected, and initiate combat by 
  throwing thunderstones at the PCs.
  During Combat Pleased with their coral swords (gifts from 
  Na-Kraka to win their loyalty), the followers do their best to 
  
  Ollysta Zadrian
  PATHFINDER SOCIETY SCENARIO
  10
  PCs who take the time to investigate the coral short 
  swords the thugs wield can easily match them to the 
  dagger on the body of Yargos’s dead aide, Nicola.
  Treasure: Along with the regular equipment of each 
  thug, the blades they possess are of a similar make to the 
  dagger wielded by Yargos’s aide, Nicola. A DC 20 Appraise 
  or Knowledge (nature) check identifies 
  this coral as rare and not native to the 
  Inner Sea region. Each blade is worth an 
  additional 500 gp should it be sold.
  Mission Notes: Shadow Lodge faction PCs 
  need to capture one of the Sea Witch’s followers 
  and successfully interrogate him by making 
  one of the aforementioned checks. Doing so 
  allows a Shadow Lodge faction PC to 
  learn how the Sea Witch arrived in 
  Absalom via a boat from distant 
  Tian Xia. This check also reveals 
  the location of the Sea Witch’s lair, 
  which can be put to use later in the 
  adventure. Successfully interrogating a 
  thug earns each Shadow Lodge faction 
  member 1 Prestige Point.
  Taldor faction PCs must proudly proclaim their 
  nationality and the greatness of their nation before 
  allowing at least one of the thugs to escape into the streets 
  of Absalom alive. Doing so sends ripples throughout the 
  city of a Taldan’s actions against ruffians in the Eastgate 
  district and partially improves the local view of Taldor as 
  a result, earning Taldor faction members 1 Prestige Point.
  Rewards: If the PCs defeat the ambushing thugs, 
  reward each subtier thusly:
  Subtier 3–4:
  Give each PC 318 gp.
  Subtier 6–7:
  Give each PC 1,153 gp.
  Markets of Gilltown
  An assemblage of dilapidated wooden shacks, baked-clay 
  huts, and random tents denotes the neighborhood of 
  Gilltown. The smell of stale water mixed with a hint of long-
  decayed seafood permeates the air here. Only a handful of 
  people wander the area, the majority of them gillmen, though 
  a smattering of other humanoid races mingle here as well. 
  Most seem to be perusing the small stalls and impromptu 
  markets, haggling with their gillman owners.
  Upon their arrival in Gilltown, the PCs’ first order of 
  business should be to find Ollysta Zadrian among the 
  crowd. Luckily for the PCs, this should not prove too 
  difficult a task, as the crowd is not particularly large 
  in this section of the city. When discovered, Ollysta 
  is in the midst of a haggling war with a local gillman 
  merchant attempting to sell her a strange unholy symbol 
  (a phylactery of negative channeling). Despite any claims 
  the PCs may make regarding the urgency of speaking 
  with her, Ollysta calmly states that she wishes to finish 
  her negotiations before conversing with 
  the PCs.
  Once confronted by the PCs and Yargos, 
  Ollysta expects a full update on what has 
  happened. The Silver Crusade’s founder 
  and leader is disappointed in Yargos’s 
  recklessness, but is more disturbed at the fact 
  that she did not receive a copy of the Celestial 
  Song as Yargos expected. Ollysta goes 
  on to confirm that she does have 
  knowledge of the twin books, 
  and that the only way to reseal 
  the Infernal Incantation is to reunite 
  it with the Celestial Song, pushing 
  the covers of both tomes against one 
  another.
  What should concern the PCs now is the location of 
  the Celestial Song. The coral weaponry on Nicola and the 
  ambushing cultists should allow the PCs to piece together 
  that another group is interested in the tome. If the PCs 
  conduct this conversation with Ollysta in front of the 
  gillman merchant she was bartering with, the gillman tells 
  the party that he saw the cultists and Nicola using one of 
  the Gilltown tunnels. The merchant offers the PCs a map of 
  the specific tunnel network used by the cultists for a modest 
  price of 5 gp. Should the PCs not include the merchant in 
  their conversation, Ollysta reports that she’s heard similar 
  rumors and directs them back to the merchant for more 
  information on the tunnel network beneath Gilltown.
  Regardless of the outcome of this act, Ollysta offers 
  to safeguard Yargos Gill and removes the old man from 
  the PCs’ custody once the gillman directs them to the 
  smuggling tunnels.
  Mission Notes: Qadira faction PCs can pay a premium 
  for an even more detailed map of the gillman tunnel 
  network by paying an additional 25 gp to the merchant. 
  This map details the entirety of the gillman subterranean 
  network below Absalom along with the specific route to 
  the Sea Witch. Qadiran merchants can put this to use 
  later on by importing special goods without the high risk 
  of detection, earning each member of the Qadira faction 
  1 Prestige Point.
  Silver Crusade faction PCs can attempt to assist 
  Ollysta in her negotiations with the gillman merchant 
  by making a DC 12 Knowledge (religion) check to identify 
  the appropriate item cost, or a DC 15 Diplomacy check 
  to barter the cost down. Making either check causes 
  
  OPTIONAL ENCOUNTER
  Act 3 is an optional encounter that can occur anytime after 
  the PCs have met with Ollysta Zadrian in Gilltown. If the 
  PCs have more than 2 hours remaining to complete the 
  scenario, run Act 3 as normal. If the PCs are running short 
  on time, the minions of the book are contained within and 
  will not plague them throughout the remainder of the 
  adventure. Instead, the book twitches, makes sounds, or 
  even speaks to the PCs in Infernal, encouraging them to 
  keep a brisk pace, as the legions of Hell are only one step 
  away from escaping the Infernal Incantation.
  SONG OF THE SEA WITCH
  11
  ACT 4: CAVERN OF THE  
  SEA WITCH
  Upon discovering the cavernous headquarters of the Sea 
  Witch’s operation, the PCs need to make their way through 
  the mostly abandoned gillman smuggling tunnels in 
  order to retrieve the Celestial Song. The caverns consist 
  primarily of 10-ft.-wide, stone-carved tunnels that branch 
  off at various points. If the PCs did not acquire a map that 
  details the gillman tunnels, they must succeed at three DC 
  20 Survival checks out of a possible five attempts to find 
  any sort of tracks through the crisscrossing tunnels. If the 
  PCs fail these checks, they simply take longer to reach the 
  Sea Witch’s lair and all Perception checks made to hear 
  while under the effects of the Celestial Song are increased by 
  5 due to the additional time the song has had to crescendo 
  into a more deafening cacophony.
  When approaching close the Sea Witch’s home, the PCs 
  begin to hear the distant sounds of angelic chanting. As the 
  group approaches closer to Na-Kraka’s lair, the chanting 
  becomes far more audible, beginning to interrupt even 
  simple conversations due to the echoing noise. Even PCs 
  who understand Celestial cannot make out the sounds, 
  and the words are lost among the cacophony of voices. 
  The effects of the Celestial Song’s hymns are described in 
  the following encounters.
  4a. Antechamber (CR 4 or CR 7)
  The tunnels open to a vast chamber of crudely cut stone that 
  extends upward sixty feet to a large, cavernous ceiling littered with 
  moss-covered pipes. Eight tunnels exit the chamber, four on each 
  side of the room. With the exception of the two southernmost 
  exits, slabs of solid granite block the tunnels several feet down the 
  halls. In the center of each of these six granite slabs is a crude, 
  rusted chain extending into a hole. A set of great stairs begins at 
  the halfway point of the room, ascending upward to a sealed metal 
  door. Inexplicably, the stairs begin at a height of thirty feet off the 
  ground, their base made of the cut stone that fills the room.
  the gillman merchant to hasten his dealings with the 
  paladin for fear some of his price hikes may become 
  common knowledge, and earns members of the Silver 
  Crusade faction 1 Prestige Point.
  ACT 3: RUMBLINGS OF THE 
  INFERNAL (CR 5 OR CR 8)
  A hot wind passes over the area and all other sounds seem 
  to die, as if following an unknown cue. Without warning, 
  the ground ahead begins to glow a bright orange-red hue, 
  and the symbol of a perfect pentagram burns itself into the 
  floor. A whispering hiss fills the air. “Our bindings will soon be 
  shattered! Now feel the wrath of Hell!”
  Creatures: Unleashed by the weakening of the Infernal 
  Incantation and the physical separation of the book from 
  Yargos Gill, to whom it has been ritually bound, a group 
  of fiendish soldiers has come to seize the tome and ensure 
  that none reinforce the bindings. Understanding the PCs 
  are in possession of the book, the devils seek to slay them 
  and safeguard the Infernal Incantation until the bindings 
  are destroyed.
  Subtier 3–4 (CR 5)
  Hell Hounds (2) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 173)
  TACTICS
  During Combat When released, the hell hounds target 
  whoever appears to be the most obvious holder of the 
  Infernal Incantation. If the book is not visible, the hounds 
  instead target immediate threats or those displaying 
  trapping of a good-aligned deity. The hounds use their fire 
  breath whenever possible.
  Morale Bound to an eternal prison within the Infernal 
  Incantation, the hell hounds fight to the death.
  Subtier 6–7 (CR 8)
  Bearded Devils (3) 
  CR 5
  hp 57 each (Pathfinder RPG Bestiary 73)
  TACTICS
  During Combat Still partially imprisoned by lingering 
  energies of the Infernal Incantation, the bearded devils 
  cannot teleport beyond 100 ft. of the tome. They target 
  whoever is in possession of the Infernal Incantation while 
  also targeting any obvious threats. Due to the special 
  circumstances of their arrival, these devils cannot use their 
  summon ability.
  Morale Bound to an eternal prison within the Infernal 
  Incantation, the bearded devils fight to the death.
  
  Cavern of the Sea Witch
  1 square = 10 feet
  4a
  +30 ft. 
  1
  8
  2
  7
  3
  6
  4
  5
  4b
  PATHFINDER SOCIETY SCENARIO
  12
  
  SONG OF THE SEA WITCH
  13
  opening of the metallic door above. Immediately above 
  the 30 ft. mark is a second series of holes meant to trigger 
  the traps within the chamber (see below). Thus, when the 
  water level reaches exactly 30 ft., water flows through the 
  first set of holes, opening the door to 4b, now accessible 
  by the raised stairwell that ends at the 30-ft. waterline. 
  Should the water further increase above the 30 ft. mark, 
  the subtier-appropriate trap is triggered.
  The effects of the Celestial Song from the adjacent 
  chamber make all other sounds inaudible in this room. 
  PCs must shout in order to communicate and only a DC 
  10 Perception check allows other PCs the opportunity to 
  hear what a companion has said.
  Traps: Along with the primary puzzle of the chamber, the 
  gillmen also understood that some might blindly attempt 
  to flood the tunnel. If at any point the PCs raise the water 
  level of the room above 30 ft. the pipes along the roof emit a 
  blast of frigid water. Despite triggering the trap, the system 
  removes any water in excess of 30 ft. as water above that 
  point flows out the same holes that trigger the traps.
  Subtier 3–4 (CR 4)
  Frigid Burst Trap 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect jets of freezing water (5d6 cold damage, DC 14 Reflex 
  save for half damage); multiple targets (all targets in the 
  antechamber)
  Subtier 6–7 (CR 7)
  Frost Fangs Trap 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Duration 3 rounds; Reset none
  Effect jets of freezing water (3d6 cold damage, DC 20 Reflex 
  save for half damage); multiple targets (all targets in the 
  antechamber)
  Development: Upon solving the puzzle and opening 
  the door to the Sea Witch’s sanctum, the PCs may now 
  battle the strange creature in the room beyond. The water 
  remains in the chamber for the following 10 minutes, 
  after which it flushes out by the automatic opening of the 
  doors to tunnels 4 and 5, though the door to the shrine 
  room remains open and must be reset manually before 
  the puzzle will function again.
  Mission Notes: Sczarni faction PCs need to successfully 
  solve the puzzle without triggering the associated trap, as 
  the Sczarni are interested in making use of these tunnels 
  for future smuggling ventures in and out of Absalom. If 
  A former hideout and storeroom for gillman smugglers, 
  this room allowed the Low Azlanti within Absalom quick 
  and easy access to and from the Bay of Kortos. When city 
  guards or other interested parties came to the tunnels 
  looking for smugglers, the gillmen used this room to 
  flood the tunnels and ensure their secret routes were not 
  discovered, leaving any valuables past the sealed metallic 
  door. Now this area has been converted into the meeting 
  area of Na-Kraka’s followers—a place where the cecaelia 
  instructs his servants from the dais formed by the raised 
  staircase before retreating to his personal chamber in the 
  room beyond.
  While enterprising PCs may simply fly up the stairs, 
  the metallic door continuing on is barred shut. Only by 
  completing the puzzle within the chamber will the PCs 
  be able to continue to the Sea Witch’s personal sanctum. 
  The puzzle is based on the chains connected to each of 
  the sealed tunnels. 
  Eight tunnels connect to this chamber along the south 
  wall. The tunnels marked 1–3 and 6–8 are all blocked 
  by solid granite barriers. In the center of each barrier, 
  a length of chain hangs from a small hole. When the 
  attached chain is pulled (requiring a DC 7 Strength 
  check) two things happen. First, the granite slab from 
  which the chain hangs rotates 45 degrees, releasing a 
  torrent of water from behind into the chamber. At the 
  same instant, two identical slabs slide from the ceiling 
  at the entrances to tunnels 4 and 5. The water flows into 
  the antechamber for three rounds before the stone slab 
  rotates back to its original position, locking the water in 
  the room until the mechanism resets 10 minutes after 
  being solved. Each of the tunnels floods the antechamber 
  with varying amounts of water as listed below.
   
  Tunnel Number 
  Water Height
   
  1 
  5 ft.
   
  2 
  20 ft. 
   
  3 
  12 ft.
   
  6 
  4 ft.
   
  7 
  6 ft.
   
  8 
  3 ft.
  In order to assist with remembering the water levels, 
  the gillmen of the time inscribed each of the doors with 
  a number corresponding to how much water would pour 
  into the room. A PC that knows Azlanti can recognize 
  these symbols immediately. Pathfinders have been given 
  rudimentary knowledge of simple Azlanti script during 
  their training and can make a DC 15 Intelligence or 
  Linguistics check to recall Azlanti numbers.
  Thirty feet above the floor of the chamber are a 
  series of tiny 1-inch-diameter circular holes in the wall 
  that allow water to freely flow through, triggering the 
  
  PATHFINDER SOCIETY SCENARIO
  14
  the traps are bypassed (or disabled), all Sczarni faction 
  PCs earn 1 Prestige Point.
  4b. Shrine of the Sea Witch  
  (CR 5 or CR 8)
  Crudely carved stonework expands into a dank circular 
  chamber. Twin torches on both the eastern and western ends 
  of the cavern illuminate a large stone slab that resides in the 
  northern portion of the chamber. Littering the area around 
  the slab are all manner of strange offerings, ranging from 
  chipped skulls, ancient coins, strange pearls, crude tools, and 
  broken pieces of art. Among all the treasures on the makeshift 
  altar, the largest item appears to be an open tome of the most 
  immaculate bone-white shade. From the tome comes an ear-
  shattering hymn—a chorus which sings the most beautiful 
  of melodies.
  This is the main chamber of the Sea Witch Na-Kraka. 
  When the PCs arrive, the creature is in the midst of 
  completing the Celestial Song’s ritual, reading from the 
  tome while taking in the strange song it emits. The 
  room itself is sparse, with nothing of immediate note. 
  Originally intended by the gillman smugglers as a secret 
  repository of goods, the rest of the room is made of simple 
  carved stonework.
  The chant of the Celestial Song is near-deafening within 
  the chamber. PCs must make a DC 15 Perception check to 
  understand what others are saying (including other PCs), 
  and spellcasters casting spells with verbal components 
  have a 10% spell failure chance. These penalties apply 
  to all those within the room for as long as the Celestial 
  Song remains open. PCs may interrupt the effect (and the 
  ritual) by closing the tome. Closing the book is a move 
  action that provokes attacks of opportunity.
  Creatures: 
  The 
  cecaelia 
  Na-Kraka—the 
  self-
  proclaimed Sea Witch—guards this chamber. The 
  ambitious octopoid is intent on ensuring his ritual 
  continues, and due to the din of the Celestial Song’s 
  hymns, he does not engage in idle conversation with the 
  PCs. If the book is closed, Na-Kraka becomes enraged 
  at the party’s actions and will attack them unless the 
  PCs immediately attempt to parley. Only by offering the 
  cecaelia a respectable tribute in exchange for the Celestial 
  Song as well as making a DC 30 Diplomacy check can PCs 
  hope to back the creature down from attacking. As with 
  many members of his race, Na-Kraka is skeptical and 
  suspicious, and if he senses that someone is trying to 
  intimidate or fool him, he attacks immediately. Likewise, 
  any PC attempting a Diplomacy check and failing spurs 
  Na-Kraka into battle, as he believes the PC is trying to 
  fool him or hide something.
  Subtier 3–4 (CR 5)
  Na-Kraka 
  CR 5
  Male cecaelia (Pathfinder RPG Bestiary 3 49)
  CN Medium monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft., tentacle sense 10 ft.; 
  Perception +1
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 45 (6d10+12)
  Fort +4, Ref +9, Will +6
  OFFENSE
  Speed 30 ft., swim 40 ft., jet 200 ft.
  Melee mwk spear +11/+6 (1d8+4/×3), 2 tentacles +5 (1d4+1 plus 
  grab)
  Ranged mwk spear +12 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  TACTICS
  During Combat The Sea Witch is a capable melee opponent, 
  but he knows he fights best when in the water. He tries to 
  make his way to the antechamber, grappling and dragging 
  opponents along the way. When he reaches the water, he 
  dives in, pulling his grappled foes along with him, and uses 
  his ink cloud ability while he rests along the floor waiting 
  for his prey to drown. If a foe escapes or dies, Na-Kraka 
  swims back to the surface to grab another victim until his 
  lair is free of intruders.
  Morale Despite thinking himself superior to humans, Na-
  Kraka is not completely reckless. If reduced to 10 or fewer 
  hit points, the Sea Witch begs for his life, offering to serve 
  the PCs (a lie of desperation), surrendering the Celestial 
  Song, and doing anything else he can think of to get the PCs 
  to spare his life. If during negotiations the sealed tunnel 
  doors in the antechamber open and release the water, Na-
  Kraka races to the other room, using his jet ability to escape 
  down the tunnels with the draining water.
  STATISTICS
  Str 16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
  Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Weapon Focus (spear), Weapon Focus 
  (tentacle)
  Skills Stealth +13, Survival +10, Swim +12
  Languages Aquan, Common, Tien
  SQ amphibious
  Gear masterwork spear
  SPECIAL ABILITIES
  Ink Cloud (Ex) Once per hour as a standard action, a cecaelia 
  can emit a 10-foot-radius sphere of ink while underwater. 
  This ink cloud provides total concealment and persists for 
  1 minute.
  Tentacle Sense (Ex) As a swift action while swimming and 
  while it is not grappled or grappling, the cecaelia can spread 
  its tentacles wide to form a sensory net around it. This 
  
  Na-Kraka
  SONG OF THE SEA WITCH
  15
  grants blindsight to a range of 10 feet and lasts as long 
  as the cecaelia concentrates. While this effect lasts, the 
  creature cannot attack with its tentacles or move.
  Subtier 6–7 (CR 8)
  Na-Kraka 
  CR 8
  Male cecaelia witch 5 (Advanced Player’s Guide 65, Pathfinder 
  RPG Bestiary 3 49)
  CN Medium monstrous humanoid (aquatic)
  Init +5; Senses darkvision 60 ft., tentacle sense; Perception +8
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 88 (11 HD; 6d10+5d6+38)
  Fort +5, Ref +11, Will +9
  OFFENSE
  Speed 30 ft., swim 40 ft., jet 200 ft.
  Melee mwk spear +14/+9 (1d8+6/×3), 2 tentacles +8 (1d4+2)
  Ranged mwk spear +15/+10 (1d8+4/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  Special Attacks hexes (charm [1 step, 2 rounds], evil eye [–2, 5 
  rounds], tongues [5 minutes])
  Witch Spells Prepared (CL 5th; concentration +7)
  3rd—suggestion (DC 15)
  2nd—false life, hold person (DC 14), invisibility
  1st—charm person (DC 13), cure light wounds, mage armor, 
  ray of enfeeblement (DC 13)
  0 (at will)—bleed (DC 12), detect magic, guidance, resistance
  Patron Deception
  TACTICS
  Before Combat Should the Sea Witch be alerted to the 
  presence of interlopers in its lair, he immediately casts 
  mage armor and false life.
  During Combat Na-Kraka attempts to grapple 
  the first visible opponent with its tentacles 
  before rushing out into the flooded 
  antechamber. While still grappling his 
  opponent, the Sea Witch moves into 
  the water where he attempts to 
  drown grappled opponents. If 
  an enemy breaks a grapple, 
  the Sea Witch lets out an 
  ink cloud and proceeds 
  to use spells to wear 
  down opponents before 
  striking with melee attacks.
  Morale Despite thinking himself 
  superior to humans, Na-Kraka is 
  not completely reckless. If reduced to 20 or 
  fewer hit points, the Sea Witch begs 
  for his life, offering to serve the 
  PCs, surrendering the Celestial 
  Song, and doing anything else he 
  can think of to avoid being slain. If during negotiations the 
  sealed doors of the southern tunnels in the antechamber 
  open and release the water back into the tunnel system, the 
  Sea Witch attempts to make an escape using his jet ability.
  STATISTICS
  Str 18, Dex 21, Con 14, Int 14, Wis 10, Cha 14
  Base Atk +8; CMB +12 (+18 grapple); CMD 27 (can’t be tripped)
  Feats Combat Casting, Combat Reflexes, Persuasive, 
  Toughness, Weapon Focus (spear), Weapon Focus (tentacle)
  Skills Bluff +7, Diplomacy +10, Intimidate +4, Knowledge 
  (arcana) +10, Perception +8, Sense Motive +5, Spellcraft +15, 
  Stealth +18, Survival +8, Swim +20
  Languages Aquan, Common, Kelish, Tien
  SQ amphibious, witch’s familiar (crab named Masaru)
  Combat Gear potions of cure moderate wounds (2); Other Gear 
  masterwork coral spear, amulet of natural armor +1
  SPECIAL ABILITIES
  Ink Cloud (Ex) See Subtier 3–4.
  Tentacle Sense (Ex) See Subtier 3–4.
  
  PATHFINDER SOCIETY SCENARIO
  16
  Masaru 
  CR —
  King crab familiar (Pathfinder RPG Bestiary 50)
  hp 44
  Development: Closing the Celestial Song is sufficient to 
  halt the ritual. Once the Celestial Song is stopped, the PCs 
  may combine the Infernal Incantation and the Celestial Song 
  by locking their covers together. Doing so reinforces the 
  wards on the Infernal Incantation and rebinds the fiendish 
  legion held within.
  Treasure: The tribute of Na-Kraka consists of various 
  collectibles and valuables pilfered by his loyal servants 
  since arriving in Absalom, many of which the Sea Witch 
  has yet to truly examine. Among the assorted coins and 
  trinkets are a pearl of power (2nd level), an elemental gem 
  (water), and a silver raven figurine of wondrous power. In 
  Subtier 6–7, the tribute also contains a set of horseshoes 
  of speed. In both subtiers, the combined total of the coins 
  and mundane art objects is 200 gp.
  Mission Notes: Osirion faction PCs must look directly 
  into the light coming from the Celestial Song (a move 
  action) during the ritual. Doing so blinds them for 1d4 
  rounds unless they succeed at a DC 17 Fortitude save. 
  Closing the book prematurely ends the ritual and Osirion 
  faction PCs cannot achieve their goal. The information is 
  indecipherable to the PC, coming out as flashing images 
  and sounds in their minds, but it can be extracted and 
  interpreted by Osirian agents following the adventure, 
  earning all members of the faction 1 Prestige Point.
  Lantern Lodge faction PCs are required to keep the 
  Sea Witch Na-Kraka alive. They can either negotiate 
  his surrender, or knock him unconscious for future 
  interrogation by the Lodge. Amara Li takes a personal 
  interest in the Sea Witch and uses the cecaelia’s knowledge 
  to foster arrangements between her home city of Goka 
  and the cecaelia race in Xidao, granting Lantern Lodge 
  PCs 1 Prestige Point.
  Rewards: If the PCs stop the Celestial Song ritual and 
  defeat the Sea Witch, reward each subtier thusly:
  Subtier 3–4:
  Give each PC 896 gp.
  Subtier 6–7:
  Give each PC 1,279 gp.
  CONCLUSION
  Retrieving the Celestial Song and Infernal Incantation is 
  enough to spark further Pathfinder Society interest in 
  the tomes. The Society steps in following the debacle 
  and offers Yargos Gill further assistance with his work 
  on the tomes, an offer the old man can’t refuse, given the 
  Society’s help in saving him from his own foolishness. 
  Though his mysterious benefactors may not be pleased 
  with the Society’s meddling, the inclusion of Pathfinder 
  scholars ensures that the two tomes are respected and 
  no further outbreaks occur. Amara Li and the Lantern 
  Lodge are grateful for preventing the perversion of Tian 
  imports, and Amara Li is given further control over the 
  imports of Tian goods into Society hands. Along with 
  these changes, the assistance of Ollysta Zadrian does not 
  go unnoticed by the Society, and the agents of the Silver 
  Crusade are requested to assist in the research of several 
  other fiendish artifacts, a request that only increases the 
  nascent Crusade’s standing within the Society.
  Success Conditions
  If the PCs end the Celestial Song ritual and reunite the 
  book with its foil in the Infernal Incantation, thus resealing 
  the devil hosts within, all PCs earn 1 Prestige Point for 
  completing their primary mission and averting disaster 
  in Absalom.
  Faction Missions
  The PCs may earn prestige from their respective factions 
  by completing the tasks listed below during the course of 
  the adventure.
  Andoran Faction: Andoran faction PCs who convince 
  Yargos Gill of the importance of continuing his work in 
  Act 1 earn 1 Prestige Point. 
  Cheliax Faction: Cheliax faction PCs who uncover the 
  identity of the Hellish legion imprisoned within the 
  Infernal Incantation in Act 1 earn 1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  convince Yargos Gill that his studies would be much 
  easier to accomplish with the assistance of the Society in 
  Act 1 earn 1 Prestige Point. 
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who let Na-Kraka live in Act 4 earn 1 Prestige Point. 
  Osirion Faction: Osirion faction PCs who gather 
  information from the blinding light of the Celestial Song 
  in Act 4 earn 1 Prestige Point. 
  Qadira Faction: Qadira faction PCs who negotiate for 
  a complete map of the gillman tunnel networks in Act 2 
  earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who bypass or 
  disable the gillman smuggler flooding apparatus in Act 
  4 earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  interrogate one of the thugs in Act 2 earn 1 Prestige Point. 
  Silver Crusade Faction: Silver Crusade faction PCs who 
  assist Ollysta Zadrian in speeding her negotiations in Act 
  2 earn 1 Prestige Point. 
  Taldor Faction: Taldor faction PCs who allow at least 
  one of the thugs in Act 2 to escape after proclaiming their 
  nationality earn 1 Prestige Point. 
  
  SONG OF THE SEA WITCH
  17
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
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  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–06: Song of the Sea Witch © 2011, Paizo 
  Publishing, LLC; Author: Thurston Hillman.
  Pathfinder Society Scenario #3–06:  
  Song of the Sea Witch
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  PATHFINDER SOCIETY SCENARIO
  18
  Free follower of Andoran,
  As you may know, our government has recently employed the services of one Yargos Gill. This old military 
  historian is known for tragic events that transpired years ago within the city of Absalom, but his genius is 
  irrefutable. His communications of late have been infrequent and it is assumed there has been some great 
  discovery in his research for Andoran. The old gaffer tends to forget he is financed by our great nation and 
  gets caught up in his work. If, however, something has gone wrong, ensure Yargos’s safety and that he 
  continues his research on our behalf.
  In closing,
  Major Colson Maldris
  Amusing plaything,
  There is little more disconcerting than the acts of other nations against our own. Our spies report that within 
  the city of Absalom there is a loyal Andoren agent studying an imprisoned fiendish legion. As each army of 
  Hell is unique in composition and ruled by squabbling generals, we cannot yet properly ascertain this force’s 
  value to the House of Thrune. You, my pet, must discover the name of this trapped legion and report back 
  with it. While researching the tomes of this Andoren agent may be the most prudent method, do not shy 
  from duplicity in order to learn the name of this legion from the man himself. Find this and I promise our 
  next night together will be unforgettable.
  Now be gone,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Pathfinder,
  There’s something afoot in Absalom, and as always, it falls to the Society to clean up the mess! Amara Li and 
  her Lantern Lodge have brought something into the city and they’ve been trying to hide what it is. What we 
  do know is that it’s being researched by a well-versed scholar—you may even know him—Yargos Gill. If Gill 
  has gotten himself in trouble, we need to make sure this doesn’t happen again. Should you be requested to 
  clean up the old man’s mess, make sure to impose on him the assistance of the Society in any of his future 
  endeavors. I think it would be wise to keep an eye on this old man from now on.
  Get to it,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Humble Greetings,
  While you will be speaking with me soon enough, please know that there is more going on than there 
  appears. Dockworkers handling ships arriving from Tian Xia have been spreading rumors about a terrible 
  creature seen on the docks some time ago. This same creature was spotted by citizens of the Eastgate district, 
  and in proximity to the Gilltown area. While the reports vary in description, the creature would appear to 
  resemble a known race from distant Tian Xia—a cecaelia. If indeed this human-octopus hybrid is here in 
  Absalom, ensure it remains alive. I am quite curious as to what a creature from my distant homeland is doing 
  here and how we can use it for our own means. 
  Many thanks,
  Venture-Captain Amara Li
  
  SONG OF THE SEA WITCH
  19
  Servant of the Ruby Prince,
  The squabbles of our enemies are of great amusement, as always. The recent introduction of two imported 
  tomes to Absalom has caused quite a stir among the other nations, but where they covet the fiendish Infernal 
  Incantation I believe the knowledge we seek resides within its sister document: the Celestial Song. Our 
  diviners have foreseen that this tome will be used in a powerful ritual, and should that occur, one of us must 
  be present to obtain the knowledge within. Though the specifics of the ritual will be far beyond you, the 
  act of staring into the raw power of the open book should be sufficient for our other agents to retrieve the 
  information from you.
  Ancestors keep you safe,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Servant of the Satrap,
  Our merchants are in a state of crisis! With the influx of goods from distant Tian Xia and the meddling of 
  Amara Li’s upstart Lantern Lodge, our traders find themselves accosted more and more by the local port 
  authorities of Absalom. While I’d rather not use duplicitous means to bring our legal goods into the city, we 
  have little other choice than to seek alternative methods. The gillmen of the Eastgate district have long been 
  said to keep extensive tunnels under the city leading out to the Bay of Kortos. Should you have the chance, 
  acquire a detailed map of these tunnels. Beware, however, for the gillmen are not eager to sell their secrets 
  for a low price and will likely only give you a fraction of their knowledge unless you ask for more.
  Sands of our homeland watch over you,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  Friend,
  I’ve been tracking quite a bit of movement from the Gilltown district this past month. Looks like those 
  gillmen have some secret tunnels they’ve been holding out on. Not only that, but whenever my agents try to 
  get down there, the whole place gets flooded! I need to know what kind of systems those fishies are using to 
  keep their smuggling operation under wraps. If they have some sort of defense for their tunnels, I need to 
  know about it! Do this for me and I’ll owe ya big, kid.
  Thanks,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Loyal Pathfinder,
  Word has reached me of an assault on a loyal Society courier in the Eastgate district. The attack was rather 
  brutal and required the aid of a skilled Abadaran cleric to restore the boy to health. The Decemvirate hasn’t 
  even had the chance to follow up on this yet, but I have. There’s a gang of fools who have been wandering 
  around the Eastgate district with some pretty fancy coral blades. I need someone with your concern for 
  Pathfinder safety to find out how a group of delinquents could get such fine weaponry, and where they get 
  off hassling one of our agents.
  Keep up the good work,
  Grandmaster Torch
  
  PATHFINDER SOCIETY SCENARIO
  20
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Notice, Friend,
  I will be spending the next several weeks searching the city for dark artifacts in hopes of getting them off 
  our fair streets. Last month alone there were thirteen deaths in the city associated with the purchase of 
  necromantic or other malevolent relics by unsavory traders. I am taking it upon myself to rid Absalom of 
  these vile atrocities by purchasing them at the source. Should you come across me in this act, please be 
  willing to assist in my negotiations, as I have little time for the unenlightened or morally lost.
  Dawnflower protect you,
  Ollysta Zadrian
  Child of the Empire,
  I hear you’ll be traveling soon to the Eastgate district of Absalom. How fortunate this turn of events! Lately, 
  our nation has suffered unwarranted slander among the residents of this residential district, and opinion 
  of the Empire is low there, even among those who once called Taldor home. Find the toughest and most 
  menacing person you can in the district, and ensure they know that you represent the mightiest nation in 
  the Inner Sea. Fill them with fear of Taldan reprisal and send them running. I trust it will be only a matter of 
  time before the rumors involving our fair nation take on a decidedly more positive tone.
  For the Empire,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–06 
  Song of the Sea Witch
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  3–4
  657
  1,691
  6–7
  1,315
  3,382
  Normal
  Slow
  ☐ Twin Tomes: You may spend 1 Prestige Point to gain access to either the Celestial Song 
  or Infernal Incantation while the Pathfinder Society researches their contents. Your time 
  spent poring over the chosen book’s pages grants you proficiency in either Celestial or 
  Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, 
  you may only research one of the two books.
  elemental gem, water (2,250 gp)
  figurine of wondrous power, silver raven (3,800 gp)
  oil of align weapon (300 gp)
  pearl of power, 2nd level (4,000 gp)
  +1 flaming composite longbow [+5 Str] (8,900 gp)
  horseshoes of speed (3,000 gp)
  potion of cure moderate wounds (300 gp)
  ALL
  3–4
  6–7
  SUBTIER
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 03/S03-06 Song of the Sea Witch.pdf