TEXT: By Alex Greenshields
  School of Spirits
  PATHFINDER SOCIETY SCENARIO #7-05 
  TIER 1–5
  
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  Pathfinder Society Scenario #7–05: School of Spirits is a Pathfinder Society Scenario designed for 1st- to 5th-level characters 
  (Tier 1–5, Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can 
  easily be adapted for use with any world.
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  School of Spirits
  Pathfinder Society Scenario #7–05
  
  Absalom
  • Absalom
  3
  Junia, Grishan, and Cassiel had been playing in the 
  necropolis when the earthquake struck. Even though its 
  sturdy construction saved them from being immediately 
  crushed to death, the tremors collapsed their only exit, 
  trapping them without access to food or fresh water. After 
  a few days of calling for help, they came to the conclusion 
  that they would not be rescued. Junia soon realized that 
  unlike Grishan or Cassiel, she seemed to not be suffering 
  from hunger or thirst, but did not connect her good 
  fortune to the ruby salamander ring she had found in the 
  dark. The ancient bauble was actually a magical ring of 
  sustenance that kept her healthy while her friends quickly 
  began to suffer the effects of severe dehydration. Cassiel 
  died first, afraid and angry at the unfairness of her fate. 
  Grishan hung on a few days longer, wracked with guilt 
  for having led his friends into the necropolis to die. Now 
  N
  early 20 years ago, Junia Dacilane was the 
  otherwise unremarkable 11-year-old daughter 
  of a prominent Absalom family. The only 
  child of Lady Miranda Dacilane, a noblewoman of 
  Chelish descent, Junia lived in a large manor home in 
  the exclusive Ivy District, and attended an elite academy 
  in the cliffside neighborhood of Beldrin’s Bluff. Junia, 
  who was not overly interested in her studies, preferred 
  spending time with her older classmates Grishan 
  Maldris and Cassiel Marlinchen. The three loved 
  exploring the spooky necropolis Grishan had discovered 
  beneath their school, the Tri-Towers Yard, and wearing 
  the jewelry and other finery they found amidst the 
  burial goods.
  Her friend Grishan’s story was a bit more complicated. 
  Grishan grew up in the shadow of his older brother 
  Colson Maldris. Grishan idolized his brother, and 
  wanted more than anything to become an Eagle Knight 
  just like him. When Colson approached Grishan and 
  asked his brother to spy on the families of his classmates 
  at the Tri-Towers Yard in order to gather intelligence 
  for the Eagle Knights, Grishan immediately accepted. 
  Colson promised Grishan that the information he 
  collected would be put to use to defend and promote the 
  egalitarian ideals of Andoran. Grishan began accepting 
  invitations to all of his classmates’ parties, and snooping 
  around in their parents’ offices and studies. After a few 
  months, Grishan had collected enough secrets that he 
  felt he could finally take them to his brother’s contact in 
  the Eagle Knights; sadly, fate intervened.
  Both Grishan and Junia’s childhood came to an end 
  when a massive earthquake struck Absalom in 4698 ar. 
  The calamity caused serious damage to every district 
  of the city, but no neighborhood was hit harder than 
  Beldrin’s Bluff. Whole streets broke off and tumbled into 
  the ocean, wiping out entire centuries-old family lines 
  in an instant. Even though the Tri-Towers Yard avoided 
  this watery fate, most of its buildings collapsed or sunk 
  into the ground, crushing or trapping the students, 
  staff, and teachers within.
  School of Spirits
  By Alex Greenshields
  WHERE ON GOLARION?
  School of Spirits is set in the city of Absalom, and most of 
  the action takes place in the Precipice Quarter, which was 
  devastated in the massive earthquake in 4698 ar. More 
  information about this event, the neighborhood, and 
  Absalom can be found in Pathfinder Campaign Setting: The 
  Inner Sea World Guide and Pathfinder Campaign Setting: 
  Guide to Absalom, available in bookstores and game stores 
  everywhere and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  all alone, Junia crawled into an empty sarcophagus and 
  awaited death.
  An allip drifted into the necropolis to feed on Junia’s 
  suffering, but found that she was not alone. Grishan’s 
  spirit, unable to find rest in the afterlife, had returned 
  as a phantom to protect his friend. Knowing he was no 
  match against the allip, Grishan instead hid Junia’s still 
  living soul deep in the Ethereal Plane. Without the spark 
  of life within her, Junia fell into a catatonic state between 
  life and death, while the ruby salamander ring kept her 
  body alive. Grishan guarded his friend’s soul in this 
  manner for the next 10 years.
  In 4708 ar, a group of Pathfinders explored the 
  necropolis beneath the Tri-Towers Yard. To their 
  amazement, they found the comatose Junia still within 
  her sarcophagus and returned her to her mother, Lady 
  Dacilane. Sensing that she had been rescued, Grishan 
  reunited Junia’s soul with her body and caused her to 
  finally wake. Fearing that he would be exorcised should 
  his presence be discovered, Grishan remained hidden 
  and silent within Junia’s consciousness for years, only 
  emerging when he felt she was mature enough to deal 
  with him. To the phantom’s delight, Junia quickly 
  accepted Grishan’s presence, and the two resumed their 
  former friendship.
  Junia’s adolescence was not a happy one. The other 
  children marked her different and odd because of her 
  traumatic history and her habit of talking to herself 
  when no one was looking, and they began to avoid her and 
  talk about her behind her back. Junia kept to herself and 
  increasingly relied upon Grishan for companionship. 
  Her mother, terrified that anything else might happen to 
  her only daughter, rarely let Junia leave their Ivy District 
  home, a restriction that only amplified the young girl’s 
  sense of isolation.
  Junia has recently begun to be troubled by survivor’s 
  guilt, the feeling that she is somehow at fault for having 
  survived when most of her teachers and classmates did 
  not. She has attempted numerous times to sneak out of 
  her house to visit the Drownyard (as the Tri-Towers Yard 
  is now known) and somehow make peace with her past. 
  Her mother has stopped each of these attempts, but has 
  become tired of keeping her daughter a prisoner.
  Grishan has been encouraging Junia’s desire to visit the 
  Precipice Quarter for his own reasons. Hazy memories 
  from his life as a spy have begun to reemerge in the 
  phantom, and now that Junia can take care of herself, he 
  longs to complete his life’s unfinished task and ask Junia 
  to recover his notes so that he can finally take them to 
  his brother.
  Lady Dacilane feels that with her daughter’s eighteenth 
  birthday now behind her, it is past time for Junia to join 
  Absalom high society. She has enlisted the help of an 
  old ally, the Pathfinder Society, to escort Junia to the 
  Drownyard and finally exorcise whatever demons she is 
  still carrying.
  ADVENTURE SUMMARY
  Venture-Captain Drandle Dreng asks the PCs to 
  accompany him to the home of Lady Miranda Dacilane. 
  The noblewoman asks the Pathfinder Society to 
  escort her daughter, Junia, to the dangerous Precipice 
  Quarter. After brief introductions, the PCs and J. (as 
  she introduces herself) leave the manor, but a group 
  of ruffians waylays them before they reach their 
  destination. During the ensuing fight, a ghostly figure 
  emerges from J. She explains that the PCs witnessed 
  the phantom of her dead friend Grishan. The phantom 
  introduces himself and admits that he has also been 
  pushing J. to return to the Precipice Quarter for his own 
  reasons, specifically to recover a stash of intelligence he 
  hid in the Arboretum Arcanis shortly before his death. 
  Both J. and Grishan plead with the PCs to help them 
  accomplish their individual goals.
  At the Arboretum Arcanis, the PCs discover that the 
  building is in ruin and overgrown with dense, sickly 
  vines. When the PCs step inside, the mandragora 
  Majordomo Pip greets them and offers to take them 
  to the “Master Gardener” in exchange for a bit of their 
  blood. Once the PCs make it past the mandragora, they 
  meet the Master Gardener Khaya. Khaya is a ghoran, 
  a rare type of plant creature. She is in the process 
  of growing a number of others of her kind, but the 
  corruption of the Arboretum has driven her insane and 
  makes her aggressive and suspicious. After dealing with 
  the ghoran, the PCs recover Grishan’s package and learn 
  of a number of damaging secrets about various Absalom 
  noble families.
  When the PCs travel to the Drownyard, J. asks to 
  experience its haunt. Specifically, she wishes to trigger 
  it in order to fully experience the horror her classmates 
  experienced at the moment of their death. The PCs must 
  decide how to protect J. from coming to any permanent 
  harm. Finally, J. asks to visit the necropolis. There, the 
  GM RESOURCES
  This scenario makes use of the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder 
  PRG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG 
  NPC Codex, Pathfinder RPG Occult Adventures (OA), and 
  Pathfinder RPG Ultimate Equipment. All rules referenced in 
  this adventure can be found in the free online Pathfinder 
  Reference Document at paizo.com/prd, and the relevant 
  entries from the Bestiary volumes and the NPC Codex are 
  reprinted in the end of the scenario for the GM’s convenience.
  
  Drandle 
  Dreng
  5
  SCHOOL OF SPIRITS
  PCs meet the spirit of Cassiel Marlinchen, whose trauma 
  sustain’s the haunts in the Drownyard. The PCs must 
  either convince her to finally accept her fate or destroy 
  her once and for all.
  Finally, with Grishan’s information in hand, the 
  PCs can confront Colson Maldris about conscripting 
  his young brother into spying for Andoran, and decide 
  whether or not to let the secrets within Grishan’s 
  notes see the light of day.
  RETURN TO THE 
  DROWNYARD
  School of Spirits is a sequel to one of the 
  earliest 
  scenarios, 
  Pathfinder 
  Society 
  Scenario #6: Black Waters. Knowledge of the 
  classic adventure is not necessary to play or 
  GM School of Spirits, but might add to the 
  enjoyment of this scenario, since certain 
  plot elements and characters reoccur.
  GETTING STARTED
  The PCs receive letters instructing 
  them to meet Venture-Captain Drandle 
  Dreng outside the main gates of the 
  Grand Lodge at noon in formal attire. 
  Once they have all assembled and 
  made their introductions, read or 
  paraphrase the following.
  The fall rains have come early this year, 
  and a chill wind blows off the waters of 
  Absalom’s harbor, bringing with it the 
  smell of a storm somewhere far off at sea. Venture-Captain 
  Drandle Dreng hurries down the street in a most unusual 
  outfit for the aging Venture-Captain: some sort of blue military 
  uniform complete with a green sash displaying a pair of ornate 
  medals and a black umbrella.
  “Ah, there you all are,” he half-mutters to himself. “Is 
  everyone here?”
  Without waiting for an answer, he turns on his heels and 
  heads off at a brisk pace, occasionally turning around to make 
  sure everyone is keeping up.
  If the PCs wish to identify Dreng’s uniform, they can 
  attempt a DC 12 Knowledge (nobility) or (local) check. If 
  they succeed, they recognize that it is a dress uniform 
  of a junior officer in the Taldan Navy. If they succeed 
  by 5 or more, they also recognize that he is wearing two 
  service medals: a Combat Action Ribbon and a Counter-
  Espionage Ribbon, the latter of which is rumored to 
  only be awarded to members of the Lion Blades, Taldor’s 
  secretive espionage organization. 
   Assuming that the PCs follow the eccentric Dreng, 
  continue to read or paraphrase the text below.
  “You’re probably wondering where I’m dragging you, eh? 
  Seven years ago I sent young agents much like yourselves 
  on a preliminary exploration of the necropolis below the 
  Drownyard in the Precipice Quarter. The Drownyard is the 
  name that was given to the old Tri-Towers School, once home 
  to some of Absalom’s wealthiest progeny. It was 
  destroyed in the great earthquake of 4698 
  ar, and we thought that all of the children, 
  teachers, and staff had perished.”
  “But let be back up a bit. Eight years 
  ago, the Society discovered an ancient 
  necropolis under the Drownyard. It 
  dates back to the third century ar, and 
  if you know anything about Absalom’s 
  history, you’ll know that we know 
  almost nothing about those early years. 
  It took me almost an entire year of 
  negotiating with the parents of the 
  children who died in the Tri-Towers 
  Yard to convince them to grant 
  us access to the site, and when 
  we did, what did we find? A 
  lot of spooky stuff: undead, 
  haunts, and some nasty bugs. But 
  we also found something completely 
  unexpected: a survivor. A little slip of 
  a girl named Junia Dacilane somehow 
  survived in a death-like state for 10 
  years. The only thing that kept her 
  alive was a ring of sustenance that she 
  had found among the crypts. Junia’s mother, Lady Miranda 
  Dacilane, was of course beside herself when we pulled her 
  living daughter from the ruins and she vowed to not only 
  give the Society full access to the property, but personally 
  underwrite our archaeological efforts there. Soon thereafter 
  I set up an archaeological dig at the Drownyard, and we’ve 
  been pulling out fascinating fragments from Absalom’s 
  early history ever since. Every year I visit Lady Dacilane to 
  renew our contract to maintain the dig, but this year it seems 
  that she wants us to jump through an additional hoop. She 
  wants us, or rather you, to escort her daughter back to the 
  Drownyard. It seems that Junia’s become a bit obsessed with 
  her alma mater, and since the Precipice Quarter is no place 
  for pampered young noblewomen, she needs an escort. Think 
  you can manage that?”
  Without giving the PCs a chance to interrupt him, he 
  quickly adds, “Oh, and don’t forget to call the Drownyard the 
  Tri-Towers Yard while we’re at Dacilane Manor. No one who 
  lost children in the earthquake likes to be reminded of that 
  tragedy… even the ones who got their child back.”
  
  6
  PATHFINDER SOCIETY SCENARIO
  If the PCs ask Dreng about his uniform or about the 
  service ribbons, the Venture-Captain explains that the 
  upper classes are impressed with this sort of pomp, 
  and that he wore it to make a better impression on Lady 
  Dacilane. He does not reveal further details about his 
  outfit, and chides the PCs to “stay in the present”.
  Knowledge (history) or Knowledge (local)
  The PCs may know more information about the 
  Precipice Quarter.
  10+ The Precipice Quarter was once a wealthy 
  neighborhood called Beldrin’s Bluff, until an earthquake 
  in 4698 ar broke several blocks of the district into the sea 
  and killed hundreds.
  15+ After the earthquake, the people of Beldrin’s 
  Bluff moved away. Many people in Absalom believe the 
  district is cursed, and restless undead and vermin roam 
  the streets at night. The most prominent locations in 
  Beldrin’s Bluff were the Tri-Tower’s Yard, an academy for 
  the children of Absalom’s wealthy and powerful, and the 
  Arboretum Arcanis, which displayed rare plants from all 
  over the Inner Sea.
  20+ The Tri-Towers Yard is haunted. The spirits of the 
  children who perished in the earthquake are unable to 
  reach their final rest. For nearly a decade, a man named 
  Deris Marlinchen, the father of one of the young victims, 
  wandered the yard, speaking to spirits no one else could 
  see. Since his departure seven years ago, the haunts at the 
  old school have grown increasingly malevolent.
  DACILANE MANOR
  After approximately 10 minutes of walking through the 
  rain, Dreng and the PCs arrive at their destination.
  Dacilane Manor is an imposing four-story townhouse of 
  heavy masonry with a parapet roof that is festooned with 
  numerous leering, demonic gargoyles. After knocking on the 
  door, a middle-aged halfling woman in a large apron answers 
  it. “Please come in. My lady will join you momentarily in the 
  drawing room.”
  The interior of Dacilane Manor is just as imposing 
  as the outside. A wide foyer with a grand staircase leads 
  to the second floor, while open double-doors lead into 
  the drawing room. Heavy black draperies cover all the 
  windows, shrouding the manor in shadows. All of the 
  furniture in the common areas is oversized, expensive, 
  and gothic, made of  dark-stained mahogany wood. If the 
  PCs ask the servant woman Bettina if she is a slave, she 
  proudly insists that she is not, and that she has worked 
  for the family for many years and is quite content.
  Lady Dacilane enters a few moments after the PCs and 
  Dreng have gathered in the sitting room. She is a tall, 
  stern-looking, yet attractive Chelaxian woman with sharp 
  features, a fair complexion, and black hair accented with 
  gray and white. She is dressed in a well-made, floor-length 
  black gown streaked through with crimson. A plain-
  looking silver pentagram necklace is her only jewelry. 
  Dreng immediately jumps up to greet her, bowing and 
  kissing her hand in a formal fashion. He then quickly 
  introduces the PCs before launching into a prepared 
  speech about the importance of Lady Dacilane’s ongoing 
  support of the Society’s activities and the many important 
  artifacts they have been able to recover from the Tri-Towers 
  Yard necropolis. Lady Dacilane listens politely, making 
  a few pro-forma inquiries into several details about the 
  management of the site before getting to the heart of the 
  negotiation and addressing the PCs directly.
  “As I am sure Master Dreng has already informed you, I have 
  a particular request of the Pathfinder Society this year. My 
  daughter Junia has recently celebrated her eighteenth birthday, 
  but she maintains a certain obsession with the traumatic events 
  that befell her at the Tri-Towers Yard so many years ago. I have 
  stopped her from sneaking out of the manor and visiting that 
  place several times, and I feel that her past is keeping her from 
  fully embracing her future. I would ask that you accompany her 
  to the gods-forsaken Precipice Quarter and let her see her fill of 
  the decay and misery. Perhaps those sights will cure her of her 
  unnatural obsessions.”
  If any of the PCs played Pathfinder Society Scenario #6: 
  Black Waters, Lady Dacilane makes a point of thanking 
  them again for returning her daughter.
  Lady Dacilane answers any questions the PCs ask, 
  although she grows visibly uncomfortable if asked about 
  Junia’s personal life. She simply doesn’t feel that it is 
  proper for Pathfinders to be asking about such private, 
  family matters, but she answers them for the sake of 
  ending her involvement with this entire encounter. 
  She answers any questions about additional help or 
  compensation with an icy stare and silence. If the PCs 
  persist in such demands, Lady Dacilane shoots a pointed 
  glance at the venture-captain, who quickly tries to hush 
  the offending PC and change the subject to something 
  less sensitive.
  Where do you want us to take her? “Take her wherever 
  she wishes within reason in the Precipice Quarter. It is a 
  dangerous place even during daylight hours, so use your 
  best judgment. Let her stay as long as she wishes, but 
  bring her back before nightfall tomorrow.”
  Do you know specifically what troubles her? “Junia’s 
  experiences during and after the earthquake were 
  terrible, and they have left lasting mental scars. Despite 
  my efforts and those of some of Absalom’s best healers, I 
  have been unable to truly help her. Nevertheless, it is time 
  
  7
  SCHOOL OF SPIRITS
  for her to put her childhood experiences behind her and 
  face her adult responsibilities.”
  How old is Junia? “Junia did not age mentally or 
  physically while sleeping in the crypt. It is a mystery 
  that has never been explained. Even though we should be 
  celebrating her twenty-eight birth year, she appears and 
  acts like a child of eighteen.”
  Eighteen isn’t exactly a child, is it? Lady Dacilane 
  bristles. “Clearly, you have not met my daughter.”
  Why are we being asked to escort her? Why not hire 
  some bodyguards? “Junia has a particular affection for 
  the Pathfinder Society, most likely because it was your 
  members who rescued her from the necropolis. It is 
  my hope that she will be more forthcoming about her 
  condition with you.”
  Lady Dacilane calls for her daughter once the PCs have 
  finished asking their questions. If they have any for the 
  Venture-Captain, he unsubtly suggests that they hold 
  them until they have all left Dacilane Manor.
  INTRODUCING J.
  Lady Dacilane’s daughter comes bounding down the 
  stairs and into the sitting room a few moments after 
  he mother calls her. She has her mother’s height, 
  black hair, and fine facial features, but that’s where the 
  similarities end. Unlike her mother’s carefully coiffed 
  hair, Junia’s is short and practical, and she carries 
  herself with a confident and unladylike swagger. She 
  is dressed in grey breeches, knee-high leather boots, a 
  white cotton shirt, and an azure blue riding coat with 
  tails with a golden eagle pin on the lapel. Beneath her 
  coat, it is clear that she is wearing a mithral chain shirt. 
  Any PC from Andoran or a member of the Liberty’s Edge 
  faction immediately recognizes that Junia is attempting 
  to look like a member of the Andoran Eagle Knights. 
  Other PCs may attempt a DC 15 Knowledge (local) check 
  to recognize her attire.
  Upon arriving in the drawing room, Junia clicks her 
  heels in a military manner and greets her mother with 
  a mischievous grin. Lady Dacilane immediately turns 
  bright red with embarrassment, reprimanding her 
  daughter for appearing in such a “ridiculous outfit in 
  front of our guests”, and then throws up her hands and 
  storms out of the room without another word.
  Junia introduces herself to each of the PCs as not Junia 
  but “J., like the letter”, and shakes everyone’s hand. If 
  the PCs ask about her outfit, she claims that it is just 
  something she threw together, but gives away her true 
  intention with a conspiratorial wink.
  If any of the PCs played Pathfinder Society Scenario #6: 
  Black Waters, she recognizes them immediately, even if 
  they never spoke to her during the adventure. She greets 
  such PCs enthusiastically by name.
  Dreng excuses himself at this point, claiming that he is 
  needed back at the Grand Lodge. Before he leaves, he hands 
  over a large, iron key to the PCs, telling them that it opens 
  the wrought iron gates to the Tri-Towers Yard. He warns 
  them that although the necropolis below has been cleared 
  of undead, the partially restored surface structure still 
  holds a dangerous haunt. “Try to stay away from there,” 
  he mutters, “we’ve tried to eliminate it several times, but it 
  keep coming back. If you do need to go in there, take a look 
  in the supply closet, you may find it useful.”
  Once the Venture Captain leaves, J. picks up a backpack 
  from a stool in the corner and pulls out a kukri, which 
  she sheathes at her hip. She then straps on the backpack 
  and looks expectantly at the PCs. “Well, shall we go? I’m 
  ready when you are.” If any of the PCs played Black Waters, 
  she takes a minute to collect a several heavy volumes 
  from a side room—these books are Pathfinder Chronicles 
  featuring those PCs’ adventures. 
  JUNIA “J.” DACILANE 
  CR 1
  Female human spiritualist 2 (Pathfinder RPG Occult 
  Adventures 72)
  CG Medium humanoid (human)
  Init +4; Senses Perception +3
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 16 (2d8+4)
  Fort +4, Ref +2, Will +6
  OFFENSE
  Speed 30 ft.
  Melee kukri +0 (1d4–1/18–20)
  Ranged telekinetic projectile +1 (1d6)
  Spiritualist Spells Known (CL 2nd; concentration +5)
  0 (at will)—mage hand, message, open/close (DC 13), 
  stabilize, telekinetic projectileOA
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 17, Cha 13
  Base Atk +1; CMB +0; CMD 10
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +6, Diplomacy +3, Knowledge (dungeoneering) 
  +6, Knowledge (history) +7, Knowledge (nobility) +7, Sense 
  Motive +8, Swim +1, Use Magic Device +5
  Languages Common, Halfling, Infernal
  SQ bonded senses (2 rounds/day), etheric tether, phantom 
  (Grishan Maldris, devotion), shared consciousness
  Combat Gear alchemist’s fire, antitoxin (2); Other Gear 
  mithral shirt, kukri, backpack, belt pouch, everburning 
  torch, explorer’s outfit, ink, inkpen, paper (5), scroll case, 
  tindertwig, trail rations, 35 gp
  SPECIAL ABILITIES
  Bonded Senses As a standard action, J. can see, hear, smell, 
  taste, and touch with Grishan’s senses for up to 2 rounds 
  per day.
  
  8
  PATHFINDER SOCIETY SCENARIO
  Etheric Tether J. can sacrifice any number of hit points to 
  prevent the same amount of damage to Grishan, but only if 
  an attack would send him back to the Astral Plane. Grishan 
  can travel up to 50 feet away from J. If he travels farther, she 
  must succeed a concentration check (DC = 10 + 1 per 10 feet 
  between them) as a full-round action each round or Grishan 
  transports to the Ethereal Plane and cannot return for 24 
  hours. If Grishan is outside J.’s line of effect for longer than 1 
  round, he returns to the Ethereal Plane.
  Phantom J.’s dedication phantom, Grishan, may dwell inside 
  her mind, or manifest fully as an incorporeal creature with 
  a 1-minute ritual. When he manifests as an incorporeal 
  creature, he gains the incorporeal ability (making him 
  immune to physical attacks, and reducing damage from 
  magical attacks by half) and can attack incorporeal 
  creatures, but cannot affect material creatures. A 
  typical phantom can instead choose to manifest as an 
  ectoplasmic creature, but Grishan has not yet learned how 
  to take this form.
  Psychic Spellcasting Junia’s spells lack verbal and somatic 
  components. Instead, any spell with a verbal component 
  instead has a thought component, and any spell with a 
  somatic component instead has an emotion component. 
  She cannot cast a spell with an emotion component 
  while under the effects of a non-harmless effect with the 
  emotion or fear descriptors. The DC of any concentration 
  check to cast a spell with a thought component is increased 
  by 10 unless she spends a move action to center herself 
  before casting. Junia Dacilane has the spell telekinetic 
  projectile, which appears on page 188 of Pathfinder RPG 
  Occult Adventures. The spell is reprinted below for your 
  convenience.
  Shared Consciousness When Grishan isn’t manifested, J. 
  gains a+4 bonus on saving throws against mind-affecting 
  effects, +2 bonus on Will saves, and a +3 bonus on 
  Diplomacy and Sense Motive checks. Once per day, she may 
  reroll a failed saving throw against a mind-affecting effect, 
  but doing so removes her other shared consciousness 
  bonuses for the spell’s durations. 
  GRISHAN MALDRIS
  Male phantom 
  CG Medium outsider (incorporeal, phantom)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
  hp 27 (2d10+5)
  Fort +1, Ref +5, Will +5
  Defensive Abilities incorporeal
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +4 (1d6+2)
  Special Attack dutiful strike
  STATISTICS
  Str —, Dex 15, Con 13, Int 7, Wis 10, Cha 14
  Base Atk +2; CMB +4; CMD 16
  Feats Iron Will, Toughness
  Skills Bluff +7, Diplomacy +7, Knowledge (nobility) –1, 
  Perception +5, Sense Motive +5, Sleight of Hand +6, 
  Stealth +6
  Languages Common
  SQ link, share spells
  SPECIAL ABILITIES
  Dutiful Strike Grishan gains a +2 bonus on attack rolls against 
  any creature that attacked Junia in the past minute, and his 
  slam damage increases to 1d8+2 against that creature. If 
  another creature attacks Junia while this ability is active, the 
  effect transfers to the new attacker.
  Link Junia can direct Grishan as a free action.
  Share Spells Junia can cast spells with a range of personal on 
  Grishan as if it had a range of touch.
  TELEKINETIC PROJECTILE
  School evocation; Level occultist 0, psychic 0, spiritualist 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./ 2 levels)
  Duration instantaneous
  Saving Throw no; Spell Resistance no
  You fling an object weighing up to 5 pounds at the target. 
  You must succeed at a ranged attack (not a ranged touch 
  attack) to hit your target; if you hit, you deal 1d6 points 
  of bludgeoning damage to both the target and the object. 
  The type of object thrown doesn’t change the damage type 
  or any other properties of the attack, even if you throw a 
  weapon or magic item in this way.
  J. DACILANE, SPIRITUALIST?
  J.’s relationship with the phantom Grishan has transformed 
  her into a spiritualist, a class from Pathfinder RPG Occult 
  Adventures. Her sheltered upbringing and determination 
  to keep Grishan’s existence a secret have prevented J. from 
  developing the full powers of her class. She is not even 
  aware that there is such a thing as a spiritualist. As a result, 
  J. cannot cast any first level spells, and is not even aware 
  that she is casting 0th-level spells. Instead, she believes that 
  Grishan produces their effects in response to her telepathic 
  requests. In addition, Grishan cannot manifest in ectoplasmic 
  form. He can either hide inside J.’s mind, granting J. the 
  bonuses listed under her shared consciousness ability, or 
  manifest in the incorporeal form listed in his statistics.
  J. prefers to hang back in combat and use her knacks from 
  a distance unless otherwise stated in an encounter. Grishan 
  cannot attack corporeal creatures, so he does not participate 
  in most combats. 
  
  9
  SCHOOL OF SPIRITS
  TO THE PRECIPICE QUARTER
  Once out of her home, J. breathes a sigh of relief and visibly 
  relaxes. She asks the PCs how they would like to proceed 
  to the Precipice Quarter, and admits that she hasn’t gotten 
  out of the house much in the last several years. If asked 
  where in particular she would like to go, J. shrugs and 
  suggests that they head toward the Drownyard.
  There are two main ways of reaching the Precipice 
  Quarter from the Ivy District. The most direct route is 
  through the mercantile Coins district and then along the 
  edge of the Merchant’s Quarter. The second is through 
  the Foreign Quarter and then through the Docks. A PC 
  who succeeds at a DC 10 Knowledge (local) check knows 
  that today is a market day, which means that the Coins 
  are packed with shoppers and merchants. On the other 
  hand, even though there will be less traffic in the Docks, 
  going through that neighborhood is not without its risks, 
  as it is one of the city’s rougher districts.
  During their walk through the city, J. asks the PCs 
  questions about their lives and their adventures as 
  Pathfinders. It is important that the GM not portray J. 
  as an annoyance. She is a young woman who has been 
  cooped up for too long, and has an obvious interest in 
  the Pathfinder Society. She does not press PCs to share 
  more than they wish, but she is an enthusiastic audience 
  to any stories that the PCs tell. This could be a chance for 
  players who enjoy talking about their PCs’ backstories to 
  shine a bit, and perhaps try to recruit a new Pathfinder. 
  J. is reluctant to talk about her past, particularly her 
  experiences surrounding the earthquake itself. However, 
  she is quite happy to speak of her rescue, praising the 
  courage of the Pathfinders who saved her. If any of the 
  PCs was involved in her rescue, she is star-struck for the 
  rest of this scenario around that individual. She pulls out 
  copies of Pathfinder Chronicles featuring that PC and asks 
  for autographs.
  A. LOOKING FOR TROUBLE (CR 2 OR 5)
  The PCs eventually run into trouble before they reach 
  the Precipice District no matter which path they take.
  If the PCs go through the Coins, they run into a group 
  of young hotspur noblemen. These are young men of 
  House Damaq who are dressed in the latest Qadiran-
  inspired fashions (turbans, flowing silk scarves, heavy 
  eye shadow, and impressive jewelry). They mistake J. 
  for an actual Eagle Knight and begin throwing insults 
  at her in Kelish and Common, such as calling her a 
  cowardly abolitionist, and goading her to fight.
  If the PCs go through the Docks, they instead encounter 
  a group of Chelish marines who are just returning to 
  their ship after a late-night binge. They also mistake J. 
  for an Eagle Knight and hurl insults at her, calling her, 
  among other things, a traitorous peasant.
  Creatures: Neither group is interested in inflicting 
  serious harm upon J. or the PCs; they simply want to 
  blow off some steam. They attempt to get in Junia’s 
  face and shove her around. Having lived a sheltered 
  life these last few years, J. struggles to deal with the 
  sudden burst of hostility. She casts telekinetic projectile 
  (see page 8) to throw pieces of junk from the alleyway 
  at the people surrounding her. Because of the unusual 
  nature of her spellcasting, she believes that Grishan is 
  throwing these objects at her request. On Junia’s turn 
  in the second round, or as soon as someone physically 
  knocks Junia over, Grishan manifests briefly and runs 
  around the battlefield. The PCs catch fleeting glimpses 
  of the blue-tinged, ephemeral outline of a boy with 
  hollow eyes. After the encounter, Grishan disappears, 
  returning to Junia’s mind.
  If the PCs encounter the House Damaq hotspurs 
  instead of the Chelish marines, replace their opponents’ 
  chain shirts with leather armor (this change reduces 
  their armor bonus to AC by 2), and remove the short 
  swords from their equipment.
  Subtier 1–2 (CR 2)
  CHELISH MARINES (5) 
  CR 1/3
  Human warrior 1
  N medium humanoid
  Init +1; Senses Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 8 each
  Fort +2, Ref +1, Will +0
  OFFENSE
  Melee dagger +3 (1d4+2/19–20) or 
  sap +3 (1d6+2 nonlethal) or 
  short sword +3 (1d6+2/19–20)
  TACTICS
  During Combat On the first round, the marines (or hotspurs) 
  surround Junia and attempt to shove her around. If the PCs 
  draw weapons, they also draw their weapons and attack 
  the PCs. If Grishan appears, they call Junia a freak and draw 
  their weapons if they haven’t already. They use their saps 
  to deal nonlethal damage unless the PCs start dealing 
  lethal damage.
  Morale The marines (or hotspurs) flee if any of them is knocked 
  unconscious or killed, or if the PCs succeed at a DC 15 
  Intimidate check to scare them away. The DC is reduced to 10 
  after Grishan manifests.
  STATISTICS
  Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +13; CMD 14
  Feats Step Up, Toughness
  Skills Intimidate +3, Profession (soldier) +4, Survival +1
  
  N
  A. Looking for  
   
  Trouble
  GameMastery Map Pack:
  Ambush Sites
  1 square = 5 feet
  10
  PATHFINDER SOCIETY SCENARIO
  Languages Common
  Combat Gear potion of cure light wounds; Other Gear chain 
  shirt, dagger, sap, short sword, 10 gp
  Subtier 4–5 (CR 5)
  CHELISH MARINES (6) 
  CR 1
  Guard (Pathfinder RPG NPC Codex 267; see page 27)
  hp 22 each
  Melee dagger +5 (1d4+2/19–20) or 
  mwk longsword +6 (1d8+2/19–20) or 
  sap +5 (1d6+2 nonlethal)
  Combat Gear potion of cure light wounds Other Gear chain 
  shirt, dagger, mwk longsword, sap, 44 gp
  TACTICS
  During Combat On the first round, the marines (or hotspurs) 
  surround Junia and attempt to shove her around. If the PCs 
  draw weapons, they also draw their weapons and attack 
  the PCs. If Grishan appears, they call Junia a freak and draw 
  their weapons if they haven’t already. They use their saps 
  to deal nonlethal damage unless the PCs start dealing 
  lethal damage.
  Morale The marines (or hotspurs) flee if any of them is knocked 
  unconscious or killed, or if the PCs succeed at a DC 19 
  Intimidate check to scare them away. The DC is reduced to 14 
  after Grishan manifests.
  Development: J. is shaken after the encounter, and takes 
  a few moments to collect herself. She is reluctant to talk 
  about the apparition the PCs witnessed, as she has been 
  trying to keep Grishan a secret for many years. However, 
  she also believes that she owes the PCs an explanation.
  “I guess I should tell you, considering who you are and where 
  we are going. I’ve been keeping him a secret for far too long in 
  any case.”
  “Grishan, can you come out, please. These people would like 
  to meet you.”
  Grishan steps out of J.’s body, revealing himself to be 
  a green-tinted apparition that resembles an emaciated 
  14-year-old boy with sunken cheeks and hollow eyes. He 
  is still wearing his school uniform consisting of a blouse 
  covered by a vest. His legs end just below the knees, trailing 
  off into nothingness and he floats above the ground at 
  the same height he stood in life. He introduces himself 
  as Grishan, leaving off his last name, and tells the PCs 
  about his history with J. GMs can draw on the information 
  presented in the introduction to tell his story, though 
  Grishan himself focuses on how they became trapped in the 
  necropolis, how he refused to leave J.’s side after his death, 
  how they were rescued, and how they have been coexisting 
  ever since. He leaves out the information about his spying 
  
  Junia Dacilane and 
  Grishan Maldris
  11
  SCHOOL OF SPIRITS
  for the moment. Grishan speaks in a calm voice that sounds 
  as if it is traveling from some distance away. He is unaware 
  of his brother’s position as a Society faction leader, nor does 
  he remember his family’s true shameful history.
  Once he has finished his story, any PC with at least 
  one level in a class from Pathfinder RPG Occult Adventures 
  realizes that J. is a spiritualist and that Grishan is her 
  phantom. PCs who do not have levels in any of these 
  classes recognize the nature of J. and Grishan’s bond with 
  a successful DC 15 Knowledge (arcana) check. Neither J. 
  nor Grishan has ever heard of a spiritualist, and they are 
  both eager to learn whatever the PCs can tell them about 
  their connection.
  Grishan admits that it was he who has been pushing J. 
  to sneak out of her home to visit the Precipice Quarter. 
  Through their personal link, the phantom understands 
  that there is something in the Drownyard that J. needs 
  to see or experience in order to understand both herself 
  and her powers. He also admits that he has his own 
  reasons for wanting to go to the Precipice Quarter, and 
  comes clean about how his brother asked him to spy on 
  his friends and their families, how he hid the collected 
  packet of intelligence he gathered in a place called the 
  Arboretum Arcanis, and how he never got the chance to 
  place it in the secret dead drop. He pleads with the PCs to 
  take him to the Arboretum and allow him to accomplish 
  his life’s greatest unfulfilled mission. If asked about the 
  intelligence he gathered, Grishan admits that there are 
  many aspects of his life that are missing or incomplete; 
  the exact location of the intelligence is one of those. He 
  does remember that it was important, however, and is 
  absolutely certain that it is located somewhere in the 
  Arboretum Arcanis.
  If the PCs seem reluctant to help the phantom, J. 
  chimes in that in many ways she and Grishan are the 
  same person now. When he is happy, she is happy, and 
  when Grishan gets annoyed at something, she is barely 
  able to keep her frustrations in check. If the PCs aren’t 
  willing to help the phantom for his own sake, J. asks that 
  they do it for her sake.
  Rewards: If the PCs do not defeat the marines or 
  hotspurs, reduce each PC’s gold earned by the following 
  amount.
  Subtier 1–2: Reduce each PC’s gold earned by 71 gp.
  Out of Subtier: Reduce each PC’s gold earned by 
  172 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 274 gp.
  B. ARBORETUM ARCANIS
  The Arboretum Arcanis was once a haven of exotic trees, 
  bushes, and flowers from all over Golarion. The enigmatic 
  wizard Beldrin built the Arboretum in ages past, covering 
  it with a crystal dome that let through light while keeping 
  everything inside safe. Inside the dome, each greenhouse 
  had its own magical temperature and moisture controls, 
  and was watered by artificial clouds that rained only at 
  night. The earthquake of 4698  ar cracked the crystal 
  dome, disrupting and twisting its magic. The magical 
  rain turned dark and acidic, causing the plants to melt 
  away or transform into horrid mockeries of their former 
  selves. Other plants came to unnatural life and strangled 
  their former caretakers, feeding on their pale corpses for 
  lack of other nutrition. Now, even the aggressive undead 
  that plague the Precipice Quarter at night avoid the 
  Arboretum Arcanis.
  Most of the Arboretum now lies in ruins and is 
  inaccessible. The crystal dome is 
  cracked, with a large central 
  portion missing at its apex. Vines 
  have grown through the cracks 
  in the dome, so thick that the 
  interior of the dome 
  is shrouded in 
  SCALING LOOKING FOR TROUBLE
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Both Subtiers: Remove two hotspurs or marines from the 
  encounter.
  
  12
  PATHFINDER SOCIETY SCENARIO
  perpetual dim light, even on bright, sunny days. Large 
  skylights in the Arboretum’s greenhouses open the 
  interior to the corrupting rains. These days, the artificial 
  clouds crackle with soundless, purple lightning and emit 
  a slow drizzle of acidic water from time to time. This 
  liquid eventually corrupts all living things it touches, but 
  the corruption takes days to take hold. A PC who succeeds 
  at a DC 14 Knowledge (history) or (local) check has heard 
  of this rain, and a PC who succeeds at a DC 18 Knowledge 
  (arcana) check deduces its effects.
  Standing before the Arboretum, Grishan has a sudden 
  flash of memory. He tells the PCs that he is sure that 
  the packet is inside, and that he now remembers that he 
  placed it in a red lion statue that was part of a fountain. 
  He doesn’t remember the location of the fountain.
  B1. The Foyer (CR 3 or 6)
  The foyer of the Arboretum Arcanis is in shambles. Debris 
  and dead or dying plant matter cover the mosaic-tiled floor. A 
  gnarled black thorn tree still clings to life in a giant masonry 
  planter. Two massive skylights in the ceiling afford a view of 
  low-hanging, purple and black clouds above; the crystal dome 
  is completely obscured. Piles of rubble obscure most of what 
  once may have been doorways, but a door to the west is free 
  from debris.
  Creature: The foyer is the lair of Majordomo Pip, a 
  mandragora who once served the head of the Arboretum 
  Arcanis as a gardening assistant, but who has become 
  twisted and evil due to the corrupting influence of 
  the crystal dome’s magical rain. He has spent the past 
  17 years hiding from the undead and vermin of the 
  Precipice Quarter and is biding his time until he can 
  take control of the Arboretum. He was about to declare 
  victory several weeks ago when a strange, humanoid 
  plant creature known as a ghoran (see area B3) found its 
  way here and claimed the central greenhouse. He now 
  pretends to serve the ghoran druid while plotting to get 
  rid of her as quickly as possible. Pip appears as a short, 
  gnarled, gnome-like figure with a beard of green mold, 
  an oversized, misshapen and bulbous head, and long, 
  branched fingers. On his back he has numerous small 
  sack-like growths about the size of a child’s fist.
  Majordomo Pip is quite well hidden amidst the exposed 
  roots of the thorn trees when the PCs first arrive. A PC 
  who succeeds at a DC 30 Perception check notices that 
  one of the roots of the tree looks like a little old man who 
  is bent over. Pip quickly sizes up the party and decides he 
  probably can’t kill them all himself and instead intends 
  to make them Khaya’s problem.
  He detaches himself from the tree as the PCs enter and 
  makes a low bow, greeting them politely in Common. 
  As long as the PCs don’t attempt to move past him into 
  area B2, he continues to speak with them respectfully. 
  He does not know about the Grishan’s cache. If the PCs 
  attempt to enter the door to area B2, he informs them that 
  they must first pay a small fee for the privilege of visiting 
  the garden: they must each grant him a small portion of 
  their blood to him for ongoing research. In exchange, Pip 
  promises to lead the PCs to the Master Gardener who he 
  claims will answer all of their questions.
  WHICH WAY DO WE GO?
  It should be clear that the PCs now have a two related 
  missions: one is to accompany J. to the Drownyard, while 
  the other is to recover Grishan’s intelligence packet. The PCs 
  are free to accomplish these objectives in either order. J. and 
  Grishan remind the PCs of their objectives if necessary.
  
  N
  B. Arboretum Arcanis
  P : Majordomo Pip
  C : Cockroach
  P
  C1
  B1
  B2
  B3
  B4
  To B5
  C3
  C2
  C4
  1 square = 5 feet
  13
  SCHOOL OF SPIRITS
  If they all agree, Pip approaches each PC and 
  transforms one of his fingers into a thin, translucent, 
  syringe-like tube with a needle-sharp tip and withdraws 
  a small amount of blood, dealing 1 hit point of damage. 
  The blood flows through the needle and via a long, 
  translucent vein to one of the nodules on his back. 
  Once he has done this to all the PCs (including J., who 
  reluctantly agrees if that is what the party decides), he 
  leads them into area B2, and offers to explain the magical 
  plants in area B4. If the PCs do not submit to his blood 
  draw, or forcefully try to move past him, Majordomo 
  Pip attacks. In Subtier 4–5, his screech awakens several 
  fiendish cockroaches that were sleeping under the tree’s 
  roots. These creatures emerge and attack the PCs on the 
  second round of combat.
  Subtier 1–2 (CR 3)
  MAJORDOMO PIP 
  CR 3
  Young mandragora (Pathfinder RPG Bestiary 2 293, 185)
  CE Tiny plant
  Init +6; Senses low-light vision; Perception +9
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+6 Dex, +2 size)
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: Remove Pip’s poison special ability.
  Subtier 4–5: Remove Pip’s poison special ability and two of 
  the corrupted cockroaches.
  hp 27 (5d8+5)
  Fort +5, Ref +9, Will +2
  Immune plant traits; Resist acid 5, cold 5, electricity 10
  Weaknesses vulnerable to supernatural darkness
  OFFENSE
  Speed 40 ft., burrow 10 ft., climb 40 ft.
  Melee bite +11 (1d4 plus grab), 2 slams +11 (1d3 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain (1d2 Con), shriek
  TACTICS
  During Combat The mandragora begins combat with his shriek 
  special ability, then moves into melee. He prefers to attack 
  nauseated creatures to avoid attacks of opportunity.
  Morale Pip flees through area B2 once he is dropped below 10 
  hit points.
  
  Majordomo Pip
  14
  PATHFINDER SOCIETY SCENARIO
  STATISTICS
  Str 11, Dex 22, Con 13, Int 8, Wis 13, Cha 10
  Base Atk +3; CMB +7 (+11 grapple); CMD 17
  Feats Lightning Reflexes, Skill Focus (Perception), Weapon 
  Finesse
  Skills Acrobatics +6 (+10 when jumping), Climb +8, Perception 
  +9, Stealth +20 (+28 in vegetation); Racial Modifiers +8 
  Stealth in vegetation
  Languages Abyssal, Common
  SPECIAL ABILITIES
  Poison (Ex) Slam—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect confusion (as per the spell confusion) 
  and fatigue; cure no saves but “act normally” result on the 
  confusion behavior table ends the effect.
  Shriek (Su) Once per day as a standard action, a 
  mandragora can give voice to an unsettling shriek. 
  All creatures within a 30-foot spread of a shrieking 
  mandragora must make a DC 13 Will save or become 
  nauseated for 1d4 rounds. This is a 
  sonic, mind-affecting ability. The 
  save DC is Constitution-based.
  Vulnerable to Supernatural Darkness (Ex) In areas of 
  supernatural darkness (such as those created by deeper 
  darkness, but not by darkness), a mandragora is slowed, as 
  the slow spell.
  Subtier 4–5 (CR 6)
  CORRUPTED COCKROACHES (4)  
  CR 1/2
  Fiendish giant cockroach (Pathfinder RPG Bestiary 2 292, 58)
  N Small vermin
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 8 each (1d8+4)
  Fort +6, Ref +1, Will +0
  Resist cold 5, fire 5; SR 5
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
  Melee bite +1 (1d4)
  Special Attacks smite good (1/day)
  TACTICS
  During Combat The cockroaches mindlessly attack the 
  nearest PC.
  Morale The cockroaches fight to the death.
  STATISTICS
  Str 11, Dex 12, Con 19, Int —, Wis 11, Cha 2
  Base Atk +0; CMB –1; CMD 10
  Feats DiehardB, EnduranceB
  Skills Climb +8, Fly –1, Perception +4, Stealth +9; Racial 
  Modifiers +4 Perception, +4 Stealth
  SQ hold breath
  SPECIAL ATTACKS
  Smite Good (Ex) A corrupted cockroach can smite a good 
  creature as a swift action. If it does so, it deals 1 additional 
  point of damage on all of its attacks against that creature 
  until that creature is dead or the cockroach rests.
  MAJORDOMO PIP 
  CR 5
  Advanced mandragora (Pathfinder RPG Bestiary 2 292, 185)
  CE Small plant
  Init +6; Senses low-light vision; Perception +14
  DEFENSE
  AC 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size)
  hp 47 (5d8+25)
  Fort +9, Ref +9, Will +4
  Immune plant traits; Resist acid 5, cold 5, electricity 10
  Weaknesses vulnerable to supernatural darkness
  OFFENSE
  Speed 40 ft., burrow 10 ft., climb 40 ft.
  Melee bite +10 (1d6+4 plus grab), 2 slams +10 (1d4+4)
  Special Attacks blood drain (1d2 Con), shriek
  
  15
  SCHOOL OF SPIRITS
  TACTICS
  During Combat The mandragora always begins combat with 
  his shriek special ability, then it moves into melee to lash 
  foes with its tendrils.
  Morale Pip flees through area B2 once his is dropped below 15 
  hit points.
  STATISTICS
  Str 19, Dex 22, Con 21, Int 12, Wis 17, Cha 14
  Base Atk +3; CMB +6 (+10 grapple); CMD 22
  Feats Lightning Reflexes, Skill Focus (Perception), Weapon 
  Finesse
  Skills Acrobatics +6 (+10 when jumping), Climb +17, Perception 
  +14, Stealth +18 (+26 in vegetation); Racial Modifiers +8 
  Stealth in vegetation
  Languages Abyssal, Common
  SPECIAL ABILITIES
  Poison (Ex) Slam—injury; save Fort DC 17; frequency 1/round 
  for 4 rounds; effect confusion (as per the spell confusion) 
  and fatigue; cure no saves but “act normally” result on the 
  confusion behavior table ends the effect.
  Shriek (Su) Once per day as a standard action, a mandragora 
  can give voice to an unsettling shriek. All creatures within 
  a 30-foot spread of a shrieking mandragora must make 
  a DC 17 Will save or become nauseated for 1d4 rounds. 
  This is a sonic, mind-affecting ability. The save DC is 
  Constitution-based.
  Vulnerable to Supernatural Darkness (Ex) In areas of 
  supernatural darkness (such as those created by deeper 
  darkness, but not by darkness), a mandragora is slowed, as 
  the slow spell.
  B2. Vine-Choked Gallery
  Decaying vines carpet the walls and ceiling of this room. The 
  floor is riddled with narrow cracks and fissures, extending 
  several feet below.
  The vines spanning this room were once covered 
  with fragrant flowers. Now, the only odor in this room 
  is the earthen smell of decay. The vines shrouding this 
  room reduce the light level to darkness, and the cracks 
  provide difficult terrain.
  B3. Flowering Shrubs of Taldor Gallery
  A collapsed sign near the door lists the exhibit that was 
  on display in this gallery at the time of the earthquake: 
  “Flowering Shrubs of Eastern Taldor”. Plants once grew in 
  the large, ceramic planters that still hug the southern wall. 
  Dozens of branches clinging to decaying leaves emerge 
  from the wooden door to the north. To the east, a room with 
  healthy trees and shrubs is visible through a glass door set in 
  a wrought iron frame.
  The door in the northern wall was once a living shrub, 
  painstakingly shaped to function as a door. It leads to a 
  collection of corridors and ruined galleries, as well as the 
  flourishing Plants of Eastern Garund Greenhouse (area 
  B5). The door to the west leads to area B4.
  B4. Gallery of Magically Enhanced Flora
  Dozens of healthy plants with vibrant and colorful leaves, fruit, 
  and flowers emerge from the decay in this small greenhouse, 
  spilling out of the pots and berths that once contained them.
  The plants in this room result from magical 
  experimentation. Several of them are enhanced with 
  beneficial effects, which affect anyone who eats the 
  correct part of the plant. Others have acquired negative 
  effects from exposure to the Arboretum’s corruption. 
  The entire room radiates a faint aura of conjuration and 
  transmutation magic.
  If a PC eats a plant that is not listed in the treasure 
  below, that PC is nauseated for 1 round, and experiences 
  an unsettling effect for the next hour that is within 
  the bounds of the spell prestidigitation, such as his lips 
  turning black or tasting rotten meat. 
  Treasure: Among the plants in this room are pair of 
  walnuts that each provides the effects of a potion of shield 
  of faith, a tough length of ivy that functions as a potion 
  of spider climb when chewed, two cherries that function 
  as potions of reduce person, and two watermelons that each 
  produce the effects of potions of enlarge person on the first 
  person to eat a bite of them. Eating any of these unusual 
  potions takes a standard action. In Subtier 4–5, the 
  garden also contains a snapleaf (Pathfinder RPG Ultimate 
  Equipment 319) still on the vine. 
  A PC can identify the properties of each of these 
  enchanted plants with a successful Spellcraft check at the 
  standard DC, or with a DC 14 Knowledge (nature) check 
  (DC 18 in Subtier 4–5). If the PCs resolve their encounter 
  with Majordomo Pip diplomatically, he directs the PCs 
  to these plants and truthfully explains their properties.
  Rewards: If the PCs do not collect the magical plants 
  from this room, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 50 gp.
  Out-of-Subtier: Reduce each PC’s gold earned by 81 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 112 gp.
  B5. Plants of Eastern Garund Greenhouse 
  (CR 4 or 7)
  Several corridors and galleries from area B3 eventually 
  lead to the entrance of the second intact greenhouse in 
  the arboretum. A wooden plaque outside reads “Plants of 
  Eastern Garund: Please proceed with caution, as some are 
  poisonous”.
  
  N
  B5. Plants of Eastern Garund Greenhouse
  K : Khaya
  Y : Yellow Musk Creeper
  V : Assassin Vine
  Y
  B5
  To B3
  V2
  V1
  K
  1 square = 5 feet
  16
  PATHFINDER SOCIETY SCENARIO
  Unlike the dead and warped growth in most of the Arboretum, 
  the plants growing in this greenhouse seem to be relatively 
  young and healthy. Several raised beds of earth host strange-
  looking plants with long, sinuous vines, and a small, gently 
  flowing fountain with a red lion statue at its center sits near the 
  middle of the chamber. Against the wall stands a worktable 
  and chair covered in gardening tools.
  Creature: The arcane greenhouse is the home of a 
  ghoran druid named Khaya, an anthropomorphic plant 
  creature who smuggled herself to Absalom as a seedpod 
  from distant Nex along with a number of her kind. 
  She recently sprouted and discovered the abandoned 
  greenhouse, and thought it would be the perfect place 
  to awaken her kin. As a plant-based life form, she 
  unfortunately fell prey to the corrupting influence 
  of the magical rain. Although it has not altered her 
  physically, the corruption has begun to take hold in 
  her mind, giving her hallucinations and inducing 
  paranoia. Despite these problems, Khaya was able to 
  plant the seedpods of her companions in the raised beds 
  just yesterday and is now waiting for them to sprout, a 
  process that requires several more days. She is extremely 
  protective of these plants, and defends them with her 
  life. The carnivorous plant lurking in one of the earthen 
  beds (or a pair of carnivorous plants, in Subtier 4–5) 
  return the favor, assisting Khaya if combat erupts.
  If Khaya sees the PCs approaching, she yells at them 
  in Common to stay back, and accuses them of being 
  gardeners from Quantium who have come to harvest 
  her and her companions. Even though the ghoran is an 
  unusual creature, a DC 12 Sense Motive check is enough 
  to know that she is not in her right mind. PCs who 
  succeed at a DC 15 Knowledge (nature) or (arcana) check 
  intuit that her suffering might be due to the corrupting 
  rain within the Arboretum. Any movement toward her or 
  the raised beds prompts her to attack. 
  Khaya begins the encounter with an attitude of 
  Unfriendly. If the PCs are able to shift her attitude to at 
  least Indifferent or if they cast a spell such as remove disease 
  on her, Khaya visibly calms down and seems to regain some 
  of her senses. It is at this point that Khaya lets the PCs 
  approach to search the Red Lion statue on the fountain.
  Subtier 1–2 (CR 4)
  YELLOW MUSK CREEPER 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 285; see page 27)
  
  Khaya
  17
  SCHOOL OF SPIRITS
  KHAYA 
  CR 2
  Female ghoran druid 3 (Pathfinder Campaign Setting: Inner 
  Sea Bestiary 14)
  N Medium plant
  Init +1; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +2 natural, 
  +2 shield)
  hp 26 (3d8+9)
  Fort +5, Ref +4, Will +5
  Immune plant traits
  Weaknesses delicious, light dependent
  OFFENSE
  Speed 30 ft.
  Melee greenwoodUE club +5 (1d6+2)
  Special Attacks wooden fist (+1, 5 rounds/day)
  Druid Spells Prepared (CL 3rd; concentration +5)
  2nd—barkskinD, spider climb, summon swarm
  1st—calm animals (DC 13), entangleD (DC 13), obscuring 
  mist, shillelagh (DC 13)
  0 (at will)—create water, guidance, light, purify food and 
  drink (DC 12)
  D Domain spell; Domain Plant
  TACTICS
  During Combat Khaya casts spider climb on herself 
  and climbs the wall to 
  get away from melee 
  combatants, casting 
  ranged spells or 
  obscuring mist if 
  she is targeted from 
  range herself. She 
  prefers to leave 
  melee to the yellow 
  musk creeper. If any PC 
  attacks the raised beds, 
  Khaya screams in anger, 
  casts shillelagh on her club and 
  enters melee.
  Morale Believing that the PCs have 
  come to kill her and her companions, 
  Khaya fights to the death.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 8, Wis 15, 
  Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Combat Casting, Lightning 
  Reflexes
  Skills Climb +5, Knowledge 
  (nature) +6, Perception +7, 
  Profession (gardener) +7, 
  Spellcraft +3, Survival +8
  Languages Common, Druidic, Sylvan
  SQ ghorus seed, nature bond (Plant domain), nature sense, 
  trackless step, wild empathy +3, woodland stride
  Combat Gear potion of cure light wounds; Other Gear leather 
  armor, greenwoodUE heavy wooden shield, greenwoodUE 
  club, belt pouch, gardening tools, holly and mistletoe, spell 
  component pouch, waterskin, silver brooch of the Master 
  Gardener of the Arboretum Arcanis (worth 20 gp)
  SPECIAL ABILITIES
  Delicious (Ex) Khaya takes a –2 penalty on Escape Artist and 
  combat maneuver checks to escape a grapple against any 
  creature that has the bite attack with the grab ability.
  Ghorus Seed (Ex) Ghorans create a seed that when planted 
  in fertile soil creates an exact duplicate of themselves, but 
  then causes the old version to die.
  Light Dependent (Ex) Khaya takes 1d4 Con damage per day 
  without exposure to sunlight.
  Wooden Fist (Su) As a free action, Khaya can make her hands 
  as hard as wood, covered in tiny thorns. While she has 
  wooden fists, her unarmed strikes do not provoke attacks 
  of opportunity, deal lethal damage, and gain a +1 bonus on 
  damage rolls.
  Subtier 4–5 (CR 7)
   ASSASSIN VINES (2) 
  CR 3
  hp 38 each (Pathfinder RPG 
  Bestiary 22; see page 27)
   KHAYA 
  CR 4
  Female ghoran druid 5 
  (Pathfinder Campaign Setting: 
  Inner Sea Bestiary 14)
  N Medium plant
  Init +5; Senses low-light vision; 
  Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+2 
  armor, +1 Dex, +2 natural, +2 shield)
  hp 41 (5d8+15)
  Fort +6, Ref +4, Will +7; +4 vs. fey and 
  plant-targeted effects
  Immune plant traits
  Weaknesses delicious,  
  light dependent
  OFFENSE
  Speed 30 ft. 
  Melee greenwood club +6 (1d6+2)
  Special Attacks wild shape 1/day, 
  wooden fists (+2, 6 rounds/day)
  Druid Spells Prepared (CL 5th; 
  concentration +8)
  3rd—call lightning (DC 16), plant 
  growthD, spike growth (DC 17)
  
  18
  PATHFINDER SOCIETY SCENARIO
  2nd—barkskinD, spider climb, summon swarm, warp wood 
  (DC 16)
  1st—calm animals (DC 14), entangleD (DC 15), faerie fire, 
  obscuring mist, shillelagh (DC 14)
  0 (at will)—create water, guidance, light, purify food and 
  drink (DC 13)
  D Domain spell; Domain Plant
  TACTICS
  During Combat Khaya casts spider climb on herself and 
  climbs the wall to get away from melee combatants, 
  using ranged spells or obscuring mist if she is targeted 
  from range herself. The purple lightning in the clouds 
  above is sufficient to count as a storm for the purposes of 
  her call lightning spell. She prefers to leave melee combat 
  to the assassin vines. If any PC attacks the raised beds, 
  Khaya screams in anger, casts shillelagh on her club and 
  enters melee.
  Morale Believing that the PCs have come to kill her and her 
  companions, Khaya fights to the death.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 8, Wis 16, Cha 10
  Base Atk +3; CMB +5; CMD 16
  Feats Combat Casting, Improved Initiative, Lightning Reflexes
  Skills Climb +5, Knowledge (nature) +8, Perception +10, 
  Profession (gardener) +10, Spellcraft +3, Survival +9
  Languages Common, Druidic, Sylvan
  SQ ghorus seed, nature bond (Plant domain), nature sense, 
  trackless step, wild empathy +5, woodland stride
  Combat Gear potion of barkskin (CL 6th), potion of cure light 
  wounds, potion of cure moderate wounds; Other Gear 
  darkleaf clothUE leather armor, greenwoodUE heavy wooden 
  shield, greenwoodUE club, hollywreath bandUE, belt pouch, 
  gardening tools, holly and mistletoe, spell component pouch, 
  waterskin, silver brooch of the Master Gardener of the 
  Arboretum Arcanis (worth 20 gp)
  SPECIAL ABILITIES
  Delicious (Ex) Khaya takes a –2 penalty on Escape Artist and 
  combat maneuver checks to escape a grapple against any 
  creature that has the bite attack with the grab ability.
  Ghorus Seed (Ex) Ghorans create a seed that when planted in 
  fertile soil creates an exact duplicate of themselves, but then 
  causes the old version to die.
  Light Dependent (Ex) Khaya takes 1d4 Con damage per day 
  without exposure to sunlight.
  Wooden Fist (Su) As a free action for up to 6 rounds per day, 
  Khaya can make her hands as hard as wood, covered in tiny 
  thorns. While she has wooden fists, her unarmed strikes do 
  not provoke attacks of opportunity, deal lethal damage, and 
  gain a +2 bonus on damage rolls.
  Treasure: Carefully tipping over the Red Lion statue 
  on the fountain reveals that it is hollow. Inside is a small 
  package wrapped in many layers of wax paper: Grishan’s 
  intelligence packet. Reading his notes reveals a number 
  of secrets, all in Grishan’s hurried script, along with 
  documents that provide proof of the allegations made. 
  Distribute Player Handouts #1–3.
  A PC who succeeds at a DC 15 Appraise check (DC 18 in 
  Subtier 4–5) realizes that this information could be quite 
  damaging in the right hands, but also quite lucrative for 
  anyone trying to sell it. The information is worth 500 gp 
  on the open market (3,000 gp in Subtier 4–5).
  Development: Grishan has forgotten the details of 
  his notes. He struggles to believe what he reads about 
  his family, but recognizes his own faded handwriting. 
  Attentive PCs may put two and two together and ask him 
  the name of his brother. Grishan now wishes to talk to his 
  brother, but is willing to postpone the conversation until 
  after they visit the Drownyard. If J. hears the information 
  about her mother, she is distraught and slightly disgusted, 
  and quickly tries to change the subject.
  If the PCs don’t kill Khaya, she asks that they keep 
  her presence in the Arboretum a secret long enough for 
  her companions to sprout and grow. She wishes to grow 
  a presence of ghoran within the city and then petition 
  the Absalom government to ask for her people to be freed 
  from captivity in Nex.
  Rewards: If the PCs do not complete their objectives in 
  the greenhouse, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 87 gp if they 
  do not calm or defeat Khaya. Reduce each PC’s gold earned 
  by 83 gp if they do not retrieve the intelligence packet.
  Out-of-Subtier: Reduce each PC’s gold earned by 255 gp 
  if they do not calm or defeat Khaya. Reduce each PC’s 
  gold earned by 208 gp if they do not retrieve Grishan’s 
  intelligence packet.
  Subtier 4–5: Reduce each PC’s gold earned by 424 gp 
  if they do not calm or defeat Khaya. Reduce each PC’s 
  gold earned by 333 gp if they do not retrieve Grishan’s 
  intelligence packet.
  C. THE DROWNYARD
  The Drownyard is located a short distance from the 
  Arboretum Arcanis, and is surrounded by a tall, wrought 
  iron fence. The key provided by Drandle Dreng unlocks 
  the front gate. Once they have entered, read or paraphrase 
  the following.
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: Remove the yellow musk creeper’s pollen 
  spray special ability.
  Subtier 4–5: Remove one assassin vine from the 
  encounter.
  
  19
  SCHOOL OF SPIRITS
  The grounds of the old Tri-Towers Yard have been cleaned up in 
  the last several years, and several old ruined school buildings 
  that stood too close to the cliff’s edge were demolished. All of 
  the gnarled old trees were removed and new flowering bushes 
  and trees have been planted in their place. Despite these 
  efforts, the few ruined classrooms that remain look sad and 
  forgotten. Just inside the gate sits a small, locked storage shed 
  marked with the Pathfinder’s Glyph of the Open Road.
  J. falls silent as she steps on the grounds of her old 
  school, as she has not been here since she was rescued 
  seven years earlier. She asks the PCs to remain quiet just 
  for a moment while they remember the children and 
  adults who died there. 
  Once the moment has passed, she nods, as if she has 
  made a decision. She states that she senses something 
  within the haunted classroom (area C2), and that it has 
  something to teach her, something she needs to learn. She 
  refuses to change her mind about entering the haunted 
  classroom, and the only way to keep her from going 
  inside is to physically restrain her. She does, however, 
  listen to reason if the PCs suggest that they take some 
  preventative measures first, or stand by to help should 
  she get in over her head. Exactly what this help might 
  entail is left up to the imagination of the players, but J. 
  insists on staying in the classroom until she understands 
  why she feels drawn to it.
  C1. The Supply Shed
  The storage shed was once locked, but its lock is damaged 
  and no longer functions. It contains various supplies used 
  by the archaeological teams that work here including 
  large rolls of twine, wooden stakes, brushes, sacks, 
  shovels, trowels, and various measuring implements. A 
  large sign hanging on the back of the shed reads:
  “Entry to above ground structure in the ‘Yard is strongly 
  discouraged. 
  It 
  contains 
  an 
  dangerous 
  supernatural 
  force. Items in the yellow box are for emergencies only.  
  Signed, V-C Dreng”
  A group of treasure-hunters raided this cache, stealing 
  everything within except for the haunt siphons. This 
  group met their end inside the Drownyard at Cassiel’s 
  hands (see area B3).
  Treasure: The yellow box beneath the sign contains 2 
  haunt siphons (see sidebar). In Subtier 4–5, the box contains 
  4 haunt siphons. A short note inside the box describes the 
  function of the haunt siphon. The box is mostly empty. It 
  contains several holding slots for papers and vials as well 
  as several empty cloth pouches. 
  Rewards: If the PCs do not locate this cache, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 67 gp.
  Out of Subtier: Reduce each PC’s gold earned by 100 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 133 gp.
  C2. The Classroom (CR 3 or 6)
  The small classroom is all that remains of a once great school. 
  School benches and chairs are scattered about in a haphazard 
  fashion and a chalkboard hangs crooked from a single nail on 
  the western wall. The sound of the ocean beating against the 
  cliffs in the distance is the only thing that breaks the silence.
  Haunt: This was the classroom where J. and Grishan 
  studied in their youth. The building completely collapsed 
  during the earthquake, trapping dozens of students and 
  HAUNT SIPHON
  The following magic item appears in Pathfinder Adventure 
  Path #43: The Haunting of Harrowstone, and is reproduced 
  below.
  These glass vials are held within stylized cold-iron casings 
  etched with strange runes, necromantic designs, or other 
  eldritch markings. Within the vial rolls a small wisp of white 
  vapor, churning as if caught in a miniature vortex of air. 
  To capture a haunt’s energies within a haunt siphon, you 
  need only twist the metal casing to open the vial in the 
  same round that the haunt manifests (a standard action)—
  this can be before or after the haunt has acted. You must be 
  within the haunt’s area of influence to use a haunt siphon. 
  When you activate a haunt siphon, it deals 3d6 points 
  of positive energy damage to a single haunt. If it deals 
  enough damage to the haunt to reduce the haunt’s hit 
  points to 0, the mist inside the haunt siphon glows green—
  if it does not reduce the haunt to 0 hit points, the haunt 
  siphon is still expended and becomes nonmagical. It may 
  take multiple haunt siphons to destroy powerful haunts. 
  A haunt siphon that neutralizes a haunt can no longer be 
  used to harm haunts, but it can be used as a grenadelike 
  splash weapon that deals 1d6 points of negative energy 
  damage with a direct hit. Every creature within 5 feet of the 
  point where the haunt siphon hits takes 1 point of negative 
  energy damage from the splash.
  Requirements Craft Wondrous Item, cure moderate 
  wounds, gentle repose
  HAUNT SIPHON
  PRICE
  400 GP
  SLOT none
  WEIGHT 1 lb.
  AURA faint necromancy
  CL 3rd
  CONSTRUCTION
  COST 200 GP
  
  20
  PATHFINDER SOCIETY SCENARIO
  four teachers inside. Many died immediately, but many 
  more were trapped for days within the rubble while 
  rescuers attempted to find them. Few were brought out 
  alive. After J.’s rescue, public interest increased, and the 
  classroom was partially rebuilt as a memorial for the 
  dead. At the same time, Deris Marlinchen, the father 
  of one of the students, finally left the Drownyard after 
  a decade of speaking to spirits no one else could see. 
  However, Deris was not hallucinating, and his presence 
  soothed one of the angriest spirits in the ruined school—
  his daughter, Cassiel Marlinchen. Cassiel’s rage inspires 
  the children in this classroom to inflict an echo of their 
  fate upon anyone who enters. 
  Several children’s names are written next to small 
  memorials with their portraits. The names include 
  Badru Ahnkamen, Grishan Maldris, Cassiel Marlinchen, 
  Stilonius Morilla, Anaretta Nimz, and Jaran Shamyyid.
  Subtier 1–2 (CR 3)
  BURIED ALIVE 
  CR 3
  CE haunt (everyone in area C2)
  Caster Level 3rd
  Notice Perception DC 15 (to feel a slight vibration of the 
  ground)
  hp 15; Weakness tricked by hide from undead; Trigger 
  proximity; Reset 1 hour
  Effect As the sound of rumbling grows louder, the ground 
  begins to shake and the sky grows black. Dozens of spectral 
  school children run frantically for the door, but just before 
  they escape there is a mighty cracking sound as the ceiling 
  collapses. All creatures within the room take 2d6 points of 
  damage from falling beams. Additionally, affected creatures 
  are shaken for 1 minute (DC 13 Will negates). The ceiling 
  beams do not pin creatures within the room; instead, they 
  block off the room’s exit. Any attempt to dig through the 
  debris simply causes more debris to form. After 3 minutes, or 
  after the haunt is destroyed, the debris vanishes.
  Destruction The pain and death suffered in this room can only 
  be permanently erased when the spirit of Cassiel Marlinchen 
  finally finds rest or is permanently destroyed.
  Subtier 4–5 (CR 6)
  BURIED ALIVE 
  CR 6
  CE haunt (everyone in area C2)
  Caster Level 7th
  Notice Perception DC 20 (to feel a slight vibration of the 
  ground)
  hp 30; Weakness tricked by hide from undead; Trigger 
  proximity; Reset 1 hour
  Effect As the sound of rumbling grows louder, the ground 
  begins to shake and the sky grows black. Dozens of spectral 
  school children run for the door, but just before they escape 
  there is a mighty cracking sound as the ceiling collapses. 
  All creatures within the room take 4d6 points of damage 
  from falling beams. Additionally, affected creatures are 
  frightened for 1 minute (DC 17 Will negates). The ceiling 
  beams do not pin creatures within the room. Any attempt 
  to dig through the debris simply causes more debris to 
  form.  After 7 minutes, or after the haunt is destroyed, the 
  debris vanishes.
  Destruction The pain and death suffered in this room can only 
  be permanently erased when the spirit of Cassiel Marlinchen 
  finally finds rest or is permanently destroyed.
  Development: After the PCs deal with the haunt, J. 
  thanks them for their guidance and protection, but her 
  voice grows distant as if listening for a barely audible 
  whisper. After a moment’s pause, she tells them she 
  is certain another restless force still calls to her from 
  below. Grishan agrees with her and senses a vengeful 
  supernatural presence emanating from inside the 
  entrance to the necropolis (area C3).
  C3. Necropolis Hallway
  The reek of death chokes this narrow stone corridor, where a 
  trio of corpses slowly rots into the stone.
  The bodies of the unfortunate treasure hunters who 
  robbed the Pathfinder cache lie strewn across the ground 
  in this room. A PC who examines the bodies and succeeds 
  at a DC 15 Heal check deduces that these people died two 
  months ago, and notices that two of the three people have 
  no signs of physical injury.
  Treasure: In addition to their own gear, the treasure 
  hunters carried the rest of the Pathfinder cache. In total, 
  the PCs find the following treasure on the bodies: three 
  suits of leather armor, three short swords, three oils of 
  magic weapon, two potions of cure light wounds, a scroll of 
  remove disease, a wand of lesser restoration (6 charges), and 
  a wand of protection from evil (18 charges), a collection of 
  excavation tools and sundry items, and 105 gp. In Subtier 
  4–5, the PCs additionally find a pair of ghostvision gloves-
  (Pathfinder RPG Ultimate Equipment 236), two potions of 
  cure moderate wounds, two potions of remove fear, and a 
  scroll of breath of life. The magic items are each marked 
  with a small Glyph of the Open Road, the symbol of 
  the Pathfinder Society. The PCs recognize this symbol 
  without a skill check.
  Rewards: If the PCs do not retrieve the items from this 
  hallway, reduce each PC’s gold earned as follows. 
  Subtier 1–2: Reduce each PC’s gold earned by 147 gp.
  Out of Subtier: Reduce each PC’s gold earned by 459 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 624 gp.
  
  N
  C4. The Forgotten Friend
  Pathfinder Map Pack: Dungeon Rooms
  1 square = 5 feet
  21
  SCHOOL OF SPIRITS
  C4. The Forgotten Friend (CR 3 or 6)
  This wide chamber lies just beyond the hallway where the 
  treasure hunters met their end.
  Creature: The spirit of a young girl with blond hair sits 
  in the center of the room. As J. and the PCs approach, the 
  spirit gets up, turns around, and addresses J.
  “I’ve been waiting for you a long time, Junia. Waiting for you 
  to come back. Why did you leave me? Won’t you come back to 
  me? Then we can all be friends again.”
  J. is paralyzed by fear and guilt, and can only mutter 
  “Cassiel, Cassiel, I’m so sorry, please forgive me” over 
  and over again. Grishan explains that this is the spirit 
  of their friend Cassiel Marlinchen who died with him 
  in the necropolis. The PCs only have a short time before 
  the innocent-looking spirit assumes her true, undead 
  form. If the PCs make no effort to speak for or defend J., 
  or to somehow reason with Cassiel’s spirit, she screams 
  in rage  and transforms into the creature below. If the 
  players make a reasonable argument about why J. should 
  be forgiven and Cassiel move on to her final rest, along 
  with a DC 18 Diplomacy check (DC 21 in Subtier 4–5), 
  the spirit dissipates for good, and the spirits of several 
  other children that are lurking nearby follow her into 
  the afterlife. Additionally, the haunt from area C2 is 
  permanently destroyed.
  If the PCs do not succeed at this Diplomacy check, 
  Cassiel attacks. On the same round, ectoplasmic 
  children —the tortured remnants of other spirits trapped 
  beneath the Drownyard —emerge from the floor. When 
  combat erupts, J. stands back, too paralyzed with guilt 
  to strike against the remnants of her former friends, but 
  Grishan fights to protect J. and the PCs.
  Subtier 1–2 (CR 3)
  CASSIEL MARLINCHEN 
  CR 2
  Variant allip (Pathfinder RPG Bestiary 3 13)
  CE Medium undead (incorporeal)
  Init +3; Senses darkvision 60 ft.; Perception +5
  Aura babble (60 ft., DC 13)
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+3 deflection, –1 Dex)
  hp 22 (4d8+4)
  Fort +2, Ref +2, Will +2
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  
  22
  PATHFINDER SOCIETY SCENARIO
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +2 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity
  TACTICS
  During Combat Cassiel begins babbling on the first round of 
  combat, then targets a PC with her touch of insanity. She 
  targets PCs with holy symbols first, and saves Junia for last.
  Morale Filled with rage over the injustice of her death, Cassiel 
  fights until destroyed.
  STATISTICS
  Str —, Dex 8, Con —, Int 7, Wis 7, Cha 12
  Base Atk +3; CMB +2; CMD 15
  Feats Improved Initiative, Lightning Reflexes
  Skills Fly +14, Intimidate +8, Perception +5, Stealth +6
  Languages Aklo, Common
  SQ madness
  SPECIAL ABILITIES
  Babble (Su) Cassiel constantly mutters to herself, creating a 
  hypnotic effect. All sane creatures within 60 feet of the allip 
  must succeed at a DC 13 Will save or be fascinated for 2d4 
  rounds. While a target is fascinated, Cassiel can approach 
  it without breaking the effect, she cannot attack it without 
  breaking the effect. Creatures that successfully save cannot be 
  affected by Cassiel’s babble for 24 hours. This is a sonic, mind-
  affecting compulsion effect. The save DC is Charisma-based.
  Madness (Su) Anyone targeting Cassiel with a thought detection, 
  mind control, or telepathic effect makes direct contact with her 
  tortured mind and takes 1d4 points of Wisdom damage.
  Touch of Insanity (Su) Cassiel’s touch deals 1d4 points of 
  Wisdom damage (DC 13 Will negates). A successful critical hit 
  causes 1d4 points of Wisdom damage and 1 point of Wisdom 
  drain (instead of double Wisdom damage). With each 
  successful attack, she gains 5 temporary hit points. The save 
  DC is Charisma-based.
  ECTOPLASMIC CHILDREN (2) 
  CR 1/2
  Ectoplasmic human (Pathfinder RPG Bestiary 4 82; see page 27)
  hp 7 each
  TACTICS
  Before Combat The ectoplasmic children wait underground.
  During Combat The ectoplasmic children lash out wildly, 
  attacking the nearest creature.
  Morale These tortured spirits fight until destroyed.
  Subtier 4–5 (CR 6)
  CASSIEL MARLINCHEN 
  CR 5
  Wraith (Pathfinder RPG Bestiary 281; see page 27)
  hp 47
  TACTICS
  During Combat Cassiel targets PCs with obvious holy symbols 
  first, and saves Junia for last.
  Morale Filled with rage over the injustice of her death, Cassiel 
  fights until destroyed.
  ECTOPLASMIC CHILDREN (4) 
  CR 1/2
  Ectoplasmic human (Pathfinder RPG Bestiary 4 82; see page 28)
  hp 7 each
  TACTICS
  Before Combat The ectoplasmic children wait underground.
  During Combat The ectoplasmic children lash out wildly, 
  attacking the nearest creature.
  Morale These tortured spirits fight until destroyed.
  Development: Cassiel thanks the PCs profusely for 
  freeing her spirit. If they managed to convince Cassiel to 
  forgo her vengeance, J. smiles warmly and proclaims that 
  she wishes to follow in the PCs’ footsteps and help other 
  trapped spirits. If they had to fight Cassiel, J.’s mood is 
  more subdued. She remarks that not every encounter 
  with the supernatural can be resolved with kind words.
  If the PCs have not yet visited the Arboretum, Grishan 
  reminds them as they leave the Drownyard that they still 
  have not collected his evidence, Junia asks the PCs to help 
  Grishan find peace as well, so that she will no longer need 
  to return to the Precipice Quarter.
  GRISHAN’S BROTHER APPEARS
  As the PCs and J. leave the Precipice Quarter, Grishan’s 
  brother Major Colson Maldris catches up to them. Junia 
  mutters under her breath, “brother is here.” Colson has 
  been patrolling the outskirts of the Precipice Quarter 
  searching for signs of the PCs for several hours. During the 
  conversation, Grishan hides inside J.’s mind, and J. does 
  not reveal his presence. Read or paraphrase the following.
  A man in a uniform similar to Junia’s, but with more medals 
  and polish, emerges from a side alley at a brisk pace. “Finally, I 
  found you. I heard around the lodge that a team of Pathfinders 
  was headed in to the Tri-Towers Yard.” Colson bows his head. 
  “My brother was one of many children who died when the 
  earthquake hit. As a result, I take great interest in expeditions 
  leading in to that cursed site. The last Pathfinder expedition 
  SCALING ENCOUNTER C3
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: Remove Cassiel’s babble special ability.
  Subtier 4–5: Reduce the Constitution drain that Cassiel 
  deals with her touch to 1d4, and the DC of the Fortitude 
  save to negate the drain to 15, and remove her ability to 
  gain temporary hit points when she deals Constitution drain. 
  Remove her create spawn special ability. Remove two of the 
  ectoplasmic children.
  
  Colson 
  Maldris
  23
  SCHOOL OF SPIRITS
  seven years ago found his body, and as a result, my family 
  was able to give him a proper burial. Those agents also found 
  some...” Colson pauses, and then continues delicately, “reports 
  about my brother’s after-school activities that would have 
  been quite embarrassing if made public. Did you, by chance, 
  find any information about my brother?”
  Colson gives the PCs time to respond. If the PCs falsely 
  claim that they did not find any information, 
  Colson is suspicious, and the obvious 
  conflict in Junia’s expression allows 
  Colson to realize that something more 
  is going on. He implores the PCs to 
  share what they have found, using a 
  less detailed version of his response to 
  the first question listed below, as he does 
  not know what the PCs know. If the PCs still 
  persist in refusing to admit that they found 
  anything, Colson is saddened, but he allows 
  them to proceed.
  Otherwise, he asks to peruse what 
  they found. Once he learns what it 
  contains, he asks the PCs to 
  give it to him. If they are 
  unwilling to give it to him, 
  he asks them to destroy 
  it. Below are several likely 
  questions that the PCs might 
  have for the leader of the Liberty’s 
  Edge faction. Use these questions 
  and answers to guide the PC’s 
  conversation with Maldris. They are 
  a guide, rather than a script, to be 
  used as they fit the direction that the PC’s conversation 
  with Maldris takes. 
  As the GM, be sure that any Liberty’s Edge players at the 
  table are able to actively participate in this section, and 
  that other players do not drown out their voices. If there 
  are no Liberty’s Edge PCs and the PCs actively despise 
  the Liberty’s Edge faction, Maldris takes a different 
  route to convince them not to spread the information. 
  For example, he might encourage the PCs to keep the 
  packet’s contents from going public by asking them to 
  consider the damage that information could do to the 
  reputations of the families whose misdeeds it records.
  Why should we not turn over this information to the 
  authorities/sell it/give it to the Pathfinder Society? “I 
  know this looks bad.” Colson refers specifically to any 
  facts within the documents that the Pathfinders have 
  shared, such as his family heritage or his decision to 
  conscript his younger brother to aid in spying. “And I’m 
  not going to try to justify my actions. These notes paint 
  everyone they touch in a negative light. But, Pathfinders, 
  in situations such as this one, it is important to 
  consider the bigger picture, the greater good, and the 
  unfortunate realities of politics. Skilled orators can take 
  even the hint of scandal and spin it into a mountain 
  to bury their target, preventing almost anyone from 
  seeing the accomplishments and value of the people 
  beneath. Remember what we discovered two years ago, 
  my friends, and the seeds of corruption threatening 
  Andoran that sparked the decision to 
  separate Liberty’s Edge as its own entity. 
  Were this information to become public, 
  members of that conspiracy among 
  Andoran’s politicians would use 
  their oratory against all our works, 
  which would deal a crippling blow 
  to our cause’s influence. They would 
  tarnish not only my own reputation, but the 
  reputation of the Liberty’s Edge as a whole, 
  and by extension, the reputations and of all 
  of the Pathfinders who tirelessly work under 
  our banner to promote the cause of freedom. It 
  may even spell the end of our movement 
  to promote the cause of freedom 
  throughout the Inner Sea and 
  beyond!”
  Did you know that your 
  brother’s spirit is still clinging 
  to this world, and that he’s here with 
  us? Junia shoots the PCs an annoyed 
  glance. Major Maldris is taken 
  aback. His eyes flash with fury, then 
  soften as he realizes the PCs aren’t 
  playing a cruel joke, and he whispers, 
  “G-Grishan?” Grishan does not emerge from Junia, but J. 
  speaks a few words for him, “Brother…not yet.” Grishan’s 
  conflicting emotions cause tears to roll down J.’s face. If 
  pressed, J. explains that Grishan isn’t ready to talk yet. 
  Major Maldris is distraught, and he apologizes to his 
  brother for not being able to save him.
  Why was Grishan spying in the first place? “Grishan 
  had a brilliant mind, and he was eager to do whatever he 
  could to serve the cause of freedom. I suggested that if he 
  helped the cause of the Eagle Knights before he was old 
  enough to be eligible, they would certainly accept him.”
  It falls to the PCs to decide what to do with the 
  information packet. If they give it to Major Maldris, he 
  thanks them profusely and ensures them that they “will 
  not regret their contributing to the cause of freedom this 
  day”. If they instead decide to destroy the notes, Maldris 
  is slightly less pleased, but he still thanks them for 
  “preventing what could have been a catastrophe.” On the 
  other hand, if the PCs take the notes with them, Colson 
  Maldris shakes his head sorrowfully and departs.
  
  24
  PATHFINDER SOCIETY SCENARIO
  After Major Maldris leaves, Junia speaks for Grishan. 
  If the PCs had a lengthy conversation with the major, J. 
  simply says, “Thank you. From me and Grishan too.” The 
  rest of the journey home is uneventful. On the other hand, 
  if the PCs decided very quickly what to do with the packet, 
  Grishan provides some additional context, “I always 
  wanted to be an Eagle Knight like Colson. He got his 
  wings so young, and I wanted to follow him anywhere, and 
  fight for freedom, no matter what.” Grishan was conflicted 
  on what to do about the notes, and he believes whatever 
  decision the PCs make with the notes is the right one. For 
  example, if the PCs give him the notes or destroy them, he 
  muses, “I’m not alive anymore, but I can still help Colson. 
  Good.” If the PCs take the notes for themselves, he instead 
  remarks, “Now everyone will know. Colson said he trusted 
  me, but he lied. He hid our family from me.” 
  CONCLUSION
  Both J. and Grishan have learned much about themselves 
  and their power. J. feels that she is ready to finally leave 
  the Drownyard behind her, but has come to realize that 
  she cannot follow in her mother’s footsteps. She instead 
  wishes to strike out on her own and get to know her 
  newfound powers better. She also asks if any of the PCs 
  might be willing to sponsor her to begin training with the 
  Pathfinder Society. If at least one PC agrees to sponsor her, 
  each PC earns the New Recruit (J. Dacilane) boon on her 
  Chronicle Sheet. 
  Grishan, for his part, has a better understanding of his 
  past and his relationship with his brother. He realizes that 
  his bond with her is far stronger than the connection he 
  still feels with his brother, and he is determined to follow 
  J. wherever her journeys might take her.
  As long as the PCs found Grishan’s intelligence packet, 
  they receive the money for it listed in area B5; Colson 
  Maldris sends a hefty sum of gold their way if they give 
  him the notes or burn them, and both the Pathfinder 
  Society and independent buyers are happy to pay for the 
  information. If the PCs sided with Maldris, Liberty’s Edge 
  PCs receive the Loyal Liberator boon on their Chronicle 
  Sheets. If they gave the information to the Pathfinder 
  Society or sold it, Liberty’s Edge PCs receive the Liberty’s 
  Revolution boon on their Chronicle Sheets.
  Several weeks later, Venture-Captain Dreng reports that 
  the haunts at the Drownyard have all disappeared, and he 
  thanks the PCs for their efforts.
  Reporting Notes
  Do not check boxes A, B or C unless at least one Liberty’s 
  Edge faction PC played a role in the decision of what to 
  do about Grishan’s information packet. If the PCs hand 
  the packet to Colson Maldris or destroy it, check box A. 
  If the PCs sell the packet or turn it in to the Pathfinder 
  Society, check box B. If the PC’s eventual decision about 
  what to do with the packet runs counter to the opinion 
  of the majority of the Liberty’s Edge players at the table, 
  check box C. If there are no Liberty’s Edge PCs at your 
  table, check box D.
  Primary Success Conditions
  The PCs primary mission is to safeguard the life of J. 
  Dacilane. If she survives the scenario, award each PC 1 
  Prestige Point.
  Secondary Success Conditions
  If the PCs recovered the information packet in the 
  Arboretum for Grishan, and let J. fully experience the 
  haunt at the Drownyard and face Cassiel, award each PC 1 
  additional Prestige Point.
  
  25
  SCHOOL OF SPIRITS
  PLAYER HANDOUT #1: EXCERPT FROM GRISHAN’S NOTES
  PLAYER HANDOUT #2: EXCERPT FROM GRISHAN’S NOTES
  Case M7 In process, expect updates after Stilonius’s birthday party.
  Case D4 Lady Miranda Dacilane is rumored to have committed 
  numerous amorous indiscretions during her youth. The most outrageous 
  was that she was the mistress of Orias Deckland, a scandalous member of 
  Absalom’s upper classes, and bore him a child. She is also rumored to have 
  belonged to a secret society known as the Harbingers of Fate. Rumors come 
  from a drunken but reliable source.
  Case A1 Badru let slip that his sister is heading to Osirion to 
  participate in a secretive excavation of a tomb from the time of the Pharaoh 
  of Forgotten Plagues. 
  Case M12 It is well known that the Morilla family runs the Guild 
  of Wonders, Absalom’s most prestigious espionage and assassination 
  organization. What is less well known is that the Aspis Consortium, a Chelish 
  band of fortune-hunters, hired the Guild of Wonders many times to spy on 
  the Pathfinder Society and the Blakros family. I successfully created 
  a diversion for the servant’s attention, and was able make copies of several 
  documents that prove that Lady Annasendra personally oversaw contracts to 
  assassinate members of the Pathfinder Society. If the number of events I am 
  invited to is any indication, they haven’t caught on yet, but I’m afraid to dig 
  deeper in to this situation.
  Case N4 After hours of searching and days of asking subtle questions, 
  I’ve turned up absolutely nothing of interest. Surely people this boring must 
  be hiding something.
  Case L3 The servant in charge of the kitchens has a penchant for gossip.
  
  26
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #3: EXCERPT FROM GRISHAN’S NOTES
  Information Broker I read in a diary that that an information broker lives 
  in Absalom named Torch. I hear he’s well worth his coin, but is not to be 
  trusted, because he’ll sell information to anyone.
  Case Maldris 8 To my shame I have learned that my own father, 
  Merrin, is a charlatan who used the chaos of the Andoran’s People’s Revolt 
  to change his name from Vanoecker. I later learned that the Vanoeckers were 
  an Andoren noble family with a tyrannical reputation. The worst part was 
  that I discovered that my brother knew about this all along. So much for his 
  glorious, egalitarian ideals and Andoren purity. We’re just as guilty as the 
  rest of them!
  Case T3: There’s some big ceremony coming up at the temple of Asmodeus 
  in a few months. People were muttering about a great fire to honor him, but 
  I couldn’t hear many details. I can’t shake the though that those devil boot-
  lickers are planning to burn slaves in that pyre. I must investigate further.
  
  27
  SCHOOL OF SPIRITS
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this scenario.
  ASSASSIN VINE 
  CR 3
  Pathfinder RPG Bestiary 22
  N Large plant
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +2
  Immune electricity, plant traits; Resist cold 10 and fire 10
  OFFENSE
  Speed 5 ft.
  Melee slam +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), entangle
  STATISTICS
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
  SQ camouflage
  DESCRIPTION
  This gnarled vine, as thick as a man’s arm and bearing hand-
  shaped leaves, slithers and convulses across the ground.
  SPECIAL ABILITIES
  Camouflage (Ex) Since an assassin vine looks like a normal 
  plant when at rest, a DC 20 Perception check is required to 
  notice it before it attacks for the first time. Anyone with 
  ranks in Survival or Knowledge (nature) can use either of 
  those skills instead of Perception to notice the plant.
  Entangle (Su) An assassin vine can, as a free action, cause 
  plants within 30 feet of it to animate and grasp at foes. This 
  ability is otherwise similar to entangle (CL 4th, DC 13).
  ECTOPLASMIC HUMAN 
  CR 1/2
  Pathfinder RPG Bestiary 4 82
  N Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 7 (1d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +3 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  STATISTICS
  Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB
  SQ phase lurch
  DESCRIPTION
  This slimy, shifting mass has the shape of a humanoid, but is 
  made out of what appears to be some form of sticky cloth.
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 11 Will save or 
  be shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to 
  pass through walls or material obstacles. To use this ability, 
  the ectoplasmic creature must begin and end its turn 
  outside of whatever wall or obstacle it’s moving through. 
  An ectoplasmic creature cannot move through corporeal 
  creatures, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is 
  coated with a thin, silvery mucus that lingers for 1 minute.
  GUARD 
  CR 1
  Pathfinder RPG NPC Codex 267
  LN Medium humanoid (human)
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or mwk longsword +6 
  (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork guisarme, 
  masterwork longsword, manacles, 36 gp
  YELLOW MUSK CREEPER 
    
  CR 2
  Pathfinder RPG Bestiary 285
  N Medium plant
  Init +2; Senses tremorsense 30 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6, Ref +3, Will +1
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee tendril +5 (1d4+4)
  Space 5 ft., Reach 10 ft.
  
  28
  PATHFINDER SOCIETY SCENARIO
  Special Attacks create yellow musk zombie, pollen spray
  STATISTICS
  Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
  Base Atk +2; CMB +5; CMD 17 (can’t be tripped)
  DESCRIPTION
  Coiling around several human skeletons, this wet green plant’s 
  sickly flowers smoke with a nasty yellow vapor.
  SPECIAL ABILITIES
  Create Yellow Musk Zombie (Su) As a full-round action, a 
  yellow musk creeper can bore dozens of tendrils into the 
  brain of a helpless creature within reach, such as a creature 
  entranced by its pollen. This attack inflicts 1d4 points of 
  Intelligence damage per round. When a creature is reduced 
  to 0 Intelligence, it dies, and the tendrils break off inside 
  its brain. One hour later, the creature animates as a yellow 
  musk zombie.
  Pollen Spray (Ex) As a standard action, a yellow musk creeper 
  can spray a cloud of pollen at a single creature within 30 
  feet. It must make a +4 ranged touch attack to strike the 
  target, who must then succeed on a DC 14 Will save or be 
  entranced for 1d6 rounds. An entranced creature can take 
  no action other than to move at its normal speed into a 
  space within the yellow musk creeper’s reach, at which 
  point an entranced creature remains motionless and allows 
  the creeper to insert tendrils into its brain. The save DC is 
  Constitution-based.
  WRAITH 
  CR 5
  Pathfinder RPG Bestiary 281
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con 
  drain)
  Special Attack create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  DESCRIPTION
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, and suffer a –2 penalty on all d20 rolls and 
  checks, receive –2 hp per HD, and only drain 1d2 points of 
  Constitution on a touch. Spawn are under the command of 
  the wraith that created them until its death, at which point 
  they lose their spawn penalties and become free-willed 
  wraiths. They do not possess any of the abilities they had 
  in life.
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack 
  must succeed on a DC 17 Fortitude save or take 1d6 points 
  of Constitution drain. On each successful attack, the wraith 
  gains 5 temporary hit points. The save DC is Charisma-based.
  Lifesense (Su) A wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  
  29
  SCHOOL OF SPIRITS
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-05: 
  School of Spirits
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
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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, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
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  Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Albie Fiore.
  Pathfinder Society Scenario #7–05: School of Spirits © 2015, Paizo Inc.; 
  Author: Alex Greenshields
  
  PATHFINDER SOCIETY SCENARIO
  30
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Small wisps of white vapor churn within these glass vials. To capture a haunt’s energies in a haunt siphon, twist the metal 
  casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt 
  has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 
  3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit 
  points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon 
  is still expended and becomes nonmagical. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, 
  but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every 
  creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
  Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
  Character Chronicle #
  1–2
  4–5
  —
  252
  950
  —
  601
  504
  1,900
  —
  1,202
  Out of
  Subtier
  Pathfinder Society Scenario #7-05: 
  School of Spirits
  Liberty’s Revolution (Liberty’s Edge faction): You decided to allow Colson Maldris’s indiscretions to come to 
  light. In so doing, you established that you are willing to stand up to people in positions of authority. You gain a 
  +2 competence bonus on Intimidate checks against members of the nobility and other political leaders, and a +2 
  competence bonus on Bluff and Diplomacy checks against known members of rebel groups or resistance movements.
  Loyal Liberator (Liberty’s Edge faction): You helped Major Colson Maldris bury an old mistake for the cause 
  of freedom. Colson Maldris is grateful to you for your help, and provides you with some of the wisdom he has 
  learned over his years as an Eagle Knight. You may activate this boon to gain your choice of a +2 bonus on 
  weapon attack and damage rolls or a +1 bonus on all spell DCs against known slavers and slave owners for the 
  remainder of the scenario. When you use this boon, cross it off your Chronicle Sheet. 
  New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, 
  she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist 
  list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your 
  character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom 
  score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the 
  origin of her spell. When you use this boon, cross it off your Chronicle Sheet.
  Subtier 4–5
  greenwood club (450 gp; Pathfinder RPG Ultimate 
  Equipment 50)
  greenwood heavy wooden shield (657 gp; Ultimate 
  Equipment 50)
  haunt siphon (400 gp, limit 2)
  potion of spider climb (300 gp)
  scroll of remove disease (375 gp)
  wand of lesser restoration (6 charges; 540 gp, limit 1)
  wand of protection from evil (18 charges; 270 gp, limit 1)
  All Subtiers
  darkleaf cloth leather armor (760 gp; Pathfinder RPG 
  Ultimate Equipment 49)
  ghostvision gloves (4,000 gp; Ultimate Equipment 236)
  haunt siphon (400 gp, limit 4)
  hollywreath band (5,700 gp; Ultimate Equipment 252)
  potion of barkskin (CL 6; 600 gp, limit 1)
  potion of cure moderate wounds (300 gp)
  scroll of breath of life (1,125 gp)
  scroll of soften earth and stone (150 gp)
  snapleaf (750 gp; Ultimate Equipment 319)
  Core Campaign
  HAUNT SIPHON
  PRICE
  400 GP
  SLOT none
  WEIGHT 1 lb.
  AURA faint necromancy
  CL 3rd
  CONSTRUCTION
  COST 200 GP
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-05 - School of Spirits.pdf