TEXT: By Tom Philips
  Hall of tHe flesH eaters
  PATHFINDER SOCIETY SCENARIO #6–06 
  TIER 1–5
  
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  Author • Tom Phillips
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  Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters 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.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 
  edition of the world’s oldest fantasy roleplaying game.
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  Hall of the Flesh Eaters
  Pathfinder Society Scenario #6–06
  
  Eye of
  Abendego
  Mediogalti Island
  The Shackles
  • Gloomspires
  3
  orb had disappeared several years before Lirgen sank 
  beneath the waves.
  Bennary has found it frustrating to study the 
  Gloomspires for only brief windows each year, yet clues 
  in the recently recovered logbook of the pirate scholar 
  Mazzer Thrennt have given her hope. Several passages 
  in Thrennt’s log detailed his exploration of one of the 
  Gloomspires’ most notorious sites: Sevenfingers’s tomb. 
  Though the wily Thrennt left out useful details—such 
  as an actual description of the tomb’s interior and the 
  dangers he and his crew encountered—he did describe 
  the treasures he plundered from the site. His accounts 
  W
  est of the Eye of Abendego, dozens of imposing 
  stone columns known as the Gloomspires rise 
  directly from the ocean. For ages they have 
  remained shrouded in fog that stubbornly resists the 
  strongest winds and magic that causes the columns to 
  shift at random, defying every attempt to count or map 
  them. For Sempet Sevenfingers, a powerful wizard and 
  pirate captain at large in the Shackles 300 years ago, the 
  infamous Gloomspires presented the perfect site to hide 
  his ill-gotten wealth. Over many trips he secreted his loot 
  in the halls of one particular Gloomspire, and when his 
  career approached its end, he began renovating the site to 
  become his tomb. His towering mausoleum now contains 
  traps and guardians of his own design. Rumors of Old 
  Sevenfingers’s spirit guarding his tomb’s lowest levels 
  have kept his greatest treasures safe.
  Such rumors were never enough to discourage 
  Calisro Bennary, the venture-captain of her Pathfinder 
  “lodge,” a ship named the Grinning Pixie. Years before 
  she joined the Pathfinders, Benarry sponsored several 
  private expeditions to the site. Though only one of these 
  missions managed to return, the haggard survivors 
  brought Benarry a veritable trove of information. After 
  studying the various wall rubbings, sketches, and minor 
  treasures the expedition had collected, Benarry learned 
  that mysterious beings called the Makers had constructed 
  the Gloomspires well before the rise of the ancient Ghol-
  Gan Empire. Though Benarry was able to learn very 
  little of the Makers’ origins, she discovered that they 
  were a humanoid race of gifted sorcerers who had fled 
  to Golarion after a long period of enslavement. Benarry 
  also theorized that special cosmological alignments 
  might negate the strange reality-warping magic of the 
  Gloomspires, yet it was not until she joined the Society 
  and pored through its extensive archives that she finally 
  determined the proper conditions: the summer and 
  winter solstices. Her research also revealed that the Saoc 
  Brethren, the late order of Lirgeni astronomers, had 
  created a powerful tool called the Orb of Stars capable of 
  simulating particular stellar alignments; however, the 
  Hall of tHe flesH eaters
  By tom PHiliPs
  WHERE ON GOLARION?
  This adventure takes place in the Gloomspires, specifically 
  the uppermost level of Sevenfingers’s tomb. The Gloomspires 
  are an array of stone pillars located roughly 100 miles due 
  west of the western edge of the Eye of Abendego and 
  approximately halfway between Mediogalti Island and the 
  westernmost isles of the Shackles. For more information 
  regarding the regions bordering the Gloomspires, see 
  Pathfinder Campaign Setting: Isles of the Shackles, 
  Pathfinder Campaign Setting: The Inner Sea World Guide, 
  and Pathfinder Campaign Setting: Lost Kingdoms, available 
  at bookstores and game stores, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  were mostly tedious inventories of coins and various 
  minor treasures, yet one item caught Benarry’s eye: a 
  “copper sphere with patterns of rubies, blue sapphires, 
  and moonstones that shimmered like the stars in the 
  night.” The hand-drawn illustration of the sphere that 
  accompanied the passage clinched Benarry’s interest, for 
  it depicted what could only be the long-lost Orb of Stars. 
  A brief note in Thrennt’s log revealed that he had been 
  forced to hide the orb in a side chamber adjacent to the 
  “Hall of the Flesh Eaters”, which has long been identified 
  as the uppermost level of Sevenfingers’s tomb. With the 
  solstice approaching, this is Venture-Captain Bennary’s 
  best chance to recover the orb.
  ADVENTURE SUMMARY
  Having convinced the Decemvirate to sponsor an 
  expedition to the Gloomspires, Calisro Benarry meets 
  with the PCs aboard the Grinning Pixie. She assigns 
  the task of exploring the uppermost level of the tomb 
  to the PCs, with the primary goal of retrieving the Orb 
  of Stars. Benarry lets the PCs borrow her folding boat to 
  reach the Gloomspires, and the scenario’s action begins 
  on the top of the Gloomspire containing Sevenfingers’s 
  tomb. There, the PCs encounter a band of starving 
  kuru cannibals, who are marooned on the column 
  and enthralled by an evil outsider. After defeating or 
  perhaps negotiating with the kuru, the PCs descend 
  into Sevenfingers’s tomb.
  While navigating the Hall of the Flesh Eaters, the PCs 
  face devious traps, blood-hungry leeches, and the undead 
  minions of an ancient ghast who was in life a member 
  of Sevenfingers’s crew. They will encounter the Necrotic 
  Polyp, a mass of necromancy-infused flesh cultivated 
  by Sevenfingers centuries ago to nourish his ghoul 
  guardians and spawn additional ones. The PCs must 
  also contend with the Ancient One, a powerful ghast that 
  rules over the Hall of the Flesh Eaters from his throne of 
  human bones, but may be willing to parley—for a terrible 
  price! With luck, the PCs defeat the undead and unearth 
  the long-buried Orb of Stars.
  GETTING STARTED
  The scenario begins with a briefing from Calisro Benarry.
  As the Grinning Pixie lurches and sways in the storm, Venture-
  Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins 
  widely as she slides a clay jug of strong Sargavan rum across 
  her table. Though broad-shouldered and half a head taller than 
  most humans, the intimidating half-orc speaks with an almost 
  childlike excitement in her husky voice. “My apologies for all the 
  secrecy,” she says. “I had to make sure some pirate rascal didn’t 
  catch wind of our mission. Now that Drenchport’s a week behind 
  us and we’re hugging the Eye of Abendego, it’s time to give you 
  lubbers the full run-down.” 
  Benarry waits for the jug to make its way back to her, then 
  takes a long swig. “I mentioned in Drenchport that the Society 
  wants you to explore a recently discovered ruin somewhere 
  north of the Shackles. Well, that was partly true, but it wasn’t 
  exactly the whole story.” Benarry’s eyes narrow and her grin 
  becomes unsettlingly sharklike. “We’re actually sending you to 
  the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, 
  she slides the jug back across the table. “Here, have another nip. 
  Looks like you need it.”
  The Gloomspires and Sempet Sevenfingers are well-
  known legends in the region. Before continuing the read 
  aloud text, allow the PCs a chance to remember some 
  facts about these topics.
  Knowledge (arcana or history)
  The PCs might know about the Gloomspires.
  15+ The Gloomspires are an ancient field of massive 
  stone columns that rise from the Arcadian Ocean. Most 
  sages say they were already old when the Ghol-Gan 
  Empire was young. The Gloomspires are hollow and 
  contain many chambers and passages, all of which are 
  believed to be cursed, monster-infested, or both.
  20+ Since the time of Ghol-Gan, many of the 
  Gloomspires have been explored, and some have even 
  been claimed and repurposed by other beings. Of these, 
  Sevenfingers’s tomb is the most well known.
  25+ The Gloomspires are inundated with strange, 
  reality-warping effects. The columns occasionally shift 
  their positions, and many explorers report feeling a sense 
  of wrongness and foreboding just from being in the area. 
  This bizarre magic also makes teleportation and plane-
  traveling magic very difficult, though summoning spells 
  tend to function normally.
  30+ The Gloomspires were constructed during the Age 
  of Serpents by a humanoid race of powerful sorcerers 
  called the Makers, who are believed to have escaped 
  enslavement from some nightmarish realm and fled 
  to Golarion.
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 
  (B3), Pathfinder RPG Advanced Players Guide (APG), 
  Pathfinder RPG Advanced Race Guide (ARG), Pathfinder 
  RPG Ultimate Combat (UC), Pathfinder RPG Ultimate Magic 
  (UM), and Pathfinder RPG Ultimate Equipment (UE). These 
  rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd.
  
  5
  HALL OF THE FLESH EATERS
  Knowledge (arcana, history, or local)
  The PCs might know about Sempet Sevenfingers.
  15+ Sempet Sevenfingers was a legendary pirate who 
  was active in the region 300 years ago.
  20+ From his dreaded flagship, the Voracious, 
  Sevenfingers commanded a small fleet of pirate ships. He 
  was feared and despised for using cannibals and madmen 
  to augment his boarding parties.
  25+ Sevenfingers was a powerful wizard who dabbled 
  in necromancy and communed with evil outsiders, 
  entities from the Dark Tapestry, and other beings from 
  unspeakable realms beyond Golarion.  
  30+ Sevenfingers had dealings with the denizens of 
  Leng. His flagship, the Voracious, was actually a black ship 
  of Leng, gifted to Sevenfingers by his dreadful allies.
  “I’ve been researching the Gloomspires for a very long time. 
  Before I sailed to Absalom and joined the Society, I was a Free 
  Captain here in the Shackles. Back then I learned about the 
  Gloomspires, Old Sevenfingers, and all the treasure and secrets 
  the old devil took with him when he sealed himself in his tomb.”
  A long, rumbling growl of thunder makes Benarry pause, 
  and she takes the opportunity to wet her lips with another 
  swig of rum before she continues. “Since joining the Society, 
  I’ve been able to learn even more about the Gloomspires. 
  Most importantly, I’ve discovered that they’re tied to certain 
  alignments of the stars, and that twice each year—beginning 
  on the nights of the summer and winter solstices—the columns 
  cease moving for exactly three days.
  “So, tomorrow’s the summer solstice. Now that you know the 
  ‘where’ and the ‘when’ of this little caper, you need to know why 
  the Society’s sending you.” Benarry pauses before continuing in 
  a more conspiratorial voice.
   “I recently came into the possession of a logbook once owned 
  by the pirate captain, Mazzer Thrennt. Before Thrennt ended up 
  as lusca-bait seven years back, he was a moderately successful 
  pirate who shared my obsession with the Gloomspires. It turns 
  out his log contains an inventory of the plunder he liberated over 
  the years, including the loot he found in Sevenfingers’s tomb. 
  One item on Thrennt’s list immediately got my attention: His log 
  described with perfect accuracy a relic from lost Lirgen called 
  the Orb of Stars. I’m certain that this device can manipulate the 
  alignments of the stars—or at least how we perceive them—
  and historical accounts suggest we could also use it to trick the 
  Gloomspires into thinking that the solstice lasts more than just a 
  day. The Society and I both want that orb, and it’s going to look 
  really good to the folks back home if you’re able to secure it. 
  Here,” she says, passing a sheet of parchment across the table, 
  “I’ve written down some of the particulars.”
  Give the PCs the Player Handout. The PCs might 
  have questions for Benarry, and her answers to likely 
  questions appear below. If the PCs need any gear, the 
  Grinning Pixie’s quartermaster can sell them nearly any 
  mundane or alchemical gear in addition to magic items 
  worth 2,500 gp or less (so long as the PC has enough Fame 
  to purchase such an item). Benarry provides any digging 
  tools the PCs need (miner’s picks, shovels, etc.) at no cost. 
  She also supplies each PC with 50 gold pieces of credit for 
  renting equipment from the quartermaster, though she 
  expects the PCs to return any surviving equipment at the 
  end of the adventure.
  What are the Gloomspires?  “They are a cluster of 
  columns that rise out of the sea, about a hundred miles 
  west of the Eye of Abendego. The columns are evenly 
  spaced, rise about 500 feet high, and are virtually identical 
  on the outside. On the inside, they’re hollow and riddled 
  with chambers and passages, which are said to be home 
  to monsters, traps, and worse. Some say there are twenty 
  columns, others have counted fifty. The fog in the region 
  never blows away, so it’s surprisingly difficult to count 
  them properly.”
  Who built the Gloomspires? “An ancient race of 
  powerful sorcerers called the Makers built the place. 
  Supposedly they fled to our world in prehistoric times, 
  having escaped enslavement to someone even more 
  powerful. I believe the Makers either died out or moved on 
  before Ghol-Gan rose to power thousands of years ago.”
  What is the Orb of Stars? “The Saoc Brethren of Lirgen 
  made the orb, and it seems like it can lock the Gloomspires 
  in place long enough for us to study the site properly.”
  Who was Sevenfingers? “He was a powerful wizard and 
  pirate active in the Shackles three centuries ago. After a 
  very long and successful career full of killing, looting, 
  and assorted depravity, he entombed himself alive in 
  one of the Gloomspires. His legendary tomb has lured 
  pirates, explorers, and treasure-hunters to their doom 
  ever since.”
  Who was Mazzer Thrennt? “Mazzer Thrennt was a 
  pirate active in the Shackles until seven years ago, when 
  a pair of luscas tore his ship, the Unspeakable, into pieces 
  near Firegrass Island. Thrennt was a Pathfinder in his 
  younger years, but he left the Society to take up piracy. 
  He never lost his love for exploration, and I didn’t realize 
  he had visited Sevenfingers’s tomb until I came across his 
  personal log a few months ago.”
  What did Thrennt reveal in his log? “He mentioned 
  his exploration of Sevenfingers’s tomb and a few of the 
  other Gloomspires, but the old goat was careful not to 
  map or describe the Gloomspires’ interiors or describe 
  any of the monsters or traps he and his crew encountered. 
  His log contained an inventory of the treasures he found, 
  which included a description of what I believe is the 
  Orb of Stars. Thrennt claimed to have left the Orb in a 
  side chamber connected to the ‘great Hall of the Flesh 
  Eaters’—a name long associated with the uppermost level 
  
  6
  PATHFINDER SOCIETY SCENARIO
  of Sevenfingers’s tomb. He also claimed that he collapsed 
  the tunnel leading to the chamber with the intention of 
  returning later with digging tools to retrieve it.”
  Are you coming with us? “I’ll be in the general area 
  studying another section of the ruins, so you don’t have 
  to worry about me constantly looking over your shoulder. 
  The window of opportunity is too short for me to work on 
  just one project.”
  THE GLOOMSPIRES
  The Gloomspires have long influenced the mythology 
  of the Shackles region, and the site has spawned 
  countless tavern tales, though the spine-chilling legends 
  concerning Old Sevenfingers remain the most popular.
  The Makers
  The Gloomspires were created during the Age of Serpents 
  by a race of humanoids called the Makers. It is commonly 
  accepted that the Makers fled to the region after having 
  been held in thrall by an even more powerful group, yet 
  scholars cannot agree whether these builders originated 
  from another continent, another planet, or another 
  plane altogether. The Makers wielded powerful magic 
  (as evidenced by the overwhelming enchantments that 
  continue to influence the ruins), and each column served 
  as the personal demesne for one of the creatures.
  Though exceptionally long-lived, the Makers were not 
  immortal, and if any of their descendants survived into 
  later ages, there is no evidence as to what or where those 
  creatures might be. What does seem clear is that by the 
  time the Ghol-Gani began worshipping nature spirits and 
  constructing their first primitive settlements, the Makers 
  were no more, and the Gloomspires stood abandoned.
  Inhabitants
  Following the Makers’ disappearance, the Gloomspires 
  became a favorite destination for explorers, treasure-
  hunters, and colonists of all kinds. The earliest to arrive 
  were the ancient Ghol-Gani, whose great cities of Garkotar 
  and Tzaarban stood within a few hundred miles of the 
  site. Though most cyclopes shunned the Gloomspires and 
  considered them cursed, a few of the more adventurous 
  giants were able to access the columns safely and turned 
  them into laboratories, prisons, temples, and tombs. 
  Other races, such as the serpentfolk and urdefhan, 
  discovered the Gloomspires via subterranean passages 
  connecting a few of the columns’ lowest levels with the 
  caverns of Nar-Voth. 
  In the past 600 years, visitors from Garund and 
  Avistan—mostly pirates—also explored the site, though 
  the majority of these explorers stumbled upon the 
  Gloomspires by accident or were marooned there. A few 
  enterprising and powerful individuals have converted 
  the columns into temporary lairs, treasure vaults, or 
  permanent abodes over the years. Of these residents, 
  Sempet Sevenfingers remains the most notorious.
  Features of the Gloomspires
  The following special features are present inside and 
  around the Gloomspires.
  Alien Architecture and Atmosphere: At first glance, 
  the clean, rectangular design of the Gloomspires seems 
  rather plain. However, this apparent simplicity belies 
  the structures’ complex alien architecture, which is 
  beyond most creatures’ ability to properly comprehend, 
  and which manifests in peculiar ways. Explorers within 
  a column will occasionally see the walls, ceilings, and 
  floors appear to shift and quiver in their peripheral 
  vision. Another, more subtle effect of this strange 
  geometry is the slight distortion of the column’s 
  dimensions; despite countless attempts to reconcile 
  the numbers, explorers find the straight-sided columns 
  are a uniform 120 feet across, yet the summits often 
  measure as much as 180 feet to a side.
  Additionally, a palpable sense of wrongness saturates 
  the Gloomspires. Shadows flicker and move in unnatural 
  directions, strange sounds and unidentifiable scents tease 
  the senses, and alternating sensations of claustrophobia 
  and agoraphobia periodically assail visitors. Though 
  these alien features and sensations have no actual 
  game effects, clever GMs might use them to nurture an 
  ambiance of danger and foreboding. 
  Doors: Unless otherwise noted, the doors in the 
  Gloomspires are 8-foot-tall, 4-foot-wide slabs of 
  seamless dark gray stone (hardness 8, 90 hit points, 
  Break DC 40). Each door has a stone handle and opens 
  fairly easily, requiring a move action and a successful 
  DC 8 Strength check. The doors are 10 inches thick and 
  provide excellent sound insulation; increase the DC of 
  Perception checks made to listen through a door by 10 
  rather than 5.
  Floors, Walls, and Ceilings: The passages and chambers 
  within the Gloomspires are constructed of huge blocks of 
  dark gray stone. Most passages are 12 feet high, and most 
  chambers have ceilings that are 20 feet high.
  Skylights: 
  Some 
  of 
  the 
  chambers 
  within 
  the 
  Gloomspires contain skylights—these small windows are 
  only about a foot wide at their terminal end. During the 
  daylight hours they provide dim light for the chambers 
  into which they are set.
  Twisted Magic and Dangerous Geometry: A powerful, 
  variant form of the forbiddance spell (CL 20) radiates 
  from the Gloomspires out to a distance of 1 mile. This 
  effectively seals the Gloomspires against all interplanar 
  travel and teleportation into or within the site. Such 
  effects automatically fail, and if a creature attempts such 
  
  N
  A. Gloomspire Summit
  K6
  K1
  K2 K5
  K4
  K3
  M
  S
  Pathfinder Flip-Mat: Forest
  1 square = 5 feet
  A5
  A4
  A3
  A2
  A1
  : Kuru
  K
  : Mbaaj
  M
  : Kuru Surrogate
  S
  7
  HALL OF THE FLESH EATERS
  
  8
  PATHFINDER SOCIETY SCENARIO
  magic while within 10 feet of a spire, the stone attempts to 
  siphon away the caster’s life energy, dealing 1d6 points of 
  damage per spell level (Fortitude DC 20 half). A creature 
  killed by this effect vanishes entirely, utterly consumed 
  by the site’s strange geometry. Only a miracle or wish can 
  restore such a creature. 
  Summoning spells are unaffected and function 
  normally.
  Visibility: Strange, wind-resistant fog permanently 
  envelops the Gloomspires. This behaves in many ways 
  like fog cloud with the following exceptions. Creatures 
  within 15–20 feet from an observer have concealment, 
  and creatures farther away have total concealment. The 
  Gloomspires are massive enough that a creature can 
  discern their vague outlines from up to 500 feet away. 
  Spells and effects that manipulate the wind and weather 
  (like control weather) and spells with the air descriptor 
  (like gust of wind and wind wall) disperse the fog within 
  the spell’s area of effect for the duration of the effect. 
  Wish and miracle disperse all of the fog covering the 
  Gloomspires, though it returns after 1d6 hours. The 
  interior of Sevenfingers’s tomb does not contain any 
  substantial amount of fog.
  A. GLOOMSPIRE SUMMIT
  The trip from the western edge of the Eye of Abendego 
  takes about 2 days, and the PCs experience minimal 
  difficulty navigating the waters and reaching the base of 
  Sevenfingers’s Tomb. 
  It took nearly two hours to climb the narrow, winding steps to 
  the summit of the great stone column containing Sevenfingers’s 
  tomb. Although the swirling chaos of the Eye of Abendego lies 
  only a hundred miles away to the east, the violent storms it 
  constantly hurls across the seas seem to have forgotten this 
  eerily quiet place. Surrounding the monolith are dozens of 
  nearly identical columns, their ominous outlines stretching 
  down into the mist. And here, atop Sevenfingers’s tomb, is 
  a small clearing surrounded by a thick and utterly silent veil 
  of tropical trees, hanging vines, and thick undergrowth, all 
  shrouded in fog.
  The summit of Sevenfingers’s tomb is covered with 
  thick tropical foliage. Most of the trees here stand 30 to 
  40 feet tall and consist of various types of banyan trees, 
  corkwoods, mangroves, palms, and strangler figs. The 
  areas on the flip-map marked as trees represent this 
  thick foliage—these areas are difficult terrain. Due to the 
  ever-present mists, visibility atop Sevenfingers’s tomb 
  is limited to 20 feet (as described in the Features of the 
  Gloomspires entry above). There is very little natural 
  wildlife here beyond insects and the occasional lost, 
  miserable sea bird.
  A1. Arrival Point
  A lush canopy of tropical trees, flowering vines, and thick 
  undergrowth forms a dark green wall around this small clearing. 
  A broad trail cuts through the foliage and vanishes into the 
  mists to the northwest. To the south and east is the edge of the 
  column, and a sheer five hundred-foot drop. The ground here is 
  a soggy carpet of thick green moss and black soil.
  The winding stairs lead to this small clearing near 
  the southeastern edge of the column. At first glance, the 
  clearing appears empty; however, observant PCs can find 
  signs of recent activity. With a successful DC 12 Knowledge 
  (nature) or Survival check, a PC can determine that the 
  plants growing here seem to be stripped of all edible 
  fruit and seeds. By succeeding at a DC 10 Perception or 
  Survival check, a PC also finds the remains of a weeks-
  old campfire that contains the charred skull and bone 
  fragments of a humanoid. All of the bones show signs of 
  gnawing. Exceeding this DC by 7 or more allows the PC 
  to find humanoid tracks leading along a thin path to the 
  north. The kuru in area A2 made most of these tracks, but 
  some are from the ghouls in area B.
  A2. Cannibal Castaways (CR 3 or CR 6)
  This clearing is shrouded in shadows thanks to the thick jungle 
  canopy overhead. A dozen makeshift beds of leaves and palm 
  fronds surround a sickly campfire that barely manages to keep 
  smoldering in the humid air.
  Due to the thick foliage and the smoldering campfire, 
  the entire clearing contains only dim light even during 
  the day. A few splintered bones and cloven skulls litter 
  the clearing, and all show signs of being gnawed upon.
  Creatures: Hundreds of years ago, the proliferation 
  of piracy in the Shackles gradually pushed the native 
  population farther and farther west, eventually forcing 
  them to inhabit islands long avoided due to ancient 
  taboos. This migration brought the indigenous people 
  now known as the kuru close to a powerful outsider 
  called the Blood Queen, who has since warped the kuru 
  into brutal cannibals that worship her as a god—one that 
  speaks to her flock through nearly comatose kuru known 
  as surrogates.
  Interested in expanding her territory, the Blood 
  Queen recently began ordering her kuru thralls to 
  build seaworthy canoes and set off in all directions with 
  surrogates in tow. Just over a month ago, one group came 
  across the Gloomspires just as a powerful storm struck. 
  Though all of their canoes and many of their comrades 
  were dashed against the rocks and lost, a few of the kuru 
  managed to climb to the top of Sevenfingers’s tomb. 
  
  Kuru
  9
  HALL OF THE FLESH EATERS
  Marooned, the kuru explored the upper level of the tomb 
  but were forced to withdraw after losing several of their 
  comrades to the ghouls. Having stripped the vegetation 
  atop the column of all sustaining fruit and consumed 
  their weakest members, the remaining kuru are suffering 
  the effects of starvation and fatigue (a fact obvious to any 
  PC who succeeds at a DC 15 Heal check). The kuru spend 
  most of their time sprawled on their leaf-beds gnawing 
  away on old bones. A kuru surrogate sits motionless, 
  vacant-eyed and drooling, among his starving brethren.
  In Subtier 4–5, a savage holy man named Mbaaj leads 
  these kuru. Unlike his followers, Mbaaj has claimed 
  enough food to keep him from suffering the effects of 
  starvation. A cruel and fanatical leader, Mbaaj preaches 
  that the Blood Queen has sent the kuru here as a test of 
  devotion, and that by embracing starvation, the kuru will 
  soon be rewarded with a bountiful feast.
  When first encountered, the kuru perceive the PCs as 
  prey and attack, urged onward by the psychic commands 
  of the Blood Queen. If the PCs manage to kill the 
  surrogate and Mbaaj (if present), it is possible to parley 
  with the survivors (see Development below).
  Subtier 1–2 (CR 3)
  KURU BARBARIANS (5) 
  CR 1/2
  Male or female barbarian 1 (Pathfinder Campaign Setting: Isles 
  of the Shackles 51)
  CE Medium humanoid (kuru)
  Init +0; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 16 (1d12+4)
  Fort +5, Ref +1, Will +2
  Immune mind-affecting effects
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee club +4 (1d6+4), bite –1 (1d6+1 plus cannibalistic 
  vitality) or
  bite +4 (1d6+4 plus cannibalistic vitality)
  TACTICS
  Before Combat As soon as the kuru are aware of the PCs, 
  they rise and attack.
  During Combat The kuru move immediately into melee. 
  Due to overwhelming hunger, if a kuru is able to make 
  only a single attack, he will bite.
  Morale Facing slow starvation, the kuru normally fight 
  to the death. However, parleying with the kuru is 
  possible, as detailed in the Development section.
  Base Statistics When not affected by the kuru 
  surrogate’s blood link ability, a kuru’s statistics 
  are hp 11; Fort +3; Melee club +2 (1d6+1), bite –3 
  (1d6 plus cannibalistic vitality); Str 13, Con 12; CMB +2, 
  CMD 11; Climb +2.
  STATISTICS
  Str 17, Dex 8, Con 16, Int 10, Wis 14, Cha 13
  Base Atk +1; CMB +4; CMD 13
  Feats Lightning Reflexes
  Skills Climb +4, Intimidate +5, Perception +6, Survival +6
  Languages Kuru
  SQ blood courage, fast movement, starving
  Gear club, hide armor
  SPECIAL ABILITIES
  Blood Courage (Ex) Once per day when a kuru makes a saving 
  throw against a fear effect, he can roll the saving throw 
  twice and take the better result. He must decide to use this 
  ability before the saving throw is attempted.
  Cannibalistic Vitality (Ex) When a kuru hits a living creature 
  with its bite attack, he gains 1 temporary hit point by 
  ingesting the target’s blood. This ability has no effect 
  against creatures that do not have blood.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Starving (Ex) The kuru have gone without food for many days 
  and are starving. Each is fatigued and has taken 5 points 
  of nonlethal damage. While fatigued, a kuru cannot use its 
  barbarian rage ability.
  KURU SURROGATE 
  CR 1/2
  Use the statistics for the kuru barbarian on page 9.
  TACTICS
  During Combat The Blood Queen uses her blood link ability 
  on all of the kuru during the first round of combat. When 
  the kuru surrogate channels the Blood Queen’s power to his 
  comrades, he unleashes a savage, inhuman shriek, and his 
  eyes weep rivulets of fresh blood. 
  SPECIAL ABILITIES
  Blood Link (Ex) Three times per day as a standard action, 
  the Blood Queen can psychically link to up to 23 Hit Dice of 
  kuru within 100 feet of a kuru surrogate. Any kuru linked to 
  in this way must succeed at a DC 28 Will save or be forced 
  to carry out the Blood Queen’s telepathic commands to 
  the best of its ability. In addition, a linked kuru gains a +4 
  morale bonus to Strength and Constitution and is immune 
  to mind-affecting effects. The blood link lasts for 1 minute, 
  until the Blood Queen ends the effect (a free action), or 
  the kuru surrogate is killed. When the blood link is broken, 
  an affected kuru takes 1 point of Intelligence damage 
  and cannot be linked to again for 24 hours. The save DC is 
  Charisma-based.
  Kuru Surrogate (Su) The kuru surrogate is mindless, takes no 
  actions, and cannot move on his own.
  Subtier 4–5 (CR 6)
  KURU BARBARIANS (6) 
    
  CR 1/2
  hp 16 each (use the statistics from Subtier 1–2)
  KURU SURROGATE 
    
  CR 1/2
  hp 16 each (use the statistics from Subtier 1–2)
  MBAAJ  
    
  CR 5
  Kuru oracle of the Dark Tapestry 6 (Pathfinder Campaign 
  Setting: Isles of the Shackles 51, Pathfinder RPG Advanced 
  Player’s Guide 42, Pathfinder RPG Ultimate Magic 54)
  CE Medium humanoid (kuru)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 16, touch 11, flat-footed 16 (+4 armor, +1 deflection, 
  +1 natural)
  hp 60 (6d8+30)
  Fort +7, Ref +4, Will +5
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee mwk club +9 (1d6+6), bite +4 (1d6+2 plus 
  cannibalistic vitality)
  Oracle Spells Known (CL 6th; concentration +8)
  3rd (3/day)—inflict serious wounds, searing light, tongues
  2nd (6/day)—death knell (DC 14), dust of twilightAPG, inflict 
  moderate wounds, spiritual weapon
  1st (7/day)—command (DC 13), doom (DC 13), entropic shield 
  (DC 13), inflict light wounds, murderous commandUM (DC 13), 
  ray of sickeningUM (DC 13)
  0 (at will)—bleed (DC 12), create water, detect magic, 
  guidance, purify food and drink, resistance, sparkAPG
  Mystery Dark TapestryUM
  TACTICS
  Before Combat Mbaaj casts entropic shield.
  During Combat Mbaaj relies on his followers to engage the PCs 
  in melee so he can hang back and use his ranged spells and 
  special abilities on foes. He focuses his attacks on suspected 
  spellcasters first before drawing his club and charging the 
  PCs. If he sees a PC drop to below 0 hit points, he gleefully 
  casts death knell.
  Morale If Mbaaj is reduced to fewer than 20 hit points, he 
  retreats and drinks his potions of cure light wounds. Once 
  out of healing potions, he fights to the death to honor the 
  Blood Queen.
  Base Statistics When not affected by the kuru surrogate’s 
  blood link ability, Mbaaj’s statistics are hp 45; Fort +5; 
  Melee club +7 (1d6+3), bite +2 (1d6+1 plus cannibalistic 
  vitality); Str 15, Con 16; CMB +6, CMD 17.
  STATISTICS
  Str 19, Dex 10, Con 20, Int 10, Wis 10, Cha 14
  Base Atk +4; CMB +8; CMD 19
  Feats Combat Casting, Lightning Reflexes, Weapon Focus (bite)
  Skills Heal +6, Intimidate +8, Knowledge (planes) +4, 
  Knowledge (religion) +4, Linguistics +1, Perception +6, Sense 
  Motive +8, Spellcraft +4, Stealth +4
  Languages Common, Kuru
  SQ blood courage, oracle’s curse (clouded vision), revelations 
  (gift of madness, interstellar void)
  Combat Gear potions of cure light wounds (3); Other 
  Gear, mwk hide armor, mwk club, amulet of natural 
  armor +1, ring of protection +1, wooden unholy symbol 
  (worth 1 gp), 10 gp
  SPECIAL ABILITIES
  See the kuru barbarian from Subtier 1–2.
  SCALING ENCOUNTER A2
  Make the following changes to accommodate a group of 
  four PCs.
  Subtier 1–2: Remove two kuru barbarians from the 
  encounter.
  Subtier 4–5: Remove three kuru barbarians from the 
  encounter.
  
  11
  HALL OF THE FLESH EATERS
  Treasure: In their search for food, the kuru collected 
  half a dozen trinkets from deeper in Sevenfingers’s tomb 
  that slipped from an explorer’s pack years ago. Each 
  bauble is a fanciful hand-sized shape of twisted precious 
  metal worth 75 gp to a collector.
  Development: If the PCs kill the surrogate (and Mbaaj, 
  if present), the remaining kuru hesitate to continue 
  fighting. A PC who succeeds at a DC 15 Sense Motive check 
  can determine that they are willing to parley—especially 
  if offered food. This stand-off lasts long enough for 
  the PCs to attempt a Diplomacy check, but the kuru 
  ruthlessly resume fighting if the PCs use intimidation, 
  threats, or attempts at overt aggression. With a successful 
  DC 20 Diplomacy check, the PCs can secure a truce with 
  the kuru lasting up to three days. If the PCs offer food 
  as part of the negotiation, they receive a cumulative +1 
  circumstance bonus for every day’s worth of rations they 
  provide and a +5 circumstance bonus for each Small or 
  larger creature’s carcass they offer. A PC who is unable to 
  speak Kuru is still able to attempt this Diplomacy check, 
  but takes a –8 penalty to do so.
  Rewards: If the PCs fail to defeat or parley with the 
  kuru, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 84 gp.
  Out of Subtier: Reduce each PC’s gold earned by 240 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 397 gp.
  A3. Effigy
  Skewered here by a crudely carved post is a gruesome 
  scarecrow constructed of tree branches, jungle vines, and 
  bloodstained human bones. The skull-headed effigy accusingly 
  points a bony arm down the trail leading west.
  The kuru in area A2 built this effigy from the bones of 
  their cannibalized companions. It’s meant to ward off the 
  ghouls who live in the tomb below, though the figure has 
  no special effect on the undead.
  A4. Ghol-Gani Stone
  In the center of this clearing stands a large standing stone, 
  about five feet in diameter and twelve feet tall. Carved into 
  the dark stone are dozens of leering one-eyed humanoid 
  faces, their mouths agape as if preparing to appease some 
  unspeakable hunger.
  Ancient visitors from Ghol-Gan erected this standing 
  stone shortly before the empire’s fall. The stone served 
  as a religious monument intended to appease the 
  cyclopes’ dark gods, and it once siphoned energy from 
  Sevenfingers’s tomb to generate powerful necromantic 
  effects. Since the fall of Ghol-Gan, the magic has 
  diminished, though the stone still radiates a faint aura 
  of necromancy and evil. Creatures approaching within 
  10 feet of the stone must succeed at a DC 12 Will save or 
  become shaken for 1d6 rounds. This is a mind-affecting 
  fear effect.
  A5. Tomb Entrance
  A crack in the earth splits the ground here, most of it covered 
  by thick weeds and the roots of a huge strangler fig tree. 
  There are several gaps between the roots through which an 
  adventurer might squeeze. Below the tangled roots is a deep 
  shaft that descends into the gloom.
  This is the entrance to Sevenfingers’s tomb. Though 
  mostly shrouded by the strangler fig’s entangling roots, 
  a Medium creature can easily squeeze past them as a 
  full-round action, and a Small creature simply treats the 
  opening as difficult terrain. A Large creature must hack 
  away at some of the roots (hardness 5, 50 hit points, Break 
  DC 26) to create a large enough opening. A Huge or larger 
  creature cannot fit through the crack. With a successful 
  DC 25 Escape Artist check, a creature can move through 
  the roots as though it were one size category smaller.
  The descent into the tomb has other dangers. See area 
  B1 for additional details.
  B. THE HALL OF THE FLESH EATERS
  The uppermost level of Sevenfingers’s tomb is known as 
  the Hall of the Flesh Eaters, for it has long been the lair 
  of an ancient ghast and his flesh-eating undead minions. 
  See the Features of the Gloomspires entry on page 6 for 
  features common to this area.
  The PCs are expected to document their findings for the 
  Pathfinder Society, so over the course of their exploration, 
  one or more of the Pathfinders are likely drawing a map, 
  writing down descriptions, or chronicling the group’s 
  actions. These contribute to the adventure’s secondary 
  success condition as hinted at by Player Handout, so it 
  is not necessary to prompt the players to take these steps.
  B1. Falling Idols (CR 3 or CR 6)
  The thirty-foot-long, root-covered crack extends deep into the 
  Gloomspire. Numerous gnarled tree roots creep down the sides 
  of the shaft, a few of them hanging almost to the muddy floor. 
  Dozens of shallow niches are set at irregular intervals down 
  each of the four walls of the shaft. Though some are empty, 
  most of the recesses hold squat, four-foot-tall stone idols of 
  leering, horned fiends.
  The shaft extends 30 feet down before reaching the 
  10-foot ceiling of the room below. The floor is covered 
  
  B. Hall of the Flesh Eaters
  B3
  B5
  B6
  B7
  B1
  B2
  B4
  1 square = 5 feet
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  HALL OF THE FLESH EATERS
  with a 6-inch layer of mud, rainwater, and a few shards of 
  broken statuary, making it difficult terrain. The strangler 
  fig roots that drop down into the shaft extend only a 
  negligible distance past the ceiling, ending 10 feet from 
  the floor. Though saturated with rainwater, the roots are 
  scalable with a successful DC 15 Climb check.
  There are 36 niches along the shaft walls, each 
  measuring 4-1/2 feet tall, 2-1/2 feet wide, and 6 inches 
  deep. One-third of these are empty; their idols now lie 
  shattered in the mud below. The niches provide good 
  footholds for climbers, making the descent easier than 
  scrambling down the roots (Climb DC 10). Furthermore, 
  touching any of the stone idols in the lower 15 feet of the 
  shaft automatically sets off the trap. With a successful DC 
  30 Perception check, sharp-eyed PCs might notice that 
  all of the idols in the upper half of the shaft are actually 
  fused to the wall and cannot be removed.
  Trap: This trap was among the earliest installed by 
  Sevenfingers, and over the years various inhabitants have 
  modified it to suit their specific purposes. Touching one 
  of the idols in the lower half of the shaft causes pivots to 
  upset several of the idols that might strike the creature 
  and anyone else below. The Necrotic Polyp in area B4 has 
  also gradually sent out translucent filaments through 
  the masonry like miniature roots, and the lower part of 
  this entrance has many such tiny whiskers that extend 
  as far as three feet from the walls. These filaments are 
  particularly sensitive to the touch of living flesh, and 
  any Small or larger creature that descends through the 
  tunnel brushes up against them. The first time the polyp 
  senses a living creature in this way it does not respond, 
  but the second time it senses a living creature within 10 
  minutes, it triggers the trap. Any PCs in the shaft below 
  the halfway point, including PCs on the ground, are 
  targeted by one or more falling idols, as described below.
  Subtier 1–2 (CR 3)
  TUMBLING IDOLS TRAP 
    
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger manual; Reset manual
  Effect 1d4+2 idols fall, each targeting a random PC in the shaft 
  or on the ground below (maximum of 2 idols per PC); +10 
  melee (1d6 damage); PCs hit while climbing must succeed at 
  a DC 20 Reflex save or fall and take falling damage
  Subtier 4–5 (CR 6)
  TUMBLING IDOLS TRAP 
    
  CR 6
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger manual; Reset none
  Effect 1d4+2 idols fall, each targeting a random PC in the shaft 
  or on the ground below (maximum of 2 idols per PC); +15 
  melee (3d6 damage); PCs hit while climbing must succeed at 
  a DC 20 Reflex save or fall and take falling damage
  B2. Hunger Pains (CR 3 or CR 6)
  The sickly sweet smell of rotting meat fills this perfectly square, 
  low-ceilinged chamber. The east wall features a large bas-relief 
  carving portraying a wide-eyed hag devouring her own hands. 
  The ceiling here is only 8 feet high. The first PC to 
  enter the chamber and look at the bas-relief sees the hag’s 
  eyes suddenly lock on to his or her eyes with an icy glare. 
  This is an illusion effect (silent image, CL 5th). The first PC 
  to move within 10 feet of the bas-relief triggers the trap.
  The Ancient One (area B7) is well aware of this trap, and 
  has ordered his ghoul minions to store an uneaten kuru 
  corpse here. The bloated, wormy corpse—now missing 
  its left arm and bearing several horrific bite wounds on 
  the torso and neck—now sits propped up in the room’s 
  southwest corner. This kuru died only recently after 
  abandoning his companions to find food, and he recently 
  died but resisted transforming into a ghoul. Anyone that 
  eats of the rotting corpse (most likely due to the ghoul 
  hunger spell’s compulsion effect) must succeed at a DC 12 
  Fortitude save or become sickened for 1d6 hours.
  Trap: Sevenfingers created this magic trap as a reminder 
  to his traitorous first mate, the ghast Rajhan-Vol that now 
  rules from area B7. Those who trigger the trap develop an 
  uncontrollable urge to feed on humanoid flesh.
  Subtier 1–2 (CR 3)
  GHOULISH HUNGER TRAP 
  CR 3
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger location; Reset automatic (24 hours)
  Effect The creature that triggers the trap is compelled to fall 
  upon a nearby helpless or dead humanoid creature and 
  begin eating its flesh for 5 rounds, during which time it 
  defends itself normally but takes no other actions (Will 
  DC 13 negates). Each round after the first, the target can 
  attempt another saving throw to end the effect. The trap 
  also targets any other creatures in the room with sleep 
  (Will DC 13 negates).
  Subtier 4–5 (CR 6)
  GHASTLY HUNGER TRAP 
  CR 6
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger location; Reset automatic (24 hours)
  
  14
  PATHFINDER SOCIETY SCENARIO
  Effect The creature that triggers the trap is compelled to fall 
  upon a nearby helpless or dead humanoid creature and 
  begin eating its flesh for 8 rounds, during which time it 
  defends itself normally but takes no other actions (Will 
  DC 17 negates). Each round after the first, the target can 
  attempt another saving throw to end the effect. The trap 
  also targets any other creatures in the room with deep 
  slumber (Will DC 17 negates).
  B3. Flooded Hall (CR 3 or CR 6)
  This long, high-ceilinged hall is partially flooded with murky, 
  stagnant water, and the sound of slowly dripping water echoes 
  ominously throughout. A massive banyan tree has breached 
  a large section of the south wall, and the tree’s enormous 
  invasive roots now extend several feet into the hall. Long 
  sheets of thick moss and other detritus cling to the twisted 
  tree roots, forming a curtainlike barrier.
  The western half of the room is flooded with about 
  3  feet of dirty standing water, and where the room 
  narrows, the floor gradually slopes up from west to east, 
  leaving the eastern half dry. Over the centuries, several 
  trees have gradually sent roots through the masonry, and 
  a banyan tree has broken through part of the south wall 
  to access the water here. Its roots cover roughly a 40-foot-
  by-15-foot patch of wall, and stretch up to 15 feet across 
  the room. The roots are slick but sturdy enough to climb 
  (Climb DC 15). 
  Creatures: Numerous leeches inhabit this water, 
  preying on the rare creature that wanders through or 
  crawling out of the water to feed on the ghouls’ scraps. In 
  Subtier 1–2, an advanced giant leech hides in the water, 
  which is deep and murky enough to count as a marsh for 
  the purposes of the leech’s racial bonus on Stealth checks. 
  In Subtier 4–5, two giant leeches inhabit the area, and 
  having fed on a fresh kuru weeks ago, they have mated 
  and produced a swarm of ravenously hungry young. 
  These newborn leeches are slow to gather in large enough 
  numbers to threaten the PCs, and it takes two full turns of 
  combat for them to congregate into a true swarm. During 
  this time, the water froths and churns with their moving 
  bodies, and a PC can identify the collective creature with 
  a successful DC 14 Knowledge (nature) check.
  Subtier 1–2 (CR 3)
  ADVANCED GIANT LEECH 
  CR 3
  hp 25 (Pathfinder RPG Bestiary 187, 294)
  TACTICS
  During Combat The leech attacks a nearby target in or near 
  the water. If damaged on land, the leech typically retreats 
  back into the water, where it is more mobile. 
  Morale While in the water, the leech fights until slain. If it 
  leaves the water and is not attached to a creature, it typically 
  retreats to the water if it takes 12 or more points of damage 
  in 1 round.
  Subtier 4–5 (CR 6)
  LEECH SWARM 
  CR 4
  hp 39 (Pathfinder RPG Bestiary 187)
  TACTICS
  During Combat As soon as it forms, the leech swarm moves to 
  consume the closest creature. It follows creatures out of the 
  water only if it can reach a target in 1 turn.
  Morale The mindless leech swarm fights to the death.
  GIANT LEECHES (2) 
  CR 2
  hp 19 each (Pathfinder RPG Bestiary 187)
  TACTICS
  Use the tactics for the advanced giant leech in Subtier 1–2.
  Treasure: A scum-covered leather satchel is crammed 
  among the banyan’s roots. A PC can spot the bag with a 
  successful DC 20 Perception check, though this DC is 5 
  lower if the PC actually climbs the roots. Within is a 
  watertight scroll tube made of horn containing a scrap 
  of parchment with a hastily scrawled note: “We lost 
  Gavreth, Kehm, and Nars in the Hall of the Flesh Eaters. 
  Before he died, the wizard claimed the horror is a work of 
  necromancy. I know it at least responded to holy water, so 
  that means we should be able to—“ The rest of the note 
  is smeared and illegible. The note refers to the Necrotic 
  Polyp in area B4, providing the PCs a hint as to how to 
  defeat it.
  In Subtier 1–2, the satchel also contains a pair of sandals 
  of quick reaction (Pathfinder RPG Ultimate Equipment  232) 
  made of wyvern leather; in Subtier 4–5, it instead contains 
  an amulet of hidden strength (Pathfinder RPG Ultimate 
  Equipment 254).
  Rewards: If the PCs fail to defeat the leeches and retrieve 
  the satchel, reduce each PC’s gold earned as follows. If the 
  PCs kill or subdue the leeches without finding the satchel, 
  reduce their gold earned by only half the listed amount.
  Subtier 1–2: Reduce each PC’s gold earned by 33 gp.
  Out of Subtier: Reduce each PC’s gold earned by 208 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 333 gp.
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove the giant leech’s advanced simple 
  template.
  Subtier 4–5: Remove one giant leech from the encounter.
  
  15
  HALL OF THE FLESH EATERS
  THE NECROTIC POLYP
  This ancient work of necromancy and flesh-warping was 
  originally seeded by Sevenfingers. It radiates a strong aura 
  of evil and necromancy. The ghouls and festrogs feed on 
  the Necrotic Polyp each day, and it continuously heals any 
  lost tissue. If the PCs cut away pieces of the polyp, the foul 
  greasy substance dissolves into a vile-smelling, watery 
  gruel over the course of several seconds. The Necrotic Polyp 
  creates the following effects:
  • Living creatures that touch the Necrotic Polyp take 1d6 
  points of negative energy damage.
  • Undead within 30 feet of the Necrotic Polyp gain channel 
  resistance +6.
  • Humanoids that die on the upper level of Sevenfingers’s 
  tomb or on the summit above rise as ghouls (70% chance) 
  or festrogs (30% chance) at midnight 1d4 days after 
  dying if the body remains within 1 mile of the Necrotic 
  Polyp (a successful DC 25 Will save negates this chance, 
  though a new save is required the following midnight if 
  the corpse remains in the area of effect). Creatures that 
  rise as undead in this fashion are mentally bound to the 
  polyp, and protect it with their lives, never moving more 
  than 1 mile away.
  • Creatures that contract ghoul fever on the upper level of 
  Sevenfingers’s tomb or on the column above must roll two 
  Fortitude saves each time a new save is required to resist 
  the disease and take the lower of the two rolls.
  • If the Necrotic Polyp is destroyed, all of the undead 
  creatures currently bound to it (the ghouls, festrogs, and 
  the Ancient One) are stunned for 1d6 rounds, after which 
  they become free-willed undead.
  Destroying the Necrotic Polyp: The Necrotic Polyp has a 
  hardness of 2, 300 hit points, and fast healing 5. If reduced 
  to 0 or fewer hit points the polyp is destroyed. The polyp 
  takes double damage from acid and fire effects, and it is 
  immune to cold and sonic damage. Furthermore, it takes 
  damage from positive energy as though it were undead, 
  and any undead creature that has consumed a piece of the 
  polyp in the past 10 minutes is dazzled for one round as the 
  fleshy mass emits an empathic scream of pain.
  B4. The Polyp Hall (CR 4 or CR 7)
  This cathedral-like hall has a vaulted ceiling supported by eight 
  square pillars. Dominating the middle of the hall is a huge 
  mound of undulating gray-green flesh covered with weeping 
  scarlet boils. The entire mass stinks of a weeks-old corpse.
  The ceiling is 20 feet high near the walls and rises to 
  30 feet at the apex. The patch of rotting gray-green flesh 
  is the Necrotic Polyp (see the sidebar for more details), an 
  enormous necromancy-infused tumor planted here and 
  cultivated centuries ago by Sempet Sevenfingers. The 
  mass is roughly 20 feet in diameter and 10 feet tall, and 
  it bears hundreds of jagged, poorly-healed scars from the 
  local ghouls’ relentless feeding.
  The passage leading to area B5 is completely choked 
  with rubble and small boulders, requiring extensive 
  work to excavate (see area B5). In Subtier 1–2, the western 
  wall also bears a series of scratched symbols around the 
  secret door leading to area B6, reminders left by the 
  Ancient One to help him find the passage. A PC who 
  takes the time to search the room can find the door with 
  a successful DC 15 Perception check. In Subtier 4–5, the 
  scratch marks are absent, and the DC to find the door 
  increases to 20.
  Creatures: Several ghouls and festrogs guard the 
  Necrotic Polyp. When the PCs first enter this chamber, 
  all of the ghouls and festrogs are clustered around the 
  polyp, gluttonously feeding on its putrid flesh. The 
  ghouls and festrogs are completely engrossed with their 
  meal and take a –10 penalty on Perception checks to 
  notice intruders and have an effective Initiative score 
  of 1. Additionally, the ghouls and festrogs do not act in 
  either a surprise round or in the first round of combat. 
  On the second round of combat the ghouls and festrogs 
  are staggered. On the third round of combat and 
  thereafter they fight normally. The creatures’ distracted, 
  lethargic state reduces the effective challenge rating of 
  this encounter.
  Subtier 1–2 (CR 4)
  GHOULS (4) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146)
  Special Defenses channel resistance +6 (from Necrotic Polyp)
  TACTICS
  During Combat Each ghoul attacks a separate PC, hoping to 
  infect as many of them as possible with ghoul fever. If the 
  PCs try to fight the undead at a choke point (or other clearly 
  disadvantageous position), the undead withdraw once 
  reduced to half their starting number and try to lure the PCs 
  into the room.
  Morale The ghouls fight until destroyed.
  FESTROGS (2) 
  CR 1
  hp 9 each (Pathfinder RPG Bestiary 3 115)
  Special Defenses channel resistance +6 (from Necrotic Polyp)
  TACTICS
  During Combat The festrogs attack in pairs and attempt to 
  flank their foes whenever possible. If the PCs try to fight the 
  undead at a choke point (or other clearly disadvantageous 
  position), the undead withdraw once reduced to half their 
  starting number and try to lure the PCs into the room.
  Morale The festrogs fight until destroyed.
  
  Festrog
  16
  PATHFINDER SOCIETY SCENARIO
  Subtier 4–5 (CR 7)
  GHOULS (8) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146)
  Special Defenses channel resistance +6 (from Necrotic Polyp)
  TACTICS
  Use the tactics from Subtier 1–2.
  ADVANCED FESTROGS (5) 
  CR 2
  hp 13 each (Pathfinder RPG Bestiary 3 115, 290)
  Special Defenses channel resistance +6 (from Necrotic Polyp)
  TACTICS
  Use the tactics from Subtier 1–2.
  B5. Collapsed Side Chamber (CR 1)
  When the explorer Mazzer Thrennt fled the 
  Gloomspires years ago, he was unable to carry all of 
  his treasure and instead buried it in a side chamber. 
  Large chunks of masonry and rubble block the 
  entrance to the room. The PCs can excavate 
  the passage over the course of six hours 
  using the digging equipment provided by 
  Calisro Bennary, a process that requires 
  each participating PC to succeed at a DC 
  10 Constitution check to avoid becoming 
  fatigued. If fewer than half of the PCs 
  participate in the excavation, the DC for 
  those digging increases by 5.
  The process is loud and 
  attracts 
  the 
  attention 
  of 
  the Ancient One in area B7. 
  He cracks open the door to 
  his throne room to spy on 
  the PCs and waits for them 
  to finish their work and 
  become 
  fatigued 
  before 
  accosting them (see area B7 
  for more details). A PC who 
  succeeds at a DC 15 Profession 
  (miner) check not only limits 
  the amount of noise the 
  PCs make (preventing the 
  Ancient One from hearing 
  them) but also grants all of the 
  digging creatures a +5 circumstance bonus on their 
  Constitution checks to avoid becoming fatigued. If a PC 
  has the stonecunning racial trait or a burrow speed, he 
  can attempt the Profession check untrained with a +2 
  competence bonus.
  After the PCs remove the rubble and enter the chamber, 
  read or paraphrase the following.
  This small chamber reeks of filth and rotten meat. A heap of 
  coins and other valuables lies piled in the middle of the room. 
  The largest item in the pile is a gem-studded copper sphere. 
  Though completely motionless, the light on the sphere seems 
  to flicker and fade like a desert mirage. 
  Creature: When Mazzer Thrennt gave the order to 
  collapse the entrance to this chamber and leave the 
  treasure behind, one of his crew, a greedy pirate named 
  Baelen, objected violently. A brief fight ensued, resulting 
  in Baelen’s death. Thrennt left the pirate’s corpse here 
  to rot, and a few days later Baelen rose as a ghoul. In the 
  10 years he’s been trapped here, Baelen’s only sustenance 
  has been the leather backpacks, a few 
  inedible pieces of which still lie scattered 
  about the floor. He is unimaginably 
  voracious, and immediately attacks 
  any trespassers, thinking of escape 
  from his prison only once all foes have 
  been devoured.
  BAELEN 
  CR 1
  Ghoul (Pathfinder RPG Bestiary 146)
  hp 13
  TACTICS
  Before Combat Baelen attempts to hide 
  near the entrance to surprise the first living 
  creature that enters the room.
  During Combat Baelen focuses all his 
  attacks on the first PC who 
  enters the 
  chamber. Even 
  if he manages 
  to paralyze or kill 
  his foe, Baelen’s 
  hunger drives him 
  to feed instead of 
  attacking another PC.
  Morale Baelen fights until 
  he’s destroyed.
  Treasure: Thrennt left a 
  heap of treasure here ten years 
  ago, including the Orb of Stars and piles 
  of gold, silver, and copper coins 
  SCALING ENCOUNTER B4
  Make the following adjustments to accommodate a group 
  of four PC.
  Subtier 1–2: Remove two ghouls from the encounter.
  Subtier 4–5: Remove two ghouls and one advanced 
  festrog from the encounter.
  
  Orb of Stars
  17
  HALL OF THE FLESH EATERS
  dating back to the Age of Enthronement. Three large 
  leather backpacks once held all of the loot, but Baelen 
  tore them apart in his hunger. In Subtier 1–2, there is 
  also a horn of fog in the shape of a curled linnorm.
  Rewards: if the PCs fail to recover the Orb of Stars, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 174 gp.
  Out of Subtier: Reduce each PC’s gold earned by 325 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 477 gp.
  B6. Stairs and the Scowling Door
  Beyond the secret door is a narrow set of steep stairs 
  descending into darkness. After several dozen feet, the stairs 
  end in a solid stone door carved to resemble an immense 
  scowling face.
  The door is secured with a superior lock enchanted with 
  arcane lock (Disable Device DC 50); beyond is the second 
  level of Sevenfingers’s tomb—the Labyrinth of Hungry 
  Ghosts—which is beyond the scope of this scenario.
  B7. The Ancient One (CR 4 or CR 7)
  This large chamber has a relatively low ceiling. The far 
  southwest wall is set at an angle, and against the center of 
  the wall sits a heap of bones and skulls resembling a large 
  makeshift throne. To the left of the throne sits an oak and 
  brass sea chest, carved with images of sea serpents chasing 
  their own tails.
  The ceiling here is only 10 feet high. The 
  only furniture in the room are the 
  throne made of bones and skulls 
  and the sea chest.
  Creatures: The Ancient One 
  was once a Vudran pirate 
  named 
  Rajhan-Vol 
  who 
  briefly served as Sempet 
  Sevenfingers’s bosun. After 
  Sevenfingers and his crew 
  finished a particularly 
  lucrative 
  raid, 
  Rajhan-
  Vol attempted to organize 
  a mutiny. Unfortunately, 
  Sevenfingers caught wind of 
  the plot and had Rajhan-Vol 
  and his cohorts put in irons 
  and strung from the yardarm. For 
  weeks the unsuccessful mutineers 
  dangled in chains, until all but Rajhan-
  Vol had perished of exposure or starvation. 
  Sevenfingers then bore the delirious and 
  dying Vudran to the uppermost level of this Gloomspire, 
  slew the treacherous bosun, and unceremoniously draped 
  his corpse over the newly planted Necrotic Polyp, which 
  animated Rajhan-Vol as a ghast that has ruled this level of 
  the tomb ever since. 
  When Mazzer Thrennt explored the tomb a decade 
  ago, he and his crew happened upon a secret entrance to 
  the tomb hidden behind an illusory wall about halfway 
  up the column, granting them access to a much lower 
  level. At great cost, Thrennt and his crew worked their 
  way up to the Hall of the Flesh Eaters, where dozens of 
  ghouls ambushed them. After losing most of his crew 
  and baggage-handlers, Thrennt realized he couldn’t 
  transport all of his booty, so he decided to collapse the 
  side chamber entrance to area B5 to hide his loot. Shortly 
  after triggering the collapse, he encountered Rajhan-
  Vol and more ghouls. Instead of fighting the undead, 
  Thrennt offered several of his wounded crew members to 
  Rajhan-Vol as tribute and thus secured a promise of safe 
  passage out of the tomb. The ghast remains susceptible 
  to such bribes. 
  In the hundreds of years since his reanimation, 
  Rajhan-Vol has grown bored with his existence yet retains 
  strong survival instincts, a desire to be recognized for his 
  greatness, and an insatiable hunger. He is no match for 
  the denizens that dwell below, so he instead spends most 
  of his time lazing on his throne punctuated by periodic 
  bouts of commanding the ghouls and festrogs in area B4 
  to prostrate themselves before him in obeisance. Even 
  when the PCs enter this area, the ghast sits on his throne 
  with several undead minions kneeling before him. 
  Unless the PCs attack immediately, Rajhan-
  Vol remains cordial and non-threatening. 
  Though his undead minions slaver and 
  glare at the PCs hungrily, Rajhan-
  Vol invites the PCs to approach 
  and 
  introduce 
  themselves. 
  Then, he demands to know 
  why they have come to the 
  tomb and slaughtered his 
  servants. In truth, Rajhan-
  Vol cares nothing about 
  the PCs or their motives 
  for visiting Sevenfingers’s 
  tomb. He is much more 
  interested in surviving and 
  profiting from the encounter.
  So long as the PCs are not 
  particularly disrespectful, 
  they 
  can 
  attempt 
  Diplomacy 
  checks 
  to 
  improve the ghast’s attitude. 
  He 
  begins 
  the 
  encounter 
  
  Rajhan-Vol
  18
  PATHFINDER SOCIETY SCENARIO
  unfriendly, but if the PCs shift his attitude to indifferent, 
  Rajhan-Vol allows the PCs to depart unharmed if they 
  do so immediately and leave one of their number behind 
  as a sacrifice; this is the same deal he gave Mazzer 
  Thrennt, so he believes it is entirely reasonable. If the 
  PCs improve his attitude to friendly, he is willing to leave 
  them alone for 24 hours so long as they do not linger. 
  While friendly, he is also willing to share how to find the 
  secret door to area B6. Improving Rajhan-Vol’s attitude 
  to indifferent or better also allows the PCs to negotiate 
  safe passage for future expeditions, which counts as 
  requesting dangerous aid because it would deny the 
  ghast the fresh meat he craves. Offering Rajhan-Vol at 
  least five pounds of animal or humanoid flesh grants the 
  PCs a +3 circumstance bonus on all 
  Diplomacy checks made to influence him, and providing 
  him a living captive to consume increases this bonus to 
  +6. Depending on the circumstances, offering him a live 
  humanoid sacrifice—even if it just involves tricking one 
  or more of the kuru to enter this part of the tomb—is 
  likely an evil act for the purpose of some characters’ code 
  of conduct.
  If Rajhan-Vol’s attitude becomes hostile, or the PCs 
  are insulting or try to use intimidation to bully him, he 
  grows angry and orders his minions to attack them. If 
  the PCs mention the Orb of Stars or claim to have it in 
  their possession, Rajhan-Vol becomes greedy and tries 
  to trick the PCs into believing that he will allow them 
  to leave in peace in exchange for giving him the orb. 
  However, as soon as the PCs lower their guard, he and 
  his minions attack.
  Subtier 1–2 (CR 4)
  RAJHAN-VOL 
  CR 2
  Ghast (Pathfinder RPG Bestiary 146, 294)
  hp 17
  TACTICS
  During Combat After ordering his minions into battle, Rajhan-
  Vol moves in to support them and tries to flank his enemies 
  whenever possible. 
  Morale Rajhan-Vol has nowhere to run. He fights until 
  destroyed.
  FESTROGS (2) 
  CR 1
  hp 9 each (Pathfinder RPG Bestiary 3 115)
  TACTICS
  During Combat The festrogs each charge a different PC.
  Morale The festrogs fight until destroyed.
  Subtier 4–5 (CR 7)
  RAJHAN-VOL 
  CR 5
  Ghast rogue 4
  CE Medium undead 
  Init +11; Senses darkvision 60 ft.; Perception +12
  Aura stench (DC 16, 1d6+4 minutes)
  DEFENSE
  AC 22, touch 18, flat-footed 14 (+7 Dex, +1 dodge, +4 natural)
  hp 57 (6d8+30)
  Fort +6, Ref +11, Will +7
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d6+5 plus disease and paralysis), 2 claws +11 
  (1d6+5 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 16), sneak attack +2d6 
  SCALING ENCOUNTER B7
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove one festrog from the encounter.
  Subtier 4–5: Remove the two ghouls from the encounter.
  
  19
  HALL OF THE FLESH EATERS
  TACTICS
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str 21, Dex 24, Con —, Int 17, Wis 16, Cha 20
  Base Atk +4; CMB +9; CMD 27
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +16, Bluff +14, Climb +14, Diplomacy +14, 
  Disable Device +18, Escape Artist +16, Intimidate +14, 
  Knowledge (history) +4, Perception +12, Sense Motive +12, 
  Stealth +16, Swim +13
  Languages Aklo, Common, Necril, Vudrani
  SQ rogue talents (bleeding attack +2, finesse rogue), 
  trapfinding +2
  Gear aquatic cummerbund, belt of incredible dexterity +2
  GHOULS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146)
  TACTICS
  Use the tactics for the festrogs from Subtier 1–2.
  FESTROGS (2) 
  CR 1
  hp 9 each (Pathfinder RPG Bestiary 3 115)
  TACTICS
  Use the tactics from Subtier 1–2.
  Treasure: The sea chest next to the throne bears a 
  coarse inscription that reads “I leave you this as wages 
  for your loyal service from now to eternity, my ambitious 
  traitor—S.E.” Within are 10,000 silver pieces—a tiny 
  fraction of Sevenfingers’s wealth.
  Rewards: if the PCs fail to defeat Rajhan-Vol, reduce 
  each PC’s gold earned as follows. Improving the ghast’s 
  attitude to friendly and successfully negotiating safe 
  passage for future expeditions counts as a victory and 
  earns the PCs the full reward.
  Subtier 1–2: Reduce each PC’s gold earned by 166 gp.
  Out of Subtier: Reduce each PC’s gold earned by 410 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 654 gp.
  CONCLUSION
  If the PCs managed to secure the Orb of Stars and 
  leave the Gloomspires within 3 days, they can safely 
  reach the Grinning Pixie and report to Calisro Benarry. 
  Before ordering the Pixie to return to Drenchport, she 
  addresses the PCs once more: “Pathfinders, you have 
  done a great service for me and the Society. The recovery 
  of the Orb of Stars paves the way for future expeditions. 
  Soon, perhaps, we’ll learn more about the Gloomspires’ 
  mysterious creators, unravel their arcane secrets, and 
  perhaps even delve deeper into old Sevenfingers’s 
  tomb to liberate his ill-gotten wealth. Considering 
  what you’ve seen, you’re all now among the foremost 
  authorities on the Gloomspires. I hope that I may call 
  upon all of you again should the Society decide to fund 
  another expedition.”
  If the PCs fail to leave Sevenfingers’s tomb within 
  3 days, they find the Grinning Pixie has already departed 
  for less dangerous waters. If a PC succeeds at a DC 15 
  Profession (sailor) check, she can sail Bennary’s folding 
  boat to Drenchport without too much difficulty. Failing 
  this check (or being unable to attempt it in the first 
  place) results in the PCs reaching a safe port only after 
  several weeks of meandering and unfortunate events 
  that leave the folding boat damaged. When the venture-
  captain finally tracks down the PCs, she insists on their 
  covering some of the cost of repairing the vessel. This 
  amounts to 50 gp per PC in Subtier 1–2, or 150 gp per PC 
  in Subtier 4–5.
  Reporting Notes
  If the PCs successfully parleyed with the kuru in area 
  A2 (and the kuru survived until the end of the scenario), 
  check box A on the reporting sheet. If the PCs destroyed 
  the Necrotic Polyp, check box B. If the PCs destroyed 
  Rajhan-Vol, check box C. If the PCs did not destroy 
  Rajhan-Vol but negotiated safe passage for future 
  expeditions, check box D.
  Primary Success Condition
  The PCs complete their primary success condition if 
  they retrieve the Orb of Stars and bring it to Venture-
  Captain Calisro Bennary. Doing so earns each PC 1 
  Prestige Point.
  Secondary Success Condition
  The PCs complete their secondary success condition if 
  they successfully document their findings and ensure 
  that future expeditions to the site can easily access the 
  second level of the tomb. Doing so requires the PCs 
  accomplish at least three of the following goals, many 
  of which depend on the players’ actions, not those of the 
  PCs. Of course, the players might not be accomplished 
  cartographers or practiced writers, so the GM is 
  encouraged to judge whether or not the group fulfilled 
  these goals based more on the players’ having made a 
  legitimate effort rather than for having created an artistic 
  or literary masterpiece.
  First, the PCs should provide a map of the Hall of 
  the Flesh Eaters, which they fulfill so long as at least 
  one player draws a representative map of the site. One 
  PC can also attempt a DC 15 Knowledge (engineering) 
  or relevant Craft or Profession check to have created an 
  especially accurate map, treating it as having fulfilled 
  two objectives rather than just one; if the PCs made 
  clever use of equipment to ensure precise measurements, 
  reduce the DC of this check by 5.
  
  20
  PATHFINDER SOCIETY SCENARIO
  Second, the players should have written notes (or, at 
  the GM’s discretion, give the venture-captain a spoken 
  report) that describe at least five important features of 
  Sevenfingers’s tomb. These might include a description 
  of a trap, the means to bypass a hazard, or even a note 
  about the skylights. Third, the PCs should discover the 
  secret door that leads to the second level of the tomb. 
  Fourth, the PCs should either destroy Rajhan-Vol or 
  successfully negotiate safe passage for future expeditions 
  (any report should include notes on the terms of such an 
  arrangement, if made). Finally, the GM can award one 
  additional success at her discretion if the PCs or players 
  went above and beyond in creating an excellent account 
  of their exploration or performed an exceptionally clever 
  task that could assist future expeditions.
  Completing three or more of these six tasks earns the 
  PCs 1 additional Prestige Point each. Completing four or 
  more of these tasks also earns each PC the Gloomspire 
  Explorer boon on his Chronicle sheet.
  PLAYER HANDOUT
  Reefs surround the Gloomspires, so big boats like the Pixie can’t get close. You’ll 
  need to use my magical folding rowboat. 
  At dusk, when the columns cease moving, make your way to the column containing 
  Sevenfingers’s tomb—it’s the one with the shipwreck wrapped around its base. 
  Climb aboard the wreck, and you’ll see a set of narrow stone steps that wind their 
  way to the top of the column. Once up top, find a way inside the tomb and then find 
  the Orb of Stars.
  Thrennt’s log claims he hid the Orb in a side chamber connected to what he called 
  the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. So, I’m 
  giving you some picks and shovels since you might need to do some digging. 
  I’m certain there are multiple levels to this tomb, so keep good notes, and document 
  anything you find that might help future expeditions. Check around the top level, 
  but don’t go any deeper than you have to to find the Orb. Remember, you only have 
  three days to do this before the columns start moving again. 
  The Orb of Stars is a solid sphere made of a dull copper-colored metal inlaid with 
  dozens of star-shaped moonstones, rubies, and blue sapphires that mimic the stars 
  of the Cosmic Caravan.
  
  21
  HALL OF THE FLESH EATERS
  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 #6–06: 
  Hall of the Flesh Eaters
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  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters © 2014, 
  Paizo Inc.; Author: Tom Phillips.
  
  Pathﬁ nder Roleplaying Game: Advanced Class Guide is an invaluable addition to the Pathﬁ nder Roleplaying 
  Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter, 
  Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter, 
  Game Core Rulebook
  investigator, shaman, skald, slayer, swashbuckler, and warpriest.
  Pathﬁ nder Roleplaying Game: Advanced Class Guide also includes:
    • Archetypes, feats, and spells for all of the new classes, as well as a wealth of options for every existing 
  character class in the Pathﬁ nder RPG
    • Gear to kit out your character and plenty of new magic items to ﬁ ll up the GM’s treasure chest
    • Plenty of advice on how to construct a new character class, archetype, or prestige class, giving the GM powerful 
  tools to make the rules they need for their game
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc., and Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
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  Stay Classy,
       Pathﬁ nders!
  Stay Classy,
       Pathﬁ nders!
  
  Hokey Religions,
  Ancient Weapons,
  AND
  a Blaster at Your Side!
  Hokey Religions,
  Ancient Weapons,
  AND
  a Blaster at Your Side!
  Pathﬁ nder Adventure Path #85: Fires of Creation
  Pathﬁ nder Adventure Path #86: Lords of Rust
  Pathﬁ nder Adventure Path #87: The Choking Tower
  Pathﬁ nder Adventure Path #88: Valley of the Brain Collectors
  Pathﬁ nder Adventure Path #89: Palace of Fallen Stars
  Pathﬁ nder Adventure Path #90: The Divinity Drive
  Pathﬁ nder Player Companion: People of the River
  Pathﬁ nder Campaign Setting: Technology Guide
  Pathﬁ nder Campaign Setting: Numeria, Land of Fallen Stars
  Pathﬁ nder Cards: Iron Gods Adventure Path Item Cards Deck
  Thousands of years ago, the fragmented remnants of a ship from beyond the stars fell 
  from the sky, scattering strange technological ruins and deadly perils across the barbarian 
  kingdom of Numeria. From small towns to robotic ruins to the region’s infamous capital 
  of Starfall, the Iron Gods Adventure Path will take your heroes into places unlike any 
  seen before in the Pathﬁ nder RPG!
  AVAILABLE NOW!
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc., and Pathﬁ nder Adventure Path, Pathﬁ nder Campaign Setting, Pathﬁ nder Cards, Pathﬁ nder 
  Player Companion, and Pathﬁ nder Roleplaying Game are trademarks of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  
  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
  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
  Character Chronicle #
  1–2
  4–5
  —
  —
  254
  931
  —
  —
  592
  507
  1,861
  —
  —
  1,184
  Out of 
  Subtier
  Pathfinder Society Scenario #6–06: 
   Hall of the Flesh Eaters
   Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are 
  now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the 
  Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, 
  treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this 
  boon for the duration of one scenario set anywhere other than the Gloomspires.
  All Subtiers
  Subtier 4–5
  Notes
  horn of fog (2,000 gp)
  sandals of quick reaction (4,000 gp; Pathfinder RPG 
  Ultimate Equipment 232)
  amulet of hidden strength (9,000 gp; Pathfinder RPG 
  Ultimate Equipment 254)
  amulet of natural armor +1 (2,000 gp)
  aquatic cummerbund (2,600 gp; Pathfinder RPG 
  Ultimate Equipment 208)
  belt of incredible dexterity +2 (4,000 gp)
  ring of protection +1 (2,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-06 - Hall of the Flesh Eaters.pdf