TEXT: By Monica Marlowe
  Captive in Crystal
  PATHFINDER SOCIETY SCENARIO #7-13 
  TIER 5–9
  
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  Pathfinder Society Scenario #7–13: Captive in Crystal is a Pathfinder Society Scenario designed for 5th- through 9th-level 
  characters (Tier 5–9; Subtiers 5–6 and 8–9). 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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  Captive in Crystal
  Pathfinder Society Scenario #7–13
  
  N
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  Deep
  Tolguth
  T
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  yst
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  Ilvarandin
  The Black
  Desert
  Doga-
  The Midnight Mountains
  Land 
  of 
  Black Blood
  The
  Sightless
  Sea
  N
  D
  e
  n
  e
  b
  r
  u
  m
  Deep
  Tolguth
  T
  h
  e 
  Cr
  yst
  al 
  W
  o
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  b
  Ilvarandin
  The Black
  Desert
  Doga-
  The Midnight Mountains
  Land 
  of 
  Black Blood
  The
  Sightless
  Sea
  3
  alternate path and slowly lost members to the Vault’s 
  crystalline hazards and beasts. As one of two survivors, 
  Sorrina struck an unfavorable deal with a crafty shaitan 
  named Reyshal ik Jalman. He offered to return her to 
  the surface if she would help him uncover a secret in the 
  esoteric library known as the Lucent Archive. She has 
  remained there for years since in a trance, deciphering 
  the archive’s lore while sustained by its magic.
  A recent attack on the Grand Lodge in Absalom has 
  left the Society without Master of Spells Aram Zey. 
  Although it’s a long shot, the most qualified replacement 
  would be Sorrina Westyr, assuming she still lives. As a 
  result, the Decemvirate has re-opened the investigation, 
  and archivist Zarta Dralneen has retraced Westyr’s last 
  known activities as well as deduced the type of ioun 
  stone she used in her final, ill-fated test. Having set 
  aside supplies appropriate for a wide variety of target 
  destination environments, the Pathfinder Society has 
  D
  eep beneath the earth’s surface, past the Court 
  of Ether in Nar-Voth, and below the drow 
  matriarchies of Sekamina, lie the Vaults of 
  Orv. Created by the creatures known only as the Vault 
  Builders, crafted through magic, and then abandoned 
  for reasons unknown, the Vaults are vast, unique, 
  underground worlds. Travel into and out of Orv is 
  treacherous at best, normally requiring weeks or even 
  months of clambering through the Darklands’ many 
  dangerous tunnels.
  Alternatively, one could employ magical means, 
  such as the wayfinder of many paths, a variation on the 
  Pathfinder Society’s iconic compass that can open 
  doorways to distant lands—each keyed to a different 
  variety of ioun stone. Built by one of the first Pathfinders, 
  the wayfinder of many paths provides reliable transport, 
  but only to as many sites as there are types of ioun 
  stone. The seemingly arbitrary destinations limited its 
  practical applications, and Society scholars filed it away 
  as curiosity. It was only 12 years ago that the then Master 
  of Spells Sorrina Westyr unearthed the wayfinder from 
  its dusty grave and began comprehensively cataloguing 
  its many destinations—including previously untested 
  ones. Only a decade has passed since she assembled 
  and led a small, elite team of Pathfinders through an 
  untested portal. They never returned, but the wayfinder 
  of many paths did without any explanation, clue to where 
  they had gone, or what type of ioun stone they had used. 
  Investigations both magical and mundane turned up 
  few leads, and after several months, the Decemvirate 
  declared the matter closed and promoted Aram Zey to 
  serve as the new Master of Spells.
  Unbeknownst to the Society, Sorrina’s team had used 
  one of the rarest ioun stones, a sepia ellipsoid, which, 
  when combined with the wayfinder, opened a short-lived 
  gateway to an Orvian Vault called the Crystal Womb, 
  an expansive cavernous region with strong ties to the 
  Plane of Earth. The explorers encountered trouble 
  shortly after their arrival, losing their sepia ellipsoid 
  and their one sure path home. They set out to find an 
  Captive in Crystal
  By Monica Marlowe
  WHERE ON GOLARION?
  Captive in Crystal takes place in an Orvian Vault known as 
  the Crystal Womb in the Darklands far beneath the Mindspin 
  Mountains. For more information on the Darklands, Orv, and 
  the Crystal Womb, see Pathfinder Campaign Setting: Into the 
  Darklands. This book is available at bookstores and game 
  stores everywhere, and online at paizo.com.
  
  Zarta 
  Dralneen
  4
  PATHFINDER SOCIETY SCENARIO
  gathered an elite team to track down 
  Aram Zey’s predecessor—and save her, 
  if they can.
  SUMMARY
  The PCs begin their adventure in the 
  Pathfinder Society’s Grand Lodge, 
  where they meet with Zarta Dralneen 
  and Master of Scrolls Kreighton 
  Shaine. There, the two leaders 
  explain what they know of Sorrina 
  Westyr’s ill-fated journey and the 
  wayfinder of many paths. They provide 
  the PCs with this wayfinder and one 
  of the few remaining sepia ellipsoids 
  so the PCs are capable of retracing 
  Sorrina’s steps.
  The PCs arrive in the Crystal 
  Womb and soon find surviving trail 
  markers left by Sorrina’s expedition. 
  This path leads to a malachite hill where one of her 
  deceased team members perished, leaving behind a 
  written record of the group’s initial troubles. Nearby 
  crysmals attack while the PCs investigate, and the shaitan 
  Reyshal ik Jalman joins the PCs in fending off the gem-
  eating outsiders. As the one who sealed a contract with 
  Sorrina Westyr, he knows where the former Master of 
  Spells was last seen. However, the region harms those 
  native to the Plane of Earth, and although he needs the 
  PCs to check Sorrina’s status, he tries to bargain with 
  them to secure greater concessions as compensation for 
  his leading them there.
  In the crystalline library known as the Lucent 
  Archive, the PCs find Sorrina, whose long exposure to 
  its magic has transformed her into an oread. She relays 
  that a recent intruder has set the local guards on edge 
  and strengthened the archive’s wards against earth-
  blooded creatures, but even more worryingly, this act has 
  GM RESOURCES
  Captive in Crystal makes use of the following Paizo game 
  products: The Pathfinder RPG Core Rulebook, Pathfinder 
  RPG Advanced Player’s Guide (APG), Pathfinder RPG Occult 
  Adventures (OA), Pathfinder RPG Ultimate Magic (UM), 
  Pathfinder RPG Bestiary, and Pathfinder RPG Bestiary 2 (B2). 
  All rules referenced in this adventure are available in the 
  free online Pathfinder Roleplaying Game Reference 
  Document at paizo.com/prd, and the relevant 
  rules from the Bestiary and Bestiary 2 are 
  reprinted at the back of the adventure on 
  page 27 for the GM’s convenience.
  triggered a dangerous resonance that may be damaging 
  the knowledge stored within.
  The intruders are agents of Hshurha, a powerful 
  outsider known as the Duchess of All Winds, who seeks 
  the archive’s secrets for her own purposes. These agents 
  are preventing the area’s pech guards from reaching 
  the innermost room, and the pechs perceive the PCs 
  as more unwanted intruders to destroy. Once the PCs 
  have defeated these guards, they can break into the 
  inner sanctum, defeat Hshurha’s minions, and 
  prevent further damage to the archive.
  GETTING STARTED
  The PCs begin the adventure at the 
  Pathfinder Grand Lodge in Absalom. 
  Read the following to get the adventure 
  underway.
  Zarta Dralneen and Master of Scrolls Kreighton 
  Shaine sit atop folding camp stools set before 
  a carefully arranged pile of packed tents, fur-
  lined parkas, parasols, loose robes, flippers, 
  and other gear flanked by a team of 
  mules on one side and horses on the 
  other. Kreighton Shaine rises to greet 
  his guests, ignoring the eclectic 
  assortment of equipment behind him. 
  “I appreciate your meeting with 
  us here. We have lost many good 
  Pathfinders in the wake of a recent attack 
  by the Aspis Consortium, and we have 
  struggled to fill the vacancies left by the 
  fallen. In particular, I have focused on 
  securing a Master of Spells.” He grimaces 
  before adding, “Hopefully just an interim 
  Master of Spells. The best candidate is one the Decemvirate 
  assumed dead about ten years ago: Aram Zey’s predecessor, 
  Sorrina Westyr.”
  Zarta Dralneen shifts atop her stool for a moment before 
  standing. “That’s not to say that the Decemvirate was callous 
  in their decision to certify her death; investigators thought they 
  had exhausted all available leads at the time. My archival team 
  has since located several requisitions that Westyr wrote and 
  approved for extremely rare ioun stones, all but one of which 
  she returned to the Society’s vaults.” She holds up a small lead 
  box. “This is significant because she was researching the nature 
  of ioun stones and their interactions with a special wayfinder 
  referred to as the wayfinder of many paths. The wayfinder can 
  open a gateway to any number of locations, but each type of 
  ioun stone serves as the key to just one very precise—often 
  inconvenient—point.”
  Kreighton Shaine finishes feeding a handful of oats to a mule 
  as he adds, “Needless to say, few thought it worth testing 
  
  Master of Scrolls 
  Kreighton Shaine
  5
  CAPTIVE IN CRYSTAL
  further. However, Sorrina found the contraption intriguing and 
  set to cataloguing as many of the destinations as possible. It may 
  be that wherever this stone sent her proved lethal, yet it may 
  also be that she is merely trapped, imprisoned, or otherwise 
  waylaid. We want you to follow Master Westyr’s team and bring 
  them back to Absalom if they’re alive—or whatever you can 
  learn of their deaths if not.”
  He takes the lead box from Zarta and places it atop an ornately 
  carved wooden box. “Sepia ellipsoids are 
  extremely 
  uncommon, 
  and this is one of a 
  small few remaining in 
  the Society’s possession; 
  do not lose it. The other 
  box holds the wayfinder of 
  many paths, which I trust 
  you will also keep safe. 
  Perform whatever other 
  preparations you must, 
  and stop back here 
  once you’re ready.”
  The 
  Master 
  of 
  Scrolls do his best to 
  answer 
  questions 
  the 
  PCs may have regarding 
  the wayfinder and ioun stone. 
  Likely questions the PCs ask and his 
  answers appear below.
  What are the powers of a sepia 
  ellipsoid ioun stone? “It is a powerful yet dangerously 
  unstable ioun stone that, when orbiting a person, sustains 
  them without air, heals minor injuries fairly quickly, and 
  can increase spellcasting abilities.” Mechanically, the 
  stone combines the powers of an iridescent spindle, a pearly 
  white spindle, and an orange prism ioun stone. 
  Why is the ioun stone in a lead box? “Some ioun 
  stones come with side effects, and this one resists being 
  contained. What’s more, it gradually drains the power of 
  other nearby ioun stones. I’ve found that anti-curse magic 
  tends to deactivate it for a short while, those few times I’ve 
  needed to handle it.”
  How do we get back? “Activating the wayfinder of many 
  paths while it contains an ioun stone will take you to a 
  specific destination. If you stand in that same destination 
  and activate the wayfinder again at least 24 hours later, its 
  gateway will instead take you back to where you started. 
  If you lose the sepia ellipsoid, though, you will be trapped 
  there unless you can secure an alternate way to return. Do 
  be aware that the gateways never stay open for more than 
  two minutes.”
  If Sorrina disappeared, why do we have her wayfinder? 
  “That was one of the more curious developments. One 
  week after she disappeared, the wayfinder reappeared in her 
  study. I don’t believe that’s part of its intended functions.”
  What can we expect to find on the other side of the 
  portal? “We don’t know. It could be another city, a distant 
  country, or even another plane of existence. That no one 
  has returned in 10 years does not bode well for it being an 
  easily accessed or safe location, though. You should take 
  that into consideration while you make your preparations 
  for departure, for you will only be certain of the resources 
  you carry with you.”
  Who else accompanied Sorrina Westyr? 
  “She 
  had a fairly eclectic team. 
  Braethin was a halfling 
  disciple of Gorum who 
  was remarkably even-
  tempered. Nissira was 
  one of Master Westyr’s 
  closest friends when they 
  were 
  initiates, 
  often 
  accompanying the latter on 
  missions as a tracker. Setik 
  of Averaka served as their 
  interpreter and authority 
  in 
  spiritual 
  matters, 
  always holding himself to 
  a higher standard to offset any 
  prejudices against half-orcs. Finally, 
  there was Grave Treader, a Shoanti 
  scholar whose powers of observation 
  and prolific submissions to the 
  Pathfinder Chronicles were unmatched.”
  What equipment can you provide? Kreighton Shaine 
  lightly kicks the pile of gear. “I’ve requisitioned everything 
  you see here for your use. Once the portal’s open, we 
  might have a better sense of what you’re up against.” The 
  equipment includes cold weather outfits, hot weather 
  outfits, pitons, tents, lanterns, and virtually any other 
  mundane gear in the Core Rulebook that the GM deems 
  appropriate. There are also three potions of cure moderate 
  wounds, a potion of water breathing, a scroll of tongues, two +1 
  dragon bane crossbow bolts, and one silversheen. There is also 
  one riding horse and one mule for each PC; each animal 
  has a riding or pack saddle and enough feed for three days.
  THE CRYSTAL WOMB
  Once the PCs have secured any other supplies they desire, 
  they meet back with Kreighton Shaine and Zarta Dralneen. 
  The Master of Scrolls reviews the operation of the 
  wayfinder of many paths, including its command word, how 
  to vary the gateway’s diameter from 5 to 20 feet, and words 
  of warning that it functions only once every 24 hours and 
  creates a gateway that lasts less than two minutes. After 
  answering any final questions, Zarta Dralneen activates 
  
  SEPIA ELLIPSOID
  IOUN STONE
  PRICE
  68,000
  SLOT none
  CL 18th
   WEIGHT —
  AURA strong abjuration
  CONSTRUCTION REQUIREMENTS
  COST 34,000 GP
  6
  PATHFINDER SOCIETY SCENARIO
  the wayfinder with the sepia ellipsoid implanted within, 
  opening a gateway to the Crystal Womb. The following 
  description gives the PCs their first glimpse of the area.
  The portal opens into a shadowy cavern illuminated only by 
  the ambient light of Absalom’s afternoon sun, but even this 
  is enough to make the field of malachite stalactites sparkle. 
  On the ground, clear quartz crystals splay into spiky bushes, 
  low gypsum roses wrap around blue crystal archways, and 
  great purple and green spires rise beyond view in a jungle of 
  countless mineral marvels.
  Shaine and Dralneen look at the cavern and share a 
  knowing glance before the elf announces in a wry tone, 
  “Well, I suppose you won’t be needing the horses.” He and 
  Zarta quickly help the PCs choose the best gear suitable 
  for underground exploration, hand over the wayfinder of 
  many paths with the sepia ellipsoid, and then hurry the PCs 
  through the gateway before it closes.
  Knowledge (dungeoneering)
  Once in Orv, the PCs can take stock of their surroundings, 
  study the area, and make an educated assessment of 
  where they likely are. Based on the results of a Knowledge 
  (dungeoneering) check, each PC notes all of the 
  information whose DC is less than or equal to the result 
  of her check.
  15+: Many of the crystalline structures seem to have 
  formed in previously unknown—possibly unnatural—
  ways; the processes necessary to form one type of crystal 
  here are vastly different than those to create others in 
  the same area. At least among Pathfinders, this regional 
  attribute does not match the description of any well-
  known cave system. A PC who succeeds at this check DC 
  can also properly catalogue the formations here, helping 
  the group retrace their steps, find where the portal had 
  opened, and use the wayfinder of many paths to return the 
  team to Absalom.
  20+: Although there seems to be a slight extraplanar 
  signature, a closer investigation suggests that this cavern 
  is not on the Plane of Earth. There are no planar traits 
  that would modify magic cast here.
  25+: Dwarven legends speak of a cavern called the 
  Crystal Womb, supposedly found in the deepest reaches 
  of the Darklands: Orv. There one can find gems and 
  precious metals of nearly any kind, though the legends 
  also warn of guardians from the Plane of Earth who 
  protect its wealth from any greedy trespassers. This is 
  very likely that Vault, and there is no direct route from 
  it to the surface; such a trip would take many weeks or 
  even months.
  Much like an old growth forest, this part of the Vault 
  hosts countless large formations, yet has a floor relatively 
  free of “underbrush,” making it easy for the PCs to 
  traverse the cavern. However, determining where to go 
  is more difficult. Sorrina Westyr’s team predicted that 
  finding their way back to their portal’s landing site might 
  be difficult, so at regular intervals, the half-orc Setik left 
  his arcane mark on the “front” of a prominent crystal, 
  and Sorrina left her arcane mark on the “back.” Over the 
  past decade, gradual crystallization has encased these 
  arcane marks, leaving them visible but partly obscured by 
  mineral deposits.
  Following the trail to area A takes 2 hours of walking 
  (about 3 hours for a group with a 20-foot movement speed) 
  and requires a successful DC 20 Perception or Survival 
  check to spot Setik’s trail markers. Alternatively, a PC 
  able to cast detect magic at will can follow the trail with 
  a successful DC 15 Knowledge (arcana) check. If the PCs 
  succeed, they arrive in area A without incident. In Subtier 
  8–9, increase these DCs by 5. If the PCs exceed either 
  check by 5 or more, they also find a cairn near one of the 
  trail markers where the expedition buried Braethin after 
  This dark stone appears to be made of transparent 
  crystal filled nearly to the brim with dark ink. It 
  provides the benefits of an iridescent spindle (sustains 
  one without air), pearly white spindle (regenerate 1 hit 
  point per 10 minutes), and an orange prism (+1 caster 
  level). However, it has two drawbacks. First, once set 
  loose to orbit your head, it dislikes being contained 
  (including being placed in a wayfinder) and frees itself 
  to orbit again 1d4+1 hours after being removed from 
  its spinning path. Second, it drains the power out of 
  other active ioun stones, rendering them dull gray 
  and powerless at a rate of one every 24 hours. Thus, 
  it is an excellent and valuable item if you only have 
  one ioun stone, but hard to conceal and dangerous to 
  your other treasures. A remove curse or similar spell 
  can put the stone at rest and prevent it from returning 
  to its orbit. In theory, one could place it directly into 
  a wayfinder rather than ever letting it orbit, though 
  conflicting reports suggest the sepia ellipsoid may be 
  able to drain power out of orbiting stones even when 
  contained in this way.
  Requirements Craft Magic Arms and Armor, mage’s 
  disjunction, regenerate, water breathing, creator must 
  be 12th level
  
  WAYFINDER OF 
  MANY PATHS
  PRICE
  57,750
  SLOT none
  CL 18th
   WEIGHT 1 lb.
  AURA strong conjuration
  CONSTRUCTION REQUIREMENTS
  COST 28,875 GP
  7
  CAPTIVE IN CRYSTAL
  The wayfinder of many paths behaves like a normal 
  wayfinder (Pathfinder Campaign Setting: The Inner 
  Sea World Guide 299), allowing it to shine (as per light) 
  on command and granting its user a +2 circumstance 
  bonus on Survival checks to avoid getting lost. It has a 
  small indentation designed to hold a single ioun stone, 
  and when an ioun stone is placed within, the owner of 
  the wayfinder gains the stone’s normal benefits as if it 
  were orbiting his head.
  Once per day, on command, a wayfinder of many 
  paths with an implanted ioun stone can be used to 
  create a 5-to-20-foot-diameter gateway, similar to the 
  gate spell. The exact destination depends on the type 
  of ioun stone slotted into the wayfinder; ioun stones of 
  the same type always lead to the same location. The 
  gateway remains open for up to 18 rounds, but the 
  user can drain the socketed ioun stone, rendering it 
  dull gray and powerless, to keep the gateway open for 
  up to 18 additional rounds. If fitted with an ioun stone 
  while in that stone’s attuned location, a wayfinder of 
  many paths can open a gateway back to the location 
  in which it was last used, allowing its user to make a 
  return trip after at least 24 hours have passed.
  Requirements Craft Wondrous Item, gate, know direction, 
  light
  he perished defending the group from hostile xorns (See 
  the Treasure entry below).
  If they fail this check, the PCs repeatedly lose their 
  way and suffer a series of minor hazards such as stepping 
  on deceptively jagged outcroppings of toxic stone, 
  brushing against sharp formations, or even wandering 
  into radioactive areas before rediscovering the path. As 
  a result, each PC must succeed at a DC 16 Fortitude save 
  (DC 18 in Subtier 8–9) or take 1d3 Dexterity damage and 
  1d3 Constitution damage. Travel takes twice as long, but 
  the PCs still eventually reach area A.
  Treasure: Sorrina’s team had originally planned 
  to explore for 24 hours before returning to the Grand 
  Lodge, but misfortune struck early with the halfling 
  Braethin’s death in battle. The survivors interred him 
  beneath loose chunks of quartz to hide his body until 
  the wayfinder of many paths had recharged, planning 
  to retrieve and restore him to life upon their return to 
  Absalom. They traveled onward but, due to their eventual 
  and unfortunate circumstances, were never able to 
  recover Braethin’s remains. He is buried with his Small 
  +1 greatsword and Small masterwork chain shirt with 
  armor spikes. In Subtier 8–9, he is buried with a Small 
  +1 adamantine greatsword and his Small +1 chain shirt with 
  masterwork armor spikes. His personal wayfinder is also 
  buried there, and contains a remarkably preserved piece 
  of folded parchment, a handwritten note that reads, “Hail 
  our noble comrade, Braethin. May your blade taste battle 
  once more in this life or another.”
  The crystalline structures throughout the Vault vary 
  considerably in grade and value. While a PC might be 
  able to break off a few attractive souvenirs, earning 
  any significant amount of gold by prospecting in this 
  region would require considerable time, labor, and other 
  resources. As a result, this scenario presents no reward 
  value for the myriad unpolished gems the PCs might pass 
  and collect, though at the conclusion of the adventure, 
  certain PCs have an opportunity to earn additional gold 
  with their Day Job checks.
  Faction Notes: Finding Braethin’s makeshift cairn 
  contributes to the Grand Lodge faction’s goals, and those 
  PCs who do so should either show his remains respect 
  (likely by reburying them) or find a way to return his body 
  to the Grand Lodge for a more official funeral.
  Rewards: If the PCs fail to find Braethin’s burial, 
  reduce each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 216 gp.
  Out of Subtier: Reduce each PC’s gold earned by 385 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 554 gp.
  A. CRYSMAL NEST (CR 8 OR CR 11)
  Read or paraphrase the following as the PCs enter this 
  area from the path on the southeast side of the map.
  The Pathfinders’ trail through the mineral jungle twists and 
  turns to follow the undulating landscape, climbing above 
  saline river that winds through a field of tiny green prisms 
  below. Facedown in front of a large boulder is a human-sized 
  body covered in fine, glassy filaments.
  This hilly outcropping has steep sides and uneven 
  terrain. Following the counterclockwise path to the hill’s 
  summit is not considered difficult terrain, but ascending 
  the side requires a DC 15 Climb check. The sharp crystals 
  deal 1d4 points of piercing and slashing damage to 
  anyone who succeeds at the check to climb, and this 
  damage increases to 2d4 against any creature that fails 
  the climb attempt. Exceeding the check’s DC by 5 or more 
  negates the damage entirely.
  The humanoid body is that of the half-orc Pathfinder 
  Setik Kadudah, who perished here when he returned to 
  the wayfinder of many paths’s attuned location after the 
  
  N
  A. Crysmal Nest
  C : Crysmal
  C1
  C2
  GC : Greater Crysmal
  R : Reyshal’s Arrival Point
  GC1
  GC3
  GC2
  R
  CK : Crysmal King
  CK
  S : Setik’s Body
  T : Traps
  S
  Pathfinder Flip-Mat: Hill Country
  1 square = 5 feet
  T
  T
  T
  C3
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  CAPTIVE IN CRYSTAL
  team experienced more deaths and lost the sepia ellipsoid. 
  There, he attempted to jury-rig the device using the Use 
  Magic Device skill to reopen the gateway to Absalom 
  and summon help, but his attempt only resulted in the 
  wayfinder being transported back, leaving Setik stranded. 
  He then tried to follow the trail back to reunite with the 
  other survivors, but stumbled upon a territorial earth 
  elemental that struck him dead. With few scavengers and 
  decomposers around, his body has naturally mummified 
  and is cocooned in fragile, glassy fibers that have formed 
  over the past decade and are petrifying his body in a 
  centuries-long process. 
  Traps: The shaitan Reyshal ik Jalman patrols this 
  region. He hopes to destroy the invasive crysmals (see 
  below), and has created several magical snares that also 
  trigger a mental alarm he alone can hear. The crysmals 
  have spotted and avoided a few of these traps along the 
  main trail, but there is at least one on the northern slope 
  that they do not know about.
  Creatures: Several centuries have passed since a large 
  cluster of crysmals arrived from the Plane of Earth and 
  began rampantly reproducing in this Vault. Most of the 
  other Plane of Earth natives view these crysmals as a 
  nuisance at best and, at worst, an invasive species that 
  must be exterminated before they can destroy the Crystal 
  Womb’s natural beauty. Ever since this outcropping’s 
  resident earth elemental departed for darker caverns 
  several years ago, a pack of crysmals has frequented the 
  area in order to harvest the many valuable gems and 
  reproduce. These crysmals are present as the PCs arrive in 
  area A, and the outsiders view these intruders as threats to 
  their nursery. Soon after the PCs inspect Setik’s body and 
  recover his journal (see the Treasure entry on page 11), the 
  crysmals attack—some clambering down the slope, and 
  others using dimension door to strike. A PC who succeeds 
  at a DC 20 Perception check can spot the largest crysmal, 
  which watches at a distance, waiting to attack unless 
  directly provoked.
  Early in the encounter, one of the smaller crysmals 
  triggers the snare of Reyshal ik Jalman (LN male noble 
  shaitan), which alerts the genie to trouble in the area. He 
  quickly uses his earth glide ability to travel to the area, 
  arriving at the beginning of the fourth round of combat 
  at the location marked on the map. He bellows a challenge 
  in Terran to the crysmals before attacking them; if he 
  spots any of the PCs during the fight, he informs them in 
  Common that he has no quarrel with them. Rather than 
  roll an additional combatant’s attack rolls, assume that 
  Reyshal’s attacks against a crysmal automatically hit and 
  deal 15 slashing damage (10 points after applying damage 
  reduction), and he can attack up to four times as a full-
  round action with 10-foot reach. Should the crysmals 
  retaliate, his Armor Class is 24, his Reflex save bonus is 
  +7, and he has 170 hit points. He avoids endangering the 
  PCs when possible, and if attacked by them in earnest, 
  he accuses them of “pyrite-stained treachery” before 
  withdrawing from the encounter.
  All Subtiers
  SHAITAN’S SNARE
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger location; Reset none
  Effect earth softens and ensnares the target, immobilizing 
  it (entangled for 1d4+1 rounds, Reflex DC 13 [DC 18 for 
  creatures with the earth subtype] negates) and sounding a 
  mental alarm.
  Subtier 5–6 (CR 8)
  GREATER CRYSMAL 
  CR 6
  Variant crysmal (Pathfinder RPG Bestiary 2 61)
  N Large outsider (earth, elemental)
  Init +0; Senses darkvision 60 ft., crystal sense; Perception +14
  DEFENSE
  AC 17, touch 9, flat-footed 16 (+8 natural, –1 size)
  hp 66 (7d10+28)
  Fort +11, Ref +7, Will +3
  Defensive Abilities adaptive resistance 10; DR 5/bludgeoning; 
  Immune cold, fire
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee sting +14 (3d8+12)
  Ranged crystal shard +6 (2d6+12)
  Special Attacks shard spray (4d6, 10-foot cone, DC 17 Reflex 
  half)
  Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect magic, ghost sound (DC 13), mage hand, 
  silent image (DC 14)
  3/day—dimension door, sanctuary (DC 14), touch of idiocy
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: The shaitan’s snare trap instantly kills one 
  of the smaller crysmals that climbs over it, rather than 
  entangling it. Afterward, the remaining Small crysmals gain 
  the shaken condition for the rest of the encounter.
  Subtier 8–9: The shaitan’s snare trap instantly kills one 
  of the greater crysmals. Each of the greater crysmals has 
  already used its shard spray ability, and the lethal trap also 
  gives the remaining greater crysmals the shaken condition 
  for the rest of the combat.
  
  Crysmal
  10
  PATHFINDER SOCIETY SCENARIO
  TACTICS
  During Combat The greater crysmal uses dimension door and 
  its Dimensional Assault feat to charge a PC. It continues to 
  sting and use its shard spray ability to shred the intruders.
  Morale The greater crysmal fights to the death to defend its 
  territory.
  STATISTICS
  Str 27, Dex 10, Con 19, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +16; CMD 26 (38 vs. trip)
  Feats Dimensional AgilityUC, Dimensional AssaultUC, Great 
  FortitudeB, Lightning Reflexes, Skill Focus (Perception)
  Skills Acrobatics +10, Climb +18, Perception +14, Stealth +6 (+8 
  in rocky areas); Racial Modifiers +2 Stealth in rocky areas
  Languages Terran
  SPECIAL ABILITIES
  Adaptive Resistance (Su) A greater crysmal can change 
  its mineral structure as a swift action in order to gain 
  resistance 10 to acid, electricity, or sonic damage. This also 
  causes its body to change color, and the resistance lasts 
  until the greater crysmal uses this ability again to gain a 
  different resistance. 
  Crystal Sense (Sp) Crysmals can sense the presence of any 
  crystals or gems within 30, feet as if using the scent ability.
  Crystal Shard (Ex) As a standard action, a greater crysmal 
  can fling a shard of crystal. This is a ranged attack with a 
  maximum range of 60 feet and no range increment. The 
  shard deals piercing damage.
  Shard Spray (Ex) Once per day as a standard action, a greater 
  crysmal can eject a spray of razor-sharp crystals from its 
  body, dealing 4d6 damage to targets in a 15-foot cone 
  (DC 17 Reflex half). The crystals deal piercing and slashing 
  damage. The save DC is Constitution-based.
  CRYSMALS (3) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 61; see page 9)
  TACTICS
  During Combat At least one crysmal climbs down the slope 
  toward the PCs, triggering the shaitan’s snare trap; others 
  might use dimension door to move into position. The 
  crysmals favor attacking anyone with visible gemstones—
  especially any PC with active ioun stones. A crysmal doesn’t 
  hesitate to attempt a steal combat maneuver to snatch an 
  ioun stone. If it succeeds, it uses dimension door in the next 
  round to flee the combat with its prize.
  Morale The crysmals fight to the death so long as the greater 
  crysmal lives. Otherwise, they flee if reduced to 8 or fewer 
  hit points.
  Subtier 8–9 (CR 11)
  CRYSMAL KING 
  CR 9
  Variant crysmal (Pathfinder RPG Bestiary 2 61)
  N Huge outsider (earth, elemental)
  Init +0; Senses darkvision 60 ft., crystal sense; Perception +21
  DEFENSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 115 (11d10+55)
  Fort +14, Ref +9, Will +6
  Defensive Abilities adaptive resistance 10; DR 5/bludgeoning; 
  Immune cold, fire
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee 2 stings +20 (3d8+11)
  Ranged crystal shard +8 (3d8)
  Special Attacks shard spray (6d8, 15-foot cone, DC 20 
  Reflex half)
  Spell-Like Abilities (CL 8th; concentration +12)
  At will—detect magic, ghost sound (DC 14), mage 
  hand, silent image (DC 15)
  3/day—dimension door, sanctuary (DC 15), touch of 
  idiocy
  TACTICS
  During Combat The crysmal king uses dimension 
  door and its Dimensional Dervish feat to attack the 
  
  11
  CAPTIVE IN CRYSTAL
  PCs. It continues to sting and use its shard spray ability to 
  shred the intruders.
  Morale The crysmal king fights to the death to defend its 
  territory.
  STATISTICS
  Str 32, Dex 10, Con 21, Int 6, Wis 13, Cha 18
  Base Atk +11; CMB +24; CMD 34 (46 vs. trip)
  Feats Dimensional AgilityUC, Dimensional AssaultUC, Dimensional 
  DervishUC, Great FortitudeB, Iron Will, Lightning Reflexes, Skill 
  Focus (Perception)
  Skills Acrobatics +14, Climb +25, Perception +21, Stealth +6 (+8 
  in rocky areas); Racial Modifiers +2 Stealth in rocky areas
  Languages Terran
  SPECIAL ABILITIES
  Adaptive Resistance (Su) A crysmal king can change 
  its mineral structure as a swift action in order to gain 
  resistance 10 to acid, electricity, or sonic damage. This also 
  causes its body to change color, and the resistance lasts 
  until the greater crysmal uses this ability again to gain a 
  different resistance.
  Crystal Sense (Sp) Crysmals can sense the presence of any 
  crystals or gems within 30 feet, as if using the scent ability.
  Crystal Shard (Ex) As a standard action, a crysmal king 
  can fling a shard of crystal. This is a ranged attack with a 
  maximum range of 60 feet and no range increment. The 
  shard deals piercing damage.
  Shard Spray (Ex) Once per day as a standard action, a crysmal 
  king can channel a spray of razor-sharp crystals through its 
  body, dealing 6d8 piercing damage to targets in a 15-foot cone, 
  plus 1d8 additional damage for each greater crysmal within 
  60 feet that has not used its shard spray ability (DC 20 Reflex 
  half). The crysmal king cannot choose not to add this additional 
  damage, which comes from ripping crystals out of nearby 
  crysmals’ bodies. Each greater crysmal in the area loses access 
  to its shard spray ability for 24 hours. The crystals deal piercing 
  and slashing damage. The save DC is Constitution-based.
  GREATER CRYSMALS (3) 
  CR 6
  hp 66 each
  Use the statistics from Subtier 5–6.
  TACTICS
  During Combat At least one greater crysmal climbs down the 
  slope toward the PCs, triggering the shaitan’s snare trap; 
  others might use dimension door to move into position. The 
  crysmals favor attacking anyone with visible gemstones—
  especially any PC with active ioun stones. A crysmal doesn’t 
  hesitate to attempt a steal combat maneuver to snatch an 
  ioun stone. If it succeeds, it uses dimension door in the next 
  round to flee the combat with its prize. After the crysmal 
  king uses its shard spray, the shard spray of any greater 
  crysmal within 60 feet is deactivated for 24 hours. The greater 
  crysmals do not use their shard spray while the crysmal king 
  is alive.
  Morale The greater crysmals fight to the death so long as the 
  crysmal king lives. Otherwise, they flee if reduced to 8 or 
  fewer hit points.
  Treasure: Though few scavengers here care for flesh, 
  they made off with any of Setik’s gear that incorporated 
  significant amounts of metal or gemstones long ago. All 
  that remains for the PCs to find are scraps of his torn 
  explorer’s outfit, several bent inkpens, two days’ rations 
  (now withered and inedible), and a leather-bound journal 
  that bears his arcane mark on the front. There is no sign of 
  his iguana familiar, Taskar.
  The journal contains numerous entries beginning 
  in 4701 ar and ending in 4703. His last several entries 
  describe the group’s journey through the Vault, the fight 
  with xorns in which Braethin died, and an attack by flying, 
  screeching fiends that doused the area in darkness—an 
  assault that separated their group. Give the PCs Player 
  Handout #1, the journal’s last entry.
  Finally, although the crysmals were not carrying any 
  treasure, they frequented this location due to its rich gem 
  deposits. Over the years, they have extracted the most 
  valuable specimens, but there remain several exceptional 
  gems. In Subtier 5–6, these include four emeralds worth 
  500 gp each, one diamond worth 750 gp, and a special 
  earth elemental gem that summons a Large earth elemental 
  shaped like a crysmal (possesses only one slam attack 
  that deals 4d6+10 damage). In Subtier 8–9, the emeralds 
  are worth 850 gp each, and the diamond is worth 1,000 
  gp. Furthermore, the PCs instead find a primal earth 
  elemental gem that summons a Huge, crysmal-shaped 
  earth elemental (possesses only one slam attack that deals 
  4d8+13 damage).
  Development: Reyshal ik Jalman parleys with the PCs 
  once the dust has settled in the crysmal fight (see the Deals 
  with Reyshal encounter below for more details). If the PCs 
  attacked Reyshal during the fight, he approaches them 
  once more shortly after they conclude their search of the 
  area. If they again attack him, he withdraws to alert his 
  allies and then spies on the PCs by using veil to appear as 
  sundry rock formations.
  Although the shaitan is the key to the PCs’ reaching the 
  Lucent Archive and finding Sorrina Westyr, it is possible—
  albeit challenging—to accomplish their mission without 
  the genie’s help. The arcane mark trail signs eventually 
  stop, marking the point at which unidentified screeching 
  creatures scattered the expedition. Because the few erosive 
  forces that exist in the Crystal Womb work extremely slowly, 
  it is still possible to discern the approximate path that 
  Sorrina and Grave Treader took while guided by Reyshal 
  with a successful DC 30 Survival check (this takes 8 hours 
  to accomplish). Further refining their destination requires 
  parleying with and interviewing several subterranean 
  
  Reyshal ik 
  Jalman
  12
  PATHFINDER SOCIETY SCENARIO
  inhabitants—a process that requires a successful DC 20 
  Knowledge (dungeoneering or planes) check to identify 
  talkative locals followed by a successful DC 30 Diplomacy 
  check by a PC who can speak Aklo or Terran. If the PCs 
  succeed at these checks, they gather enough clues to guide 
  them to the Lucent Archive without Reyshal’s help.
  Failing the Survival check by 5 or more causes the PCs 
  to become lost for 24 hours and exposes them to some of 
  the rare radioactive elements decaying in the Vault. Each 
  PC must attempt a DC 15 Fortitude save or take 1d2 points 
  of Constitution drain; this is a poison effect. Finding the 
  trail back to area A after getting lost requires a successful 
  DC 20 Survival check. Failing the Diplomacy check by 5 
  or more angers the elemental or aberration that the PCs 
  approached. Rather than spend time running a combat, 
  the GM can choose to instead deal 5d6 points of 
  damage to each PC (8d6 in Subtier 8–9) to 
  represent the creature’s attacks before 
  assuming that the Pathfinders killed it, 
  chased it off, or managed to escape with 
  their lives. The PCs can repeat these 
  checks as often as they like, but with 
  each failed Diplomacy check, 
  that check’s DC increases 
  by 2 to reflect the PCs’ 
  growing difficulty in 
  finding anyone willing 
  to help them.
  Faction Notes: Grand 
  Lodge 
  faction 
  PCs 
  should take a special 
  interest 
  in 
  recovering 
  Setik’s body and either provide 
  him a proper burial—or any 
  other funerary rites to honor 
  his sacrifice in the pursuit 
  of knowledge—or bring 
  his body back to the 
  Grand Lodge.
  Rewards: If the PCs fail to defeat the crysmals, reduce 
  each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 666 gp.
  Out of Subtier: Reduce each PC’s gold earned by 837 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,008 gp.
  REYSHAL IK JALMAN 
  Towering more than 12 feet in height, Reyshal ik Jalman 
  looks like a proud man carved from dark stone studded 
  with small gems as though they were birthmarks. Further 
  enhancing his powerful appearance are his black-
  lacquered golden armor and elegantly forged scimitar. 
  Once combat with the crysmals has ended, he sizes up 
  the PCs, sheathes his sword, and performs an elaborate 
  but shallow bow before introducing himself.
  Reyshal belongs to an extended network of shaitans 
  who 
  defend 
  the 
  Vault 
  from 
  greedy 
  interlopers, 
  including crysmals and dwarves—the latter whom he 
  eyes disdainfully but avoids antagonizing. He does not 
  inhabit the Crystal Womb by choice. Rather, he is an 
  exile from the Opaline Vault, a planar metropolis that is 
  the capitol of the shaitan empire on the Plane of Earth. 
  There, his family loyally served Sultana Ashadieeyah bint 
  Khalid before being cast out or imprisoned following 
  accusations of dealing in bad faith. Reyshal believes his 
  family innocent and suspects someone framed them. 
  When not hunting interlopers, he looks for whatever 
  scant evidence he can to exonerate his family. Even after 
  decades of exile, he retains the proud and regal bearing 
  of his esteemed ancestors.
  Years ago, he encountered Sorrina and Grave Treader 
  soon after they were separated from Nissira and Setik, 
  and the shaitan bargained with the two, offering a means 
  of escape in exchange for their assistance. Once it became 
  clear that Sorrina could speak Terran, he offered her a 
  wish that would return her to Absalom in exchange for 
  her entering the Lucent Archive—an esoteric library 
  warded against those who consider the Plane of Earth 
  home—and uncovering the location of three jewels his 
  family had lost. Because Grave Treader possessed no 
  knowledge of Terran, Reyshal offered her a different deal: 
  serve his extended family in the Opaline Vault for 1,000 
  days in exchange for her weight in silver and a return trip 
  to Absalom at the end of that term. Both women initially 
  refused, though as their situation became more dire, they 
  finally accepted the deal.
  Although he has no accurate means of judging time, 
  the shaitan nevertheless knows that Sorrina should have 
  succeeded in her research long ago, yet she has never 
  emerged from the Lucent Archive. Considering her 
  betrayal unlikely, he instead suspects that something 
  befell her, meaning he now lacks agents who can 
  investigate the library for him. If the PCs demonstrate 
  
  13
  CAPTIVE IN CRYSTAL
  knowledge of Sorrina, show special care for Setik’s body, 
  wear a visible wayfinder, or the like, Reyshal infers the 
  PCs might also be Pathfinders (whom he mistakenly 
  remembers being called “trail seekers”). Once he 
  suspects the PCs might need his aid, he attempts to 
  bargain with them, exchanging his knowledge of past 
  events and Sorrina’s location for the PCs’ assistance. See 
  the Development section below for more information 
  about the bargain.
  Reyshal is also willing to answer some of the PCs’ 
  questions, though he prefers to escort them to his camp 
  about 20 minutes’ travel away so that he can summon 
  them a sumptuous feast and entertain them properly. 
  Likely inquiries and his answers are below.
  How do you know about the Pathfinders? “Not too long 
  ago, two of them stumbled into my lands, lost and trapped 
  in the Crystal Womb. They called themselves Sorrina and 
  Grave Treader, and I found them in fair health but poor 
  spirits. I offered them my hospitality and aid in exchange 
  for their assistance.”
  Where are Sorrina and Grave Treader now? “Both 
  have traveled where I cannot, yet I know where each now 
  dwells. Each agreed to perform services for this humble 
  jeweler in exchange for assistance, but Sorrina has yet to 
  honor our deal.”
  Why do you live in Orv? Reyshal readily hams up 
  his story with dramatic flourishes and emotion, both 
  because he does truly feel strongly about the subject 
  and also in order to win the PCs’ sympathies when he 
  negotiates with them later. “Ah, but that is a tale of 
  sadness to make the very rocks weep! My father, the 
  esteemed yet much-maligned Master Sakhra ik Jalman, 
  was one of the jewelers for Her Radiance, Sultana 
  Ashadieeyah bint Khalid—may she reign forever. The 
  sultana commissioned my father to reset Sairazul’s Tears, 
  three golden pear-shaped diamonds, from a belt buckle 
  her father wore into a new necklace. When the belt buckle 
  arrived in my father’s care, he found that someone had 
  replaced the diamonds with fakes! None had worn the 
  belt in centuries, so the deception might have occurred 
  long before it came to him.
  “Always true to the empire, my father reported the 
  theft, yet some in court sought to shame him for their 
  own villainous gain; they used their influence to accuse 
  him of theft and sway the implacable mind of justice 
  itself. To her everlasting credit, the glorious sultana 
  would not have my father executed for this fabricated 
  crime. She instead had my parents imprisoned and 
  offered my siblings and I the choice of life in captivity or 
  despair in exile. I chose the latter, believing that I might 
  one day find evidence of my family’s innocence—and the 
  identity of the true thief—beyond the gleaming walls of 
  my beloved homeland.”
  He pauses in proud yet sorrowful contemplation 
  before adding, “It was Sorrina who promised to aid me in 
  exchange for my kindness. I prefer to believe that despite 
  her failure to emerge from the Lucent Archive, my family 
  has not earned betrayal a second time.”
  What is the Lucent Archive? “I have heard that those 
  who made this place,” says Reyshal, motioning to the 
  great cavern and its crystalline vista, “also left the archive 
  as a record of the past and a way to record the ages to come. 
  It seems that those creators also distrusted the creatures 
  of Orv, for its grand galleries are warded against shaitans, 
  elementals, and other true beings of earth. As a person 
  of flesh and bone, Sorrina could both understand the 
  language of stone and enter unharmed to learn the fate 
  of Sairazul’s Tears.”
  How do we reach the Lucent Archive? Will you take 
  us to Sorrina? Where is Grave Treader? If any of these 
  questions are asked, the answers involve much more 
  valuable information that Reyshal divulges only after 
  negotiating a deal. Like many shaitans, Reyshal ik Jalman 
  is a crafty negotiator, and he verbally maneuvers to gain 
  as much as he can from any deal with the PCs. Although 
  he hopes to win the PCs’ cooperation in finding Sorrina 
  Westyr and ensuring she finishes her task, he might also 
  trick the PCs into owing him future favors or accepting a 
  deal that leaves the whole Pathfinder Society financially 
  or politically beholden to him. From his perspective, the 
  Pathfinders might become long-term friends and allies, 
  but until that is apparent, business is business.
  If he can help it, Reyshal prefers to keep any bargaining 
  informal until it comes time to finalize the terms, at 
  which point he uses his magic to imprint the terms of 
  the deal into a copper tablet and asks to clasp hands 
  with a PC to seal the contract. No matter how convivial 
  the negotiation seems, the shaitan works to slip in 
  ambiguities, present his assistance as a cost to himself 
  (rather than as an arrangement for mutual gain), and 
  leverage his hospitality as a reason for social or financial 
  reciprocity in the future. He prefers disarming any 
  accusations that he is being dishonest by taking offense 
  at (or acting hurt by) the PCs’ impoliteness and audacity.
  While this is a roleplaying scene that benefits from in-
  character dialogue, the PCs’ ability to secure a fair deal 
  and avoid making any inconvenient promises hinges 
  on three DC 22 skill checks (DC 25 in Subtier 8–9). A PC 
  can attempt one of these checks using Bluff, Diplomacy, 
  Intimidate, Linguistics, Profession (merchant), or Sense 
  Motive; however, Reyshal is quick to adapt his strategies, 
  and each time the PCs attempt to use the same skill for 
  a subsequent check, the DC increases by 5. If the players 
  present especially clever or convincing arguments while 
  roleplaying, the GM might award them as much as a +5 
  bonus on the check.
  
  14
  PATHFINDER SOCIETY SCENARIO
  The PCs can request additional conditions in the 
  deal, but each such request increases the check DCs by 
  5. The most likely favor is Reyshal’s transporting the 
  PCs back to Absalom—a feat he can easily accomplish 
  with a wish. The PCs can also haggle with him to grant 
  a wish that provides them a magic item worth 8,500 gp 
  or less, such as a +2 weapon or a wand containing a 2nd-
  level spell. Finally, the PCs can request that Reyshal 
  also divulge what happened to Grave Treader. Before 
  concluding the deal, the PCs can abandon any additional 
  requests to reduce the skill check DCs back to normal 
  for subsequent checks. Attempting to add an additional 
  condition partway through the negotiation increases the 
  next check’s DC by 10 (rather than by 5).
  Whether the PCs succeed at all of the checks or none 
  of them, Reyshal readily concludes any deal that involves 
  guiding the PCs to the Lucent Archive, searching for 
  Sorrina Westyr, and helping her recover the information 
  he desires. The number of successful checks instead 
  determines how good of a deal the PCs made, which in 
  turn affects the later boons and Prestige Points the PCs 
  might earn.
  3 Successes: The PCs secure an extremely good deal that 
  leaves them with no obligation to the shaitan (much to 
  his chagrin), earning each PC the Expert Negotiator boon 
  on her Chronicle sheet.
  2 Successes: The PCs secure a relatively fair deal that 
  might inconvenience them later but introduces no 
  lasting consequences.
  1 Success: The PCs accidentally agreed to several 
  terms that Reyshal might later use to conscript their 
  assistance in dangerous tasks or confiscate a portion 
  of their wealth. In addition, the PCs do not receive any 
  additional concessions they requested except passage 
  back to Absalom.
  No Success: The PCs have inadvertently left the entire 
  Pathfinder Society beholden to the shaitan’s whims. 
  The organization’s leadership can likely renegotiate less 
  onerous terms, but the entire debacle is an embarrassment 
  to the Society. In addition, the PCs do not receive any 
  additional concessions they requested except passage back 
  to Absalom, and the PCs automatically fail the scenario’s 
  secondary success conditions.
  Treasure: Any magic items the PCs receive as part of a 
  wish are theirs to use for the remainder of the adventure. 
  These do not appear on the Chronicle sheet, and the only 
  way in which they contribute to the scenario’s rewards is by 
  offsetting any gold lost if the PCs failed to find Braethin’s 
  burial site.
  Development: Reyshal honors his end of the bargain, 
  providing the PCs a place to rest, if desired, followed by his 
  services as a guide to the Lucent Archive (area B). Because 
  he has the earth subtype, the shaitan cannot actually enter 
  the Lucent Archive without considerable pain, so he waits 
  for them a short distance outside. If they convinced him 
  to share where Grave Treader went, he explains that she 
  agreed to serve his extended family in the Opaline Vault 
  (on the Plane of Earth) for 1,000 days in exchange for 
  financial compensation and passage home. He can provide 
  the PCs several addresses and contacts within the shaitans’ 
  capitol city where the Society might find her—or at least 
  find someone who knows where the Shoanti woman went 
  when her term concluded.
  If the PCs refuse to negotiate or accept a deal entirely, 
  Reyshal makes a basic effort to convince them to 
  reconsider, but he respects their refusal in the end. As 
  a gracious host, he continues to entertain them until 
  they have finished their meal, at which point he politely 
  requests they depart and respect the wonders of the 
  Crystal Womb. See the Development section in area A on 
  page 11 for more information about how the PCs can find 
  the Lucent Archive on their own.
  LUCENT ARCHIVE PROPERTIES
  The Crystal Womb has a strong connection to the Plane of 
  Earth, and that elemental saturation is especially strong 
  within the Lucent Archive. Keep the following in mind while 
  the PCs explore the area. 
  Light: The crystalline pillars each emit a small amount of 
  light, providing dim illumination to the entire area.
  Movement: Exploring the site requires clambering up 
  and down the crystalline pillars, many of which jut out at 
  roughly horizontal angle and make ascending or descending 
  somewhat easier than climbing a tree’s branches. Because 
  the encounters take place near the bottom of the cavern, 
  where the surface is relatively level, there is no need to 
  account for different terrain heights. 
  Wards: The Lucent Archive absorbs minerals from the 
  surrounding region in order to fuel the crystals’ growth. 
  This is a very gradual process except when a creature with 
  the earth subtype enters the area, and the archive quickly 
  begins siphoning such creatures’ energy and memories to 
  add to the archive. Such creatures take 5 points of damage 
  each round that ignores any damage reduction or hardness. 
  Each round such a creature takes damage, all crystalline 
  objects in a 50-foot radius gain 5 temporary hit points that 
  last for 1 round. This has no effect on creatures that have a 
  strong connection to the Plane of Earth but lack the earth 
  subtype (e.g. oreads), but as a swift action, such a creature 
  can voluntarily take damage as though she had the earth 
  subtype. Ending this effect is a free action.
  Creatures with the aberration type instead take 3d6 
  damage per round and must succeed at a DC 20 Fortitude 
  save or be staggered until they are at least 100 feet from the 
  Lucent Archive’s entrance. 
  
  Sorrina 
  Westyr
  15
  CAPTIVE IN CRYSTAL
  Faction Notes: The Grand Lodge seeks information 
  regarding the lost expedition, and learning the current 
  location and likely status of Grave Treader contributes to 
  the faction’s goals.
  B. THE LUCENT ARCHIVE
  The legendary Vault Builders abandoned Orv ages ago, 
  leaving behind the many Vaults of Orv with artificial 
  environments sustained by their creators’ magic. 
  Although conventional wisdom suggests the 
  Vault Builders left for good, the Lucent Archive 
  is one clue that they might one day return 
  for unknown purposes. Built into a rarely 
  frequented corner of the Crystal Womb, 
  the strange library is a high-ceilinged 
  cavern that slopes steeply downward 
  and is lined with countless octagonal 
  crystalline pillars. As the pillars 
  grow over time, each stores seismic 
  vibrations within their crystalline 
  structure—much as a tree’s rings 
  reflect yearly weather conditions—
  allowing one fluent in Terran to 
  decipher 
  these 
  records. 
  Each 
  structure is a trove of terrestrial 
  lore, recording events as simple 
  as the excavation of a well to 
  monumental developments like 
  the movement of tectonic plates. 
  That the Vault Keepers created 
  this place to record history in their 
  absence suggests that they might 
  one day return to reclaim it. That 
  wards protect the Lucent Archive 
  from most of the Vault’s inhabitants 
  seems to support this theory.
  Because she was a human without 
  the earth subtype, Sorrina Westyr could 
  enter the Lucent Archive and explore it without 
  adverse effects. There she studied the crystalline pillars, 
  learning the time-consuming ways to divulge their secrets 
  and translate the information stored within. As she has 
  worked to “read” these records, so too has her exposure 
  to these magic-infused minerals gradually changed her, 
  transforming the composition of her flesh, suppressing 
  her need for mortal sustenance, and allowing her to 
  continue communing with the pillars in a decade-long 
  trance. She has now transformed into an oread (Pathfinder 
  RPG Bestiary 2 205) who still bears some of her old Garundi 
  features, and has little sense of how much time has 
  elapsed since she began her research. Had she remained 
  undisturbed for decades more, it is quite possible she 
  might have petrified completely.
  Read or paraphrase the following as the PCs approach 
  the Lucent Archive.
  The sparse scrubland of rose-hued crystalline fans ends several 
  hundred feet from a small cave entrance that glows softly with 
  white light. Within, the cave opens into a steeply sloped shaft 
  hundreds of feet in diameter and crisscrossed with multifaceted 
  prisms—some laced with veins of metal. Many of these 
  pillars extend only several feet from the ground, 
  creating a jagged staircase that leads to especially 
  large columns near the bottom of the cavern.
  Creatures: Few creatures ever visit the 
  Lucent Archive, and even the pechs that 
  typically patrol it have withdrawn to 
  area B1 to combat an ongoing problem. 
  Those who visit seeking answers often 
  overstay their welcome, gradually 
  petrifying as they study the pillars 
  and 
  becoming 
  permanent 
  additions to the library; several 
  vaguely 
  anthropomorphic 
  crystalline statues dot the 
  broad tunnel, though these 
  have grown and changed 
  shape so much that even 
  casting stone to flesh on one 
  produces a twisted mass of 
  flesh that perishes over the 
  course of several minutes.
  The only living visitor is 
  Sorrina Westyr (N female oread 
  cleric of Nethys 10), whom the PCs 
  can find without difficulty as she 
  generates a soft humming by slowly 
  brushing a moistened finger along the surface of a pillar. 
  She is barely cognizant of the Pathfinders’ approach, and 
  her thoughts have slowed to nearly geological speeds; 
  however, after several minutes of stretching and taking in 
  her surroundings, she returns to her full mental faculties 
  and breaks free from where several glassy filaments had 
  rooted her. She then experimentally opens her jaw a few 
  times before announcing in a deep, feminine voice, “So, 
  someone has finally followed in my footsteps. Welcome to 
  the Crystal Womb.”
  Sorrina introduces herself as the Pathfinder Society’s 
  Master of Spells and listens with interest as the PCs 
  identify themselves. Any news of her companions’ deaths 
  sadden her and elicits a heartfelt prayer that the Society 
  honors their sacrifice in the name of knowledge, yet she 
  takes in stride any news of her replacement by Aram Zey 
  or the discovery that many years have passed. She is hardly 
  even cognizant of her transformation into an oread, 
  
  16
  PATHFINDER SOCIETY SCENARIO
  though the discovery fascinates more than it troubles her. 
  As she takes stock of her situation, she readily answers 
  what questions she can. Likely inquires and her responses 
  appear below.
  Where are we? “This is one of the many Vaults of Orv, 
  called the Crystal Womb. Dwarven legends speak of it as a 
  realm of infinite riches, yet earth elementals and shaitans 
  guard the caverns from treasure hunters. The true wealth 
  is stored within this, the Lucent Archive.”
  What is the Lucent Archive? “Just as the rings of a tree 
  can speak to its surroundings in ages past, so too can 
  the echoes of all elemental earth imprint itself in the 
  right crystals. Each of these prisms stores memories of 
  mountains, continents, planets, and even other worlds for 
  those able to understand it. Some can sing their stories 
  like so,” she says, running a wetted finger over the nearby 
  pillar. “Another, called halite, is one you can taste, and 
  it catalogs Golarion’s waterways as they cut fissures into 
  the earth. My favorite is an amethyst stump that speaks 
  through the dreams of whoever sleeps upon it. I have 
  barely scratched the surface of what resides here.”
  How have you survived all this time? “Soon after I 
  arrived, the fey guardians and I negotiated a deal, allowing 
  me to remain as long as I pleased so long as I did not 
  trespass in the library’s deepest reaches. With Nethys’s 
  magic, I created my own meals, yet long ago my hunger for 
  knowledge supplanted my hunger for food.”
  What happened to the other members of your expedition? 
  “Braethin perished while defending us from xorns soon 
  after we arrived. We were later assaulted by screeching 
  fiends who separated us with darkness and pack tactics, 
  and I managed to reunite only with Grave Treader; I do 
  not know what became of Nissira and Setik, who had the 
  wayfinder we needed to return to Absalom. A shaitan genie 
  found the two of us, and we negotiated our passage back to 
  the Grand Lodge in exchange for our service. As a linguist, 
  I was able to research a conundrum of his. My Shoanti 
  friend instead agreed to serve his family—an opportunity 
  she felt would help her understand a distant land.”
  Why haven’t you left? “I have not yet discovered the 
  location of Sairazul’s Tears, though I have traced where 
  that information might appear: an area I am forbidden 
  to enter, called the Sapphire Stacks. The fey guard it 
  vigilantly, though I have not seen them recently.” She 
  studies the nearby pillars for a moment before adding, 
  “Several of these hum with dissonant tales, and this one 
  has developed surface cracks, almost as if the Lucent 
  Archive were suffering. I had assumed that the fey were 
  giving me room to work, but perhaps they are instead 
  combating this malady instead.”
  Will you accompany us? “My one attempt to reach the 
  library’s lowest levels was fruitless, and it seems that my 
  bargain with the fey was binding. I shall travel with you 
  as far as I can. Until then, perhaps my magic can follow 
  where I cannot.”
  How will we know what to retrieve? Sorrina hesitates 
  before answering. “I have never been inside one of 
  the towers, and if the information contained within 
  is physically anchored, you may need to research and 
  transcribe it as best you can. If there is a way to disrupt 
  the wards, that might provide me a chance to enter and 
  find what we need. If you can extract the records in a 
  way that won’t harm them, that would be simplest. Once 
  you have seen and overcome any dangers within, we can 
  assess the best course of action.”
  Sorrina is a powerful cleric who still has a modest 
  number of spells prepared (CL 10th). In Subtier 5–6, she 
  can cast each of the following once: aid, air walk, bear’s 
  endurance, imbue with spell ability (protection from evil [DC 
  16], sanctuary [DC 16], cure moderate wounds), magic vestment, 
  make whole, remove fear, and shield of faith. She only casts 
  imbue with spell ability on a PC who can demonstrate the 
  ability to cast spells or spell-like abilities, observing 
  that Nethys’s greatest gifts cannot be shared with the 
  uninitiated. In Subtier 8–9, she can also cast freedom of 
  movement and spell resistance once each. In both subtiers, 
  Sorrina has enough healing magic to restore up to 50 hit 
  points to any injured PC.
  B1. Sapphire Tower (CR 8 or CR 11)
  Several especially large, octagonal formations jut from 
  the bottom of the Lucent Archive. Unlike the other prisms, 
  these are hollow and contain one or more rooms each. 
  The method of entering each varies; the tower Sorrina 
  believes holds the secret she seeks has a high-peaked set 
  of double doors made from blue-tinted glass and silver. 
  Only the tower’s northernmost facets are visible, for the 
  rest of the structure is within the cavern’s wall.
  As she approaches within 100 feet of the towers, 
  Sorrina’s stony flesh begins to crack and fleck. Although 
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: Remove one pech from the encounter. In 
  addition, the pech shardshaper has nearly exhausted her 
  powers while attempting to maintain this tower; reduce her 
  attack and damage bonuses with her earth blast and kinetic 
  blade abilities by 3.
  Subtier 8–9: Remove one pech cavern seer from the 
  encounter. In addition, the pech prism warden has nearly 
  exhausted her powers while attempting to maintain this 
  tower; reduce her attack and damage bonuses with her 
  earth blast and kinetic blade abilities by 3.
  
  N
  B. The Lucent Archive
  S : Pech Shardshaper
  S
  PW : Pech Prism Warden
  PW
  W : Will-o’-Wisp
  W
  CS : Pech Cavern Seer
  CS2
  CS1
  P : Pech
  P1
  P3
  P2
  V : Vault Defender
  V
  V1
  1 square = 5 feet
  B2
  B1
  17
  CAPTIVE IN CRYSTAL
  
  18
  PATHFINDER SOCIETY SCENARIO
  she does not have the earth subtype, her transformation 
  has left her vulnerable to the stronger wards here; oread 
  PCs are not adversely affected. Positing that she could 
  become a liability if the wards become stronger, she 
  waits here and casts any spells the PCs need before they 
  proceed. Once they enter the tower, read or paraphrase 
  the following.
  Triangular designs etch the floor of this octagonal chamber, 
  whose smooth walls of bluish crystal rise eighty feet to a 
  peaked, eight-sided dome. A pair of two-foot-tall triangular 
  daises of blue-tinged stone stands between double doors set 
  into the north and south walls. Stacks of hundreds of inch-thick 
  glassy plates tower higher than the doorframes.
  Some secrets are more valuable than others, and the 
  Lucent Archive’s creators tasked its custodians not 
  only with maintaining the site’s safety but also with 
  curating the most important “texts.” When important 
  news forms within one of the lesser prisms outside, 
  the pechs carefully extract that portion and store it in 
  one of the great towers. Each of the plates stacked here 
  contains information about a critical event in the history 
  of the Darklands, Golarion, the solar system, or even the 
  multiverse (specifically in places where its connection 
  to the Plane of Earth is strong). A PC who understands 
  Terran can ascertain this much by spending at least 1 
  hour studying the plates. Because deciphering them is 
  such a slow process, even the equivalent of skimming the 
  titles takes 1 minute per plate. 
  While inside the chamber, a PC who succeeds at a DC 
  20 Perception check can sense a dissonant hum that sends 
  faint vibrations through the entire tower. Any creature 
  with tremorsense finds the phenomenon especially 
  unsettling, and the range of any tremorsense is halved 
  in area B. These pulses grow stronger the closer the PCs 
  gets to the southern door, and they originate from one or 
  more hostile agents that recently infiltrated the Lucent 
  Archive and now occupy area B2.
  The walls are not perfectly smooth, and a creature can 
  climb them with a successful DC 25 Climb check.
  Creatures: For ages, spindly fey known as pechs have 
  loyally maintained the Lucent Archive and several other 
  important landmarks in the Crystal Womb, hoping the 
  Vault Builders might return one day. Many pechs have 
  grown languid without further guidance, yet the arrival 
  of an invader in the most sacred libraries has given them 
  a renewed sense of service. Unfortunately, the intruder is 
  naturally invisible, and any attempts by the pechs to enter 
  the innermost area would trigger the defenses left by the 
  Vault Builders. Hoping that they can trap it inside, repair 
  any damage, and wait for it to expire, the pechs remain 
  and keep watch here. The fey have special dispensation 
  by the archive’s creators to be here, sparing them any 
  damage from the Lucent Archive’s wards. However, the 
  pechs’ command of elemental energies lets them supply 
  the tower with necessary resources such as minerals to 
  assimilate and heal.
  The standoff has continued for days now, and despite 
  working in shifts, the fey are considering other solutions 
  to save their records or destroy the invader. They view the 
  arrival of any other creature as a threat. Stretched thin, 
  the pechs call the PCs “agents of Hshurha” and warn them 
  to leave immediately in a combination of Aklo, Terran, 
  and Undercommon. The PCs might buy themselves a few 
  seconds in which to learn that the pechs blame the attack 
  on the Lucent Archive on a creature called Hshurha, and 
  that one of “your allies” has violated the ancient treaties. 
  Even if the PCs convince the pechs that they mean no 
  harm, the fey insist that none but their masters may enter 
  these sacred spaces. Attempting to push further into the 
  tower or ascertain much more than that drives the pechs 
  to violence.
  All of the pechs’ abilities that would function on earth 
  or stone also function for any crystalline feature in the 
  Lucent Archive. 
  Subtier 5–6 (CR 8)
  PECH SHARDSHAPER 
  CR 6
  Pech geokineticist 5 (Pathfinder RPG Bestiary 2 206, Pathfinder 
  RPG Occult Adventures 10)
  N Small fey (earth)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception 
  +17
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 84 (11 HD; 6d6+5d8+38; the pech has accepted 11 points of 
  nonlethal damage, see the burn special ability)
  Fort +12, Ref +14, Will +10
  DR 4/adamantine, 5/cold iron; Immune petrification; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft., climb (earthen or stone surfaces) 20 ft.
  Melee kinetic blade +15/+10 (3d6+6) or 
  mwk heavy pick +14/+9 (1d4+6/×4)
  Special Attacks earth mastery, kinetic blast, metakinesis 
  (empower), stone knowledge
  Spell-Like Abilities (CL 10th; concentration +10)
  3/day—stone shape, stone tell
  Kineticist Wild Talents Known
  Defense—flesh of stone
  Infusions—bowling infusion (CMB +8), extended range, 
  kinetic blade
  Blasts—earth blast +13 (3d6+8)
  Utility—basic geokinesis, earth climb, earth walk
  
  Pech
  19
  CAPTIVE IN CRYSTAL
  TACTICS
  Before Combat The shardshaper accepts 1 point of burn to 
  augment her flesh of stone defense talent, increasing her 
  DR and providing her the bonuses listed in the elemental 
  overflow ability (already calculated into her statistics).
  During Combat The shardshaper uses her earth blast to strike 
  the PCs at a safe distance. If attacked in melee, she uses her 
  earth climb ability to clamber up the sides of the room and 
  throws more earth blasts while repositioning herself near 
  vulnerable targets. Once there, she uses her kinetic blade 
  ability and makes her stand.
  Morale The shardshaper assumes that failure will result in the 
  archive’s destruction and her disgrace in the eyes of the 
  Vault Builders. As a result, she fights to the death.
  Base Statistics Without having accepted any points of burn, 
  the shardshaper’s statistics are Melee kinetic blade +14 
  (3d6+6); Ranged earth blast +12 (3d6+6).
  STATISTICS
  Str 22, Dex 18, Con 17, Int 14, Wis 13, Cha 10
  Base Atk +6; CMB +11; CMD 25
  Feats Cleave, Great Fortitude, Improved Initiative, Iron Will, 
  Power Attack, Weapon Focus (kineticist blast)
  Skills Acrobatics +17, Climb +27, Craft (stonemasonry) +17, 
  Knowledge (dungeoneering) +11, Knowledge (engineering) 
  +11, Perception +17, Profession (miner) +14, Sense 
  Motive +14, Stealth +23; Racial Modifiers +4 Craft 
  (stonemasonry), +4 Profession (miner)
  Languages Aklo, Terran, Undercommon
  SQ burn (1 point/round, max 6), elemental 
  overflow +1, gather power, infusion 
  specialization 1
  Combat Gear potion of cure moderate 
  wounds; Other Gear mwk heavy 
  pick, boots of friendly terrain 
  (underground)APG, cloak of 
  resistance +1, four mithral 
  xorn figurines (worth 250 
  gp each)
  SPECIAL ABILITIES
  Burn (Ex) A kineticist 
  can overexert herself 
  to channel more 
  power than normal, 
  augmenting her 
  abilities. Some of 
  her abilities are 
  stronger if she 
  accepts burn, and 
  others require 
  her to accept 
  burn to activate 
  them; each 
  ability that 
  uses the burn mechanic lists the burn cost in its description. 
  For each point of burn she accepts, the pech takes 11 points 
  of nonlethal damage. Only a full night’s rest can heal this 
  damage, and it can’t be reduced or redirected. She can accept 
  at most 1 point of burn per round, up to a total of 6 points per 
  day. Whenever she would take burn from adding one or more 
  infusions to a blast, reduce the combined burn cost of the 
  infusions by 1. For example, kinetic blade has a listed burn 
  cost of 1, so she can use it without spending burn.
  Earth Mastery (Ex) A pech gains a +1 bonus on attack and 
  damage rolls if both it and its foes are touching the ground. 
  If an opponent is airborne or waterborne, the pech takes a 
  –4 penalty on attack and damage rolls. These modifiers are 
  not precalculated into the statistics here.
  Pech Magic (Sp) Four pechs working together can cast wall of 
  stone (DC 16) once per day. Eight pechs working together 
  can cast stone to flesh (DC 17) once per day. These spell-like 
  abilities function at CL 10th. Each pech must use a full-round 
  action to take part in the casting.
  Stone Knowledge (Ex) A pech’s knowledge of earth and stone 
  grants a +1 racial bonus on attack and damage rolls and the 
  benefits of the Improved Critical feat against creatures and 
  objects made of stone or earth or with the earth subtype. 
  Knowledge (dungeoneering), Knowledge (engineering), and 
  Profession (miner) are always class skills for a pech.
  PECHS (3) 
  CR 3
  hp 27 each (Pathfinder RPG Bestiary 2 206; see 
  page 18)
  TACTICS
  During Combat The pechs engage targets 
  in melee, hoping to punch through any 
  armored foes and harass any lightly armored 
  spellcasters and archers.
  Morale The pechs fight to the death.
  Subtier 8–9 (CR 11)
  PECH PRISM WARDEN 
  CR 9
  Pech geokineticist 8 (Pathfinder 
  RPG Bestiary 2 206, 
  Pathfinder RPG Occult 
  Adventures 10)
  N Small fey (earth)
  Init +11; Senses 
  darkvision 60 ft., 
  low-light vision; 
  Perception +20
  DEFENSE
  AC 24, touch 15, 
  flat-footed 20 (+5 
  armor, +4 Dex, +4 
  natural, +1 size)
  
  20
  PATHFINDER SOCIETY SCENARIO
  hp 138 (14 HD; 6d6+8d8+78; the pech has accepted 42 points of 
  nonlethal damage, see the burn special ability)
  Fort +16, Ref +17, Will +11
  Defensive Abilities 15% chance to negate critical hits and 
  sneak attacks; DR 8/adamantine, DR 5/cold iron; Immune 
  petrification; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft., climb (earthen or stone surfaces) 20 ft.
  Melee kinetic blade +19/+14 (4d6+9) or 
  kinetic whip +19/+14 (4d6+9) 
  mwk heavy pick +17/+12 (1d4+6/×4)
  Special Attacks earth mastery, kinetic blast, metakinesis 
  (empower), stone knowledge
  Spell-Like Abilities (CL 10th; concentration +10)
  3/day—stone shape, stone tell
  Kineticist Wild Talents Known
  Defense—flesh of stone
  Infusions—bowling infusion (CMB +13), extended range, 
  kinetic blade, kinetic whip, pushing infusion (CMB +13)
  Blasts—earth blast +18 (4d6+13), metal blast +18 (8d6+17)
  Utility—basic geokinesis, earth climb, earth walk, kinetic 
  cover, tremorsense
  TACTICS
  Before Combat The kineticist accepts 3 points of burn and 
  expends her internal buffer to augment her flesh of stone 
  defense talent, increasing her DR and providing her the 
  bonuses listed in the elemental overflow ability. The effects 
  of this expenditure are included in her statistics.
  During Combat The prism warden uses her earth blast to strike 
  the PCs at a safe distance. If attacked in melee, she uses her 
  earth climb ability to clamber up the sides of the room and 
  throws more earth blasts while repositioning herself near 
  vulnerable targets. Once there, she uses her kinetic blade 
  ability and makes her stand.
  Morale The prism warden assumes that failure will result in 
  the archive’s destruction and her disgrace in the eyes of the 
  Vault Builders. As a result, she fights to the death.
  Base Statistics Without having accepting any points of burn, 
  the prism warden’s statistics are Init +10; hp 124; Fort +15, 
  Ref +16; Melee kinetic blade +17/+12 (4d6+9); Ranged earth 
  blast +16 (4d6+9); Dex 18, Con 18; Skills Acrobatics +20, 
  Stealth +26.
  STATISTICS
  Str 22, Dex 20, Con 20, Int 14, Wis 13, Cha 10
  Base Atk +9; CMB +14; CMD 29
  Feats Cleave, Extra Wild TalentOA, Great Fortitude, Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (kineticist blast)
  Skills Acrobatics +21, Climb +30, Craft (stonemasonry) +13, 
  Knowledge (dungeoneering) +13, Knowledge (engineering) 
  +11, Perception +20, Profession (miner) +14, Sense Motive 
  +18, Stealth +27; Racial Modifiers +4 Craft (stonemasonry), 
  +4 Profession (miner)
  Languages Aklo, Terran, Undercommon
  SQ burn (2 points/round, max 7), elemental overflow 
  +2, expanded element (earth), gather power, infusion 
  specialization 2, internal buffer 1
  Combat Gear potion of cure serious wounds (2); Other Gear 
  +1 chain shirt, mwk heavy pick, boots of friendly terrain 
  (underground)APG, cloak of resistance +1, 142 gp
  SPECIAL ABILITIES
  Burn (Ex) A kineticist can overexert herself to channel more 
  power than normal, augmenting her abilities. Some of her 
  abilities are stronger if she accepts burn, and others require 
  her to accept burn to activate them; each ability that uses 
  the burn mechanic lists the burn cost in its description. For 
  each point of burn she accepts, the pech takes 14 points 
  of nonlethal damage. Only a full night’s rest can heal this 
  damage, and it can’t be reduced or redirected. She can accept 
  at most 2 points of burn per round, up to a total of 7 points 
  per day. Whenever she would take burn from adding one or 
  more infusions to a blast, reduce the combined burn cost of 
  the infusions by 2. For example, kinetic whip has a listed burn 
  cost of 2, so she can use it without spending burn.
  Earth Mastery (Ex) See the description in Subtier 5–6.
  Pech Magic (Sp) See the description in Subtier 5–6.
  Stone Knowledge (Ex) See the description in Subtier 5–6.
  PECH CAVERN SEER (2)  
  CR 7
  Pech witch 6 (Pathfinder RPG Bestiary 2 206, Pathfinder RPG 
  Advanced Player’s Guide 65)
  N Small fey (earth)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+4 armor, +2 Dex, +4 natural, 
  +1 size)
  hp 84 each (12d6+42)
  Fort +9, Ref +9, Will +10
  DR 5/cold iron; Immune petrification; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy pick +14/+9 (1d4+10/×4)
  Ranged light crossbow +9 (1d6/19–20)
  Special Attacks earth mastery, hexes (cackle, fortune, healing, 
  slumber), stone knowledge
  Spell-Like Abilities (CL 10th; concentration +11)
  3/day—stone shape, stone tell
  Witch Spells Prepared (CL 6th; concentration +10)
  3rd—meld into stone, ray of exhaustion (DC 17), share 
  sensesAPG (DC 17)
  2nd—bull’s strength, glitterdust (DC 16), stone callAPG, 
  web (DC 16)
  1st—cure light wounds, divine favor, ill omenAPG, mage armor
  0 (at will)—detect magic, guidance, message, stabilize
  
  21
  CAPTIVE IN CRYSTAL
  Patron Strength
  TACTICS
  Before Combat The seers use share senses on their familiars 
  to scout the area surrounding the Lucent Archive, and the 
  familiars are elsewhere when any combat occurs. As the PCs 
  approach, the seers cast mage armor. 
  During Combat The seers use their hexes and spells to slow 
  down any foes, buying time to cast spells that boost their 
  combat abilities. They then wade into combat, using their 
  heavy picks to strike down intruders.
  Morale The seers fight to the death.
  Base Statistics Without mage armor, the cavern seers’ statistics 
  are AC 17, flat-footed 15.
  STATISTICS
  Str 22, Dex 14, Con 17, Int 18, Wis 11, Cha 12
  Base Atk +6; CMB +11; CMD 23
  Feats Cleave, Combat Casting, Extra HexAPG, Furious FocusAPG, 
  Great Fortitude, Power Attack
  Skills Acrobatics +11, Climb +21, Craft (stonemasonry) +19, 
  Escape Artist +17, Knowledge (arcana, engineering, and 
  dungeoneering) +13, Perception +15, Profession (miner) +13, 
  Spellcraft +13, Stealth +15, Use Magic Device +16; Racial 
  Modifiers +4 Craft (stonemasonry), +4 Profession (miner)
  Languages Aklo, Orvian, Sylvan, Terran, Undercommon
  SQ stone magic, witch’s familiar (dinosaur, compsognathus)
  Combat Gear pearl of power (1st level), wand of cure light 
  wounds (10 charges), wand of stoneskin (2 charges); Other 
  Gear +1 heavy pick, light crossbow with 10 bolts, masterwork 
  stonemasonry tools, spell component pouch (2), 106 gp
  SPECIAL ABILITIES
  Earth Mastery (Ex) A pech gains a +1 bonus on attack and 
  damage rolls if both it and its foes are touching the ground. 
  If an opponent is airborne or waterborne, the pech takes a –4 
  penalty on attack and damage rolls. These modifiers are not 
  precalculated into the statistics here.
  Earth Mastery (Ex) See the description in Subtier 5–6.
  Pech Magic (Sp) See the description in Subtier 5–6.
  Stone Knowledge (Ex) See the description in Subtier 5–6.
  Treasure: There are hundreds of crystalline plates 
  here, though none of them contain any information about 
  Sairazul’s Tears. However, if a PC who understands Terran 
  spends at least 1 hour sorting through the crystalline 
  plates and succeeds at a DC 20 Knowledge (arcana) check, 
  he uncovers a broad disk entitled Steel Meditations. This 
  treatise presents the ageless koans of an earth elemental 
  mystic, and it functions as a unique spellbook with a special 
  preparation ritual (Pathfinder RPG Ultimate Magic 121). This 
  item’s details appear on the adventure’s Chronicle sheet at 
  the end of the adventure.
  Development: The pechs’ ongoing ministrations 
  have kept the sonic vibrations emanating from area B2 
  from destroying the tower. About one minute after the 
  PCs conclude any combat here, the hum grows loud 
  enough for all PCs to notice, and hairline fractures begin 
  appearing in the walls. Over the course of the next day, 
  the tower and its contents gradually fracture before 
  crumbling entirely, killing the creature in area B2 and 
  dealing 12d6 bludgeoning and slashing damage to any 
  PCs who remain within. The PCs can potentially keep the 
  tower intact for days by casting spells or using abilities 
  that modify earth or have the earth descriptor, but the 
  only long-term solution involves breaking into area B2 
  and destroying the invader.
  If the PCs subdued any pechs, the fey can reveal little 
  of what lies beyond. There is a smaller chamber of red 
  crystal which they are forbidden from entering except for 
  brief visits to deposit their most important discoveries. If 
  the PCs try to enter area B2 while a pech is conscious, it 
  does everything in its power to stop them.
  Rewards: If the PCs fail to defeat the pechs, reduce each 
  PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 777 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,061 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,346 gp.
  B2. Ruby Tower (CR 8 or CR 11)
  A two-foot-high triangular dais occupies the center of this 
  octagonal chamber, and shallow grooves ripple outward 
  from the platform. Stacks of red-hued crystalline plates are 
  scattered throughout the room. A thrumming buzz causes 
  minute distortions in the air, and the ruby walls seem to flex 
  and bend slightly from invisible forces.
  Several of the Lucent Archive’s towers contain 
  secondary chambers like this, most of which store critical 
  records of the most important geological activities and 
  events that the planets themselves have witnessed. By 
  opening the doors, the PCs drastically change the room’s 
  acoustics, and the destructive sound waves become even 
  more powerful.
  SCALING ENCOUNTER B2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: The sonic resonance reduces the animated 
  objects’ hardness to 3, and the thunder wisp’s terror tempest 
  ability prevents it from becoming invisible again for an 
  additional round.
  Subtier 8–9: Remove one animated object from the 
  encounter. The thunder wisp’s terror tempest ability prevents 
  it from becoming invisible again for an additional round.
  
  22
  PATHFINDER SOCIETY SCENARIO
  During this encounter, the collection of crystalline 
  disks has 100 hit points and 8 hardness (sonic damage 
  deals full damage), and the destructive resonance deals 
  2d8 sonic damage to them each round; as inanimate 
  objects, the disks take only half damage from acid, 
  cold, electricity, and fire effects. Any damaging effects 
  that include at least one stack of disks deals damage 
  to the whole collection. The collection’s hit point total 
  at the end of the encounter reflects how many of the 
  room’s disks remain intact and legible enough to gain 
  information from. Note that the PCs might summon 
  creatures with the earth subtype to grant the room 
  temporary hit points (see the sidebar on page 14). In 
  addition, including at least two stacks of disks in a 
  silence spell’s area halves the damage the collection takes 
  from the resonance. Including at least five stacks in an 
  area of silence negates the resonance’s damage altogether 
  and can salvage the entirety of the collection if such a 
  tactic is employed.
  Creatures: The cause of these destructive sound 
  waves is a rare type of will-o’-wisp known as a thunder 
  wisp. For decades it lurked in the rain-soaked coast of 
  the Sodden Lands, but the Eye of Abendego tore open 
  a short-lived rift to the Plane of Air that offered it new 
  opportunities. There, it entered the service of Hshurha, 
  the evil elemental lord of air whose love of terror and 
  invisible creatures fit the wisp’s interests perfectly. 
  Recent events have caused a stir in Hshurha’s court, 
  and the wisp was one of many agents sent across the 
  multiverse to destroy any records that might threaten 
  its mistress. Thanks to its natural invisibility, it easily 
  slipped through the claustrophobic tunnels and past the 
  pech guards, though the Lucent Archive itself sensed an 
  intruder and tried to protect itself. Thus far, the wisp 
  has avoided the tower’s clumsy defenses while using its 
  command of sonic energies to destroy the crystalline 
  records—ideally in such a way that lets the wisp revel in 
  the pech guardians’ tears as their eon-long vigil comes 
  crashing down.
  The Vault Keepers anticipated these libraries would 
  accumulate exceptionally valuable lore that their enemies 
  might pilfer and use in their ongoing conflicts. To guard 
  it, they granted the chamber itself rudimentary sentience 
  and mobility that allow it to fend off invaders. Failing 
  that, the chamber can attempt to destroy its contents 
  before collapsing entirely. These effects manifest as one 
  or more animated, spiny insect legs that extend from the 
  wall or floor, and they can glide across the room’s surfaces 
  as if skating on ice. Once destroyed, a leg reforms one 
  round later in the space where it was destroyed (or the 
  nearest space that it can occupy), though it begins its 
  turn prone. This continues so long as the wisp’s sonic 
  resonance continues.
  Subtier 5–6 (CR 8)
  THUNDER WISP 
  CR 6
  Variant will-o’-wisp (Pathfinder RPG Bestiary 277)
  DEFENSE
  AC 24, touch 24, flat-footed 13 (+3 deflection, +9 Dex, +1 dodge, 
  +1 size)
  hp 40
  OFFENSE
  Melee shock +16 (2d8 electricity or sonic)
  TACTICS
  During Combat The thunder wisp uses its invisibility and 
  mobility to strike the PCs. It activates its terror tempest 
  against groups of targets, relying on its fast healing to repair 
  any damage the PCs might inflict while it’s visible. Although 
  its mission is to find and destroy a specific record, its inability 
  to decipher or even move these disks has frustrated it; once 
  the door opens, the wisp hopes to destroy the entire room’s 
  contents while causing as much suffering as possible. It does 
  not turn its natural attacks on the collection of crystalline 
  plates unless there are no more living targets remaining in 
  area B.
  Morale The thunder wisp’s dedication to Hshurha only 
  extends so far, and it attempts to flee through the Lucent 
  Archive and into the Crystal Womb once reduced to 8 or 
  fewer hit points.
  SPECIAL ABILITIES
  Terror Tempest (Ex) As a full-round action, a thunder wisp can 
  create a short-lived storm in a 20-foot radius centered on 
  itself. Driving rain grants all creatures within concealment, 
  and all ranged attacks that pass through the area take a –4 
  penalty on attack rolls. All other creatures in the area take 
  3d8 electricity damage and 1d8 sonic damage (Reflex DC 14 
  halves) and must succeed at a DC 14 Will save or gain the 
  shaken condition for 1d4+1 rounds. Using this ability causes 
  the thunder wisp to glow (negating its natural invisibility), 
  and it cannot extinguish its glow until the start of its next 
  turn. A thunder wisp can create a terror tempest once every 
  1d4 rounds.
  VAULT GUARDIANS (2) 
  CR 3
  Medium animated objects (Pathfinder RPG Bestiary 14)
  hp 36 each
  TACTICS
  During Combat The guardians attack any visible living creatures. 
  When in reach of multiple targets, they always target the 
  thunder wisp.
  Morale The guardians fight until destroyed. The room continues 
  to create new guardians until the thunder wisp dies or flees 
  the tower, at which point the guardians fight for one more 
  round and then meld back into the floor.
  STATISTICS
  SQ (additional movement [climb], stone)
  
  23
  CAPTIVE IN CRYSTAL
  Subtier 8–9 (CR 11)
  GREATER THUNDER WISP 
  CR 11
  Advanced will-o’-wisp (Pathfinder RPG Bestiary 277)
  CE Small aberration (air)
  Init +14; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 27, touch 27, flat-footed 16 (+5 deflection, +10 Dex, +1 dodge, 
  +1 size)
  hp 91 (14d8+28)
  Fort +8, Ref +14, Will +12
  Defensive Abilities natural invisibility; Immune immunity to 
  magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee shock +21 (4d8 electricity or sonic)
  TACTICS
  During Combat The thunder wisp uses its invisibility and 
  mobility to strike the PCs. It activates its terror tempest 
  against groups of targets, relying on its fast healing to repair 
  any damage the PCs might inflict while it’s visible. Although 
  its mission is to find and destroy a specific record, its inability 
  to decipher or even move these disks has frustrated it; once 
  the door opens, the wisp hopes to destroy the entire room’s 
  contents while causing as much suffering as possible. It does 
  not turn its natural attacks on the collection of crystalline 
  plates unless there are no more living targets remaining in 
  area B.
  Morale The thunder wisp’s loyalty to Hshurha only extends so 
  far, and it attempts to flee through the Lucent Archive and into 
  the Crystal Womb once reduced to 20 or fewer hit points.
  STATISTICS
  Str 1, Dex 30, Con 14, Int 15, Wis 16, Cha 14
  Base Atk +10; CMB +4; CMD 30
  Feats Alertness, Blind-fight, Dodge, Great Fortitude, Improved 
  Critical, Improved Initiative, Weapon Finesse
  Skills Acrobatics +27, Bluff +16, Escape Artist +27, Fly +37, 
  Perception +24, Sense Motive +5, Stealth +31
  Languages Aklo, Auran, Common
  SQ feed on fear
  SPECIAL ABILITIES
  Feed on Fear (Su) Any time a thunder wisp is within 15 feet of a 
  dying creature or creature subject to a fear effect, it gains fast 
  healing 5.
  Immunity to Magic (Ex) Thunder wisps are immune to all spells 
  and spell-like abilities that allow spell resistance, except 
  magic missile and maze.
  Natural Invisibility (Ex) Thunder wisps have the ability to 
  extinguish their natural glow as a move action, effectively 
  becoming invisible.
  Terror Tempest (Ex) As a full-round action, a thunder wisp can 
  create a short-lived storm in a 20-foot radius centered on 
  itself. Driving rain grants all creatures within concealment, 
  and all ranged attacks that pass through the area take a –4 
  penalty on attack rolls. All other creatures in the area take 
  4d8 electricity damage and 2d8 sonic damage (Reflex DC 19 
  halves) and must succeed at a DC 19 Will save or gain the 
  shaken condition for 1d4+1 rounds. Using this ability causes 
  the thunder wisp to glow (negating its natural invisibility), 
  and it cannot extinguish its glow until the start of its next 
  turn. A thunder wisp can create a terror tempest once every 
  1d4 rounds.
  VAULT DEFENDERS (2) 
  CR 6
  Advanced animated object (Pathfinder RPG Bestiary 14)
  N Large construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception -3
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
  hp 52 each (4d10+30)
  Fort +1, Ref +2, Will -2
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee slam +11 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Use the vault guardian tactics in Subtier 5–6.
  STATISTICS
  Str 26, Dex 12, Con —, Int —, Wis 5, Cha 5
  Base Atk +4; CMB +13; CMD 24
  Skills Climb +16
  SQ construction points (additional movement [climb], 
  integrated, stone)
  SPECIAL ABILITIES
  Integrated (Ex) A vault defender is a natural extension of area 
  B2’s walls and floor, and as a result, it is especially sturdy. Its 
  CMD against awesome blow, bull rush, drag, reposition, and 
  trip combat maneuvers increases by 4, and it receives a +4 
  resistance bonus on saving throws against spells and effects 
  that would forcibly move it or cause it to fall prone. 
  Treasure: This chamber not only serves as a repository 
  for important texts, but is also where the pechs stored 
  several magically enhanced crystals that grew in the 
  earth-infused cavern. In Subtier 5–6, this includes a pale 
  blue rhomboid ioun stone and two coin-sized quartz discs 
  that function as eyes of the eagle. In Subtier 8–9, there is 
  also a smoothly polished opal that can be set into a ring 
  to create a minor ring of spell storing, in addition to a small 
  slab of agate that functions as a brooch of shielding once 
  incorporated into a pin.
  Development: Once the thunder wisp has either died 
  or fled, the dangerous resonance dissipates, the animated 
  defenders meld back into the walls, and the wards that 
  protect the Lucent Archive fall dormant for several 
  
  24
  PATHFINDER SOCIETY SCENARIO
  days. This provides Sorrina Westyr sufficient time to 
  enter the tower, secure the inscribed plates she needs 
  to track Sairazul’s Tears, and fulfill her obligation to 
  Reyshal ik Jalman. The shaitan provides sumptuous 
  accommodations while the former Master of Spells takes 
  several hours to read the text. She then reports that the 
  diamonds departed the Plane of Earth approximately a 
  century ago, and the tunnels the thieves traveled once 
  echoed with the name Bralkashik. Sairazul’s Tears now 
  reside within the City of Brass (the infamous metropolis 
  in the Plane of Fire), though the city’s connection to 
  elemental earth is too tenuous to pinpoint their location.
  Reyshal pounds a fist into his hand and utters a curse 
  upon all efreeti before explaining that the Bralkashik 
  are “efreeti who squabble for the Grand Sultan’s favor 
  like starving dogs over a discarded bone.” Fortunately, 
  this record might convince the court of Sultana 
  Ashadieeyah bint Khalid that he and his family deserve a 
  chance to prove their innocence and redeem their name. 
  He bows low to Sorrina and the PCs and promises his 
  hospitality should they ever travel to the Opaline Vault 
  to witness its beauty. He then declares Sorrina’s debt to 
  him repaid, and if he still owes the PCs transportation 
  to Absalom, he fulfills the promise once they are ready.
  Rewards: If the PCs fail to defeat the thunder wisp, 
  reduce each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 875 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,687 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 2,500 gp.
  CONCLUSION
  Sorrina Westyr observes that the wards defending 
  the Lucent Archive should return to full power in 
  a matter of days and continue to protect its lore for 
  future generations. Nonetheless, she packs several of 
  the crystalline disks to take back to the Grand Lodge, 
  claiming that they might help her piece together 
  unanswered mysteries. Traveling back to the location 
  attuned to the wayfinder of many paths is relatively 
  safe and simple, and so long as the PCs possess the 
  sepia ellipsoid, they return to the Grand Lodge without 
  any complications. If they lost the ioun stone, Sorrina 
  observes that the pale blue rhomboid ioun stone found in 
  area B2 is attuned to the Cairnlands outside Absalom, 
  and from there they can walk to the Grand Lodge. In 
  the event that the PCs lost the sepia ellipsoid and failed to 
  recover the other ioun stone, they have a long, grueling, 
  and exceedingly dangerous journey ahead to reach the 
  surface—one that costs each PC 5 Prestige Points as if 
  they were paying for body recovery.
  Several agents know to watch for the PCs return and 
  alert Kreighton Shaine, who hurries out to greet the PCs 
  soon after they return. He initially doesn’t recognize the 
  transformed Sorrina Westyr, who jokingly reprimands 
  him for becoming unobservant with age. Kreighton 
  marvels at the change but then wastes no time catching 
  her up to speed on the past decade’s events, asking her 
  about her travels, and introducing her to nearly anyone 
  they come across—including the PCs, despite their 
  having rescued her. The two meet with several high-
  ranking Pathfinders, and early the next day, Venture-
  Captain Ambrus Valsin announces the appointment of 
  Sorrina Westyr as interim Master of Spells, pending the 
  safe return of Aram Zey.
  Sorrina meets with the PCs several days later to thank 
  them again for traveling into the unknown to rescue her 
  team. Placing the salvaged crystalline plates on a nearby 
  table, she explains that many of the Lucent Archive’s 
  library prisms had a storage layer near their surface 
  that recorded a great tragedy on the Plane of Earth—
  or something associated with it—much like a volcanic 
  eruption might coat the entire planet in a thin layer of 
  ash. In studying the stored information, she learned 
  that a great treasure that gave one power over the air 
  itself disappeared during that catastrophe. There the 
  records cease, suggesting that the relic is far beyond the 
  reach of stone and soil, sailing through the sky. Sorrina 
  suggests the trail may have gone cold for now, but she 
  encourages the PCs to keep a watch on the sky.
  Day Job: Although the number of deadly denizens 
  and territorial guardians make it nearly impossible to 
  sustain a mining operation in the Crystal Womb, any 
  PC who uses Craft (gem cutting) or Profession (miner) 
  for her Day Job check at the end of this adventure earns 
  double the normal amount of gold from that check 
  (maximum 450 gp total). This is a one-time benefit and 
  does not apply to future adventures.
  Primary Success Condition
  PCs who return to Absalom with Sorrina Westyr fulfill 
  their primary mission and earn 1 Prestige Point.
  Secondary Success Conditions
  The PCs’ secondary goals involve safeguarding the 
  rare tools loaned to them by the Pathfinder Society, 
  preserving as much of the Lucent Archive’s knowledge 
  as possible, and avoiding any unfair deals made in 
  the Society’s name. To succeed, the PCs must fulfill 
  at least three of the following four conditions: Return 
  the sepia ellipsoid ioun stone to Kreighton Shaine, earn 
  at least two successes when negotiating with Reyshal 
  during the establishment of their deal (or reach the 
  Lucent Archive without making a deal in the first place), 
  conclude the encounter in area B2 with the crystalline 
  plates retaining 65 or more hit points, or conclude 
  the encounter in area B2 with the crystalline plates 
  
  25
  CAPTIVE IN CRYSTAL
  retaining 30 or more hit points. Success earns each PC 1 
  additional Prestige Point. 
  Faction Notes
  Members of the Grand Lodge faction should rescue as 
  many lost Pathfinders as they can manage, recover the 
  remains of those who perished, and return with news 
  of any others. To fulfill this objective, the PCs must 
  complete the adventure’s primary success condition as 
  well as two of the following three goals: find and either 
  record the location of Braethin’s burial or return his 
  remains to the Grand Lodge; find Setik’s body and either 
  properly bury it (or perform other proper funerary rites) 
  or, alternatively, return his remains to the Grand Lodge; 
  or convince Reyshal ik Jalman to share where Grave 
  Treader went. Learning of Nissira’s fate is beyond the 
  scope of this adventure.
  If the Grand Lodge faction PCs fulfill this objective, 
  they receive the Favor of Lost Spells boon on their 
  Chronicle sheets.
  
  26
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #1: SETIK’S LAST ENTRY
  11 Pharast, 4703
  I at first shared Sorrina’s excitement w
  hile 
  exploring this “Vault,” w
  hich she believes is deep 
  below Golarion’s surface in the legendary realm 
  called Orv. The caverns are full of glittering 
  wonders, 
  but 
  among 
  those 
  crystals 
  hide 
  countless creatures that resent our intrusion 
  and attack w
  ith the slightest provocation. We 
  lost Braethin to the xorns, and only Nissira and 
  I managed to escape the screeching fiends that 
  fell upon us from the highest stalactites. She 
  has elected to stay near our trail in the hope 
  of finding Grave Treader and Master Sorrina, 
  and as the one Sorrina entrusted to carry the 
  special wayfinder, it is my duty to return to 
  Absalom and seek assistance.
  Taskar’s claw
  s dig into my shoulders, so I shall 
  report my other observations later. The scaly 
  bastard does seem to have a sixth sense for 
  danger.
  
  27
  CAPTIVE IN CRYSTAL
  APPENDIX 1: BESTIARY
  The following creatures appear in this scenario.
  MEDIUM ANIMATED OBJECT 
  CR 3
  Pathfinder RPG Bestiary 14
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  –5
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +5 (1d6+3)
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ construction points (additional movement [climb], stone)
  CRYSMAL 
  CR 3
  Pathfinder RPG Bestiary 2 61
  N Small outsider (earth, elemental)
  Init +2; Senses darkvision 60 ft., crystal sense; Perception +11
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 26 (4d10+4)
  Fort +7, Ref +8, Will +2
  DR 5/bludgeoning; Immune cold, fire; Resist electricity 10
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee sting +7 (2d6+3)
  Special Attacks shard spike +7 (3d6, range increment 60 ft.)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—detect magic, ghost sound (DC 12), mage hand, 
  silent image (DC 13)
  3/day—dimension door, sanctuary (DC 13), touch of idiocy 
  (DC 14)
  STATISTICS
  Str 15, Dex 14, Con 13, Int 6, Wis 13, Cha 14
  Base Atk +4; CMB +5; CMD 17 (29 vs. trip)
  Feats Great FortitudeB, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Acrobatics +9, Climb +9, Perception +11, Stealth +13 (+15 
  in rocky areas); Racial Modifiers +2 Stealth in rocky areas
  Languages Terran
  DESCRIPTION
  An animated cluster of translucent crystals shaped 
  disturbingly like a gemstone scorpion scuttles into an 
  aggressive stance.
  SPECIAL ABILITIES
  Crystal Sense (Sp) Crysmals can sense the presence of any 
  crystals or gems within 30 feet as if using the scent ability.
  Shard Spike (Ex) Once per day, a crysmal can launch its tail 
  spike as a ranged attack that shatters when it hits, dealing 
  3d6 points of piercing damage to the target and 1d4 points 
  of piercing damage to all creatures in adjacent squares. The 
  spike regrows in 24 hours, but until it does, its impaired 
  sting does only 1d6+3 damage.
  PECH 
  CR 3
  Pathfinder RPG Bestiary 2 206
  N Small fey (earth)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 27 (6d6+6)
  Fort +5, Ref +6, Will +6
  DR 5/cold iron; Immune petrification; SR 14
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy pick +9 (1d4+6/×4)
  Special Attacks earth mastery, pech magic, stone knowledge
  Spell-Like Abilities (CL 10th; concentration +11)
  3/day—stone shape, stone tell
  STATISTICS
  Str 19, Dex 12, Con 13, Int 12, Wis 13, Cha 12
  Base Atk +3; CMB +6; CMD 17
  Feats Cleave, Great Fortitude, Power Attack
  Skills Climb +13, Craft (stonemasonry) +14, Knowledge 
  (dungeoneering) +10, Knowledge (engineering) +10, 
  Perception +10, Profession (miner) +14, Stealth +14; Racial 
  Modifiers +4 Craft (stonemasonry), +4 Profession (miner)
  Languages Terran, Undercommon
  DESCRIPTION
  This pale yellow humanoid has blank, bulging white eyes and 
  gangly arms and legs. It clutches a pickaxe in its knobby 
  hands.
  SPECIAL ABILITIES
  Earth Mastery (Ex) A pech gains a +1 bonus on attack and 
  damage rolls if both it and its foes are touching the ground. 
  If an opponent is airborne or waterborne, the pech takes a 
  –4 penalty on attack and damage rolls. These modifiers are 
  not precalculated into the statistics here.
  Pech Magic (Sp) Four pechs working together can cast wall 
  of stone once per day. Eight pechs working together can 
  cast stone to flesh (DC 17) once per day. These spell-like 
  abilities function at CL 10th. Each pech must use a full-
  round action to take part in the casting. The save DCs are 
  modified by the highest Charisma modifier in the group.
  Stone Knowledge (Ex) A pech’s knowledge of earth and 
  stone grants a +1 racial bonus on attack and damage 
  rolls and the benefits of the Improved Critical feat against 
  
  28
  PATHFINDER SOCIETY SCENARIO
  creatures and objects made of stone or earth or with the 
  earth subtype. Knowledge (dungeoneering), Knowledge 
  (engineering), and Profession (miner) are always class 
  skills for a pech.
  WILL-O’-WISP 
  CR 6
  Pathfinder RPG Bestiary 277
  CE Small aberration (air)
  Init +13; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1 
  dodge, +1 size)
  hp 40 (9d8)
  Fort +3, Ref +12, Will +9
  Defensive Abilities natural 
  invisibility; Immune magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee shock +16 touch (2d8 
  electricity)
  STATISTICS
  Str 1, Dex 29, Con 10, Int 
  15, Wis 16, Cha 14
  Base Atk +6; CMB +0; 
  CMD 24
  Feats Alertness, Blind-Fight, Dodge, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, 
  Perception +17, Stealth +25
  Languages Aklo, Common
  SQ feed on fear
  DESCRIPTION
  This faintly glowing ball of light bobs gently in the air, 
  the nebulous image of what might be a skull visible 
  somewhere in its depths.
  SPECIAL ABILITIES
  Feed on Fear (Su) Any time a will-o’-wisp is within 15 feet of 
  a dying creature or creature subject to a fear effect, it 
  gains fast healing 5.
  Immunity to Magic (Ex) Will-o’-wisps are 
  immune to all spells and spell-like 
  abilities that allow spell resistance, 
  except magic missile and maze.
  Natural Invisibility (Ex) 
  Will-o’-wisps have the 
  ability to extinguish 
  their natural glow as a 
  move action, effectively 
  becoming invisible, as per 
  the spell.
  
  29
  CAPTIVE IN CRYSTAL
  
  PATHFINDER SOCIETY SCENARIO
  30
  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 #7-13: 
  Captive in Crystal
  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 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts, 
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  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
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  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed 
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  8. Identification: If you distribute Open Game Content You must clearly 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  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.
  Pech from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Pathfinder Society Scenario #7–13: Captive in Crystal © 2015, Paizo Inc.; 
  Author: Monica Marlowe
  
  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
  Character Chronicle #
  5–6
  8–9
  —
  1,267
  2,704
  —
  1,986
  2,534
  5,408
  —
  3,971
  Out of
  Subtier
  Pathfinder Society Scenario #7-13: 
  Captive in Crystal
  ▫ Elemental Saturation (Earth): The Lucent Archive is suffused with powerful elemental energy, and long-term exposure can 
  transform a humanoid’s body. Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this 
  boon to permanently transform yourself into an oread. In doing so, you must retrain any race-related options associated with your 
  original race (e.g. alternate favored class bonuses, race-specific archetypes, and race-specific spells) at no cost. Any of your equipment 
  resizes to Medium size at no additional cost, and if you lost proficiency with a weapon (such as by losing the dwarven weapon training 
  racial trait), you may sell back the weapon at full price. When creating a new 1st-level PC, you may instead spend 10 Prestige Points and 
  check the box that precedes this boon to create an oread PC. 
  If any of your PCs possesses the Oread’s Favor boon, halve the Prestige Point cost of using this boon. In order to use either of the 
  above benefits, you must bring a copy of one of the following rulebooks as if the oread were a legal race permitted on the Additional 
  Resources page: Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary 2, or Pathfinder Campaign Setting: Inner Sea Races. 
  If you are a kineticist, you can select the earth child utility talent (Pathfinder Campaign Setting: Occult Realms 9) as if it appears on the 
  Additional Resources page.
  Expert Negotiator: You managed to out-haggle a genie, and you can use this confidence to impress others. You can cross this boon 
  off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a 
  genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.
  ▫ ▫ ▫ Favor of Lost Spells (Grand Lodge faction): You played a key role in rescuing former Master of Spells Sorrina Westyr. When 
  you would spend Prestige Points to purchase a spellcasting service, you can check one of the boxes that precede this boon to have 
  Sorrina Westyr augment the spell’s power; increase the spell’s effective caster level by 5. When you check the last box, cross this boon 
  off your Chronicle sheet.
  STEEL MEDITATIONS (LEVEL 7 TRANSMUTER)
  This large crystalline disk contains countless, minute inscriptions that trace their way through its interior.
  Opposition School Air
  Value 2,300 gp
  SPELLS
  4th—elemental body I, stone shape, stoneskin
  3rd—gentle repose, protection from energy
  2nd—bear’s endurance, glitterdust, shatter, stone callAPG
  1st—detect secret doors, endure elements, expeditious excavationAPG, magic weapon, stone fistAPG
  PREPARATION RITUAL
  Deep Earth Mysteries (Su) Once per day as a swift action, expend this boon’s effect when you cast one of the following spells on 
  yourself to gain a +2 enhancement bonus to your Strength or Constitution score for the duration of the spell (maximum 20 minutes): 
  elemental body I–IV (earth only), stone fist, or stoneskin. You must prepare at least three spells (not including cantrips) from this 
  spellbook in order to use this boon.
  All Subtiers
  Subtier 8-9
  crysmal gem (functions as an earth elemental gem 
  that summons a Large earth elemental with one 
  slam attack that deals 4d6+10 damage; 2,500 gp, 
  limit 1)
  boots of friendly terrain (underground; 2,400 gp; 
  Advanced Player’s Guide 301)
  cloak of resistance +1 (1,000 gp)
  Steel Meditations (2,300 gp)
  pale blue rhomboid ioun stone (8,000 gp)
  eyes of the eagle (2,500 gp)
  primal crysmal gem (functions as an earth elemental 
  gem that summons a Huge earth elemental with 
  one slam attack that deals 4d8+13 damage; 3,300 
  gp, limit 1)
  brooch of shielding (1,500 gp)
  minor ring of spell storing (18,000 gp)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-13 - Captive in Crystal.pdf