TEXT: ™
  
  ®
  ™
  EchoEs of thE EvErwar, Part Iv:  
  thE faIthlEss DEaD
  Pathfinder Society Scenario 53
  Design: Neil Spicer
  Development: Jason Bulmahn and Joshua J. Frost
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Concept Art House
  Cartographer: Rob Lazzaretti
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Financial Analyst: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 53: Echoes of the Everwar, Part IV: The Faithless Dead is a Pathfinder Society Scenario designed 
  for 7th- to 11th-level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society 
  Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 22 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). 
  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and 
  GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Campaign Setting, Pathfinder 
  Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Society are trademarks of 
  Paizo Publishing, LLC. © 2010 Paizo Publishing, LLC.
  
  3
  EchoEs of thE EvErwar
  The Faithless Dead completes the final chapter of a four-part 
  Pathfinder Society arc called Echoes of the Everwar. It cannot be 
  played until the players have played the first three parts (#36: 
  The Prisoner of Skull Hill, #42: Watcher of Ages, and #44: Terror 
  at Whistledown), which can be played in any order.
  all his wealth in an underground vault within the 
  Necropolis of the Faithful. He also faked his own death, 
  retreating into his tomb of treasure, where he has 
  resided ever since.
  Fifty years ago, however, Zuberi’s connection to 
  his concubines’ rings mysteriously reactivated. With 
  renewed hope, he spent his money consulting every 
  shaman, priest, wizard, or cleric who would listen to 
  him, wanting to know if he could use the connection to 
  the rings to finally lift his curse. An old wizard, a scribe 
  and servant of the Ruby Prince, provided the answer he 
  needed: if he could bring the three rings together again, 
  the wizard could perform a ritual that would undo the 
  curse. Unfortunately, Zuberi no longer knew the location 
  of the rings—so he asked for a second ritual: he wanted 
  the connection’s power increased so he could discern 
  exactly where the bodies of his concubines lay. The 
  wizard warned him that doing so could have unforeseen 
  consequences on the resting places of the rings. But 
  Zuberi did not care and offered great wealth to convince 
  the wizard to do it. And so he did.
  The locations of his concubines confirmed, Zuberi 
  then concocted a plan to find them and bring their 
  remains back to him in Sothis. It took years to make 
  the right connections, through blackmail, sabotage, 
  and assassination, but finally, in 4709 ar, Zuberi found 
  the right person to help him: Venture-Captain Norden 
  Balentiir of the Sothis Pathfinder Lodge. Through 
  planted clues and paid informants, Zuberi secretly 
  convinced Balentiir to commission Pathfinders who 
  would seek out each location, tasked with retrieving the 
  bodies of the concubines and their artifacts as national 
  treasures. These heroes faced horrific challenges at each 
  I
  n 4305 ar, Cheliax initiated a series of imperial 
  conquests which eventually became known as the 
  Everwar. At the same time, an enterprising Osirian 
  named Khalfani Zuberi, who’d made his money buying 
  and selling everything from slaves to weapons for 
  Osirion’s conquerors (the Qadiri), decided the Everwar 
  presented yet another opportunity to expand his wealth. 
  He gave his three most trusted concubines rings which 
  magically fused to their fingers, allowing him to track 
  their status and general direction even as he sent them 
  to three separate locations across the new Chelish 
  frontier so they could manipulate the Everwar’s markets 
  to his advantage. Their untold success brought Zuberi 
  unimaginable wealth, which he put to use finding ways 
  to extend his life and perpetuate his mercantile empire.
  In 4307, Zuberi drank his first sun orchid elixir, a life-
  giving potion which the nation of Thuvia sells only a few 
  of each year to the highest bidder—a position virtually 
  assured by Zuberi’s riches. This renewed his life even as 
  he continued to expand his holdings. In 4350 ar, however, 
  Zuberi met an ill fate on the road to Thuvia to get another 
  sun orchid elixir. A cleric of an Osirian death cult and his 
  hired thugs assaulted Zuberi’s caravan and murdered 
  his servants, slaves, and soldiers. They left Zuberi alive 
  and laid a terrible curse upon him. With its completion, 
  Zuberi felt the power of his concubines’ rings wink out, his 
  connection to them severed. In his horror, he never realized 
  the severed connection also caused their immediate and 
  untimely deaths. Instead, concerned only for himself, 
  Zuberi felt his own limbs grow tired, his bones become 
  brittle, and his muscles go weak. In essence, the weight of 
  his true age took hold again. The cleric of the death cult 
  then justified his curse to Zuberi, blaming his obsession 
  with living—a heresy to most Osirians. And, since Zuberi 
  wanted life so badly, the priest decided he could have it—
  forever. But Zuberi would never again be able to drink the 
  youth-giving sun orchid elixir—instead, he’d spend eternity 
  as an old man.
  The curse also included an overwhelming compulsion, 
  driving Zuberi back to Sothis and making it impossible 
  for him to leave the city. As a result, he collapsed his 
  empire inward, selling off his holdings, and storing 
  EchoEs of thE EvErwar, Part Iv:
  thE faIthlEss DEaD
  By neil SPicer
  
  Pathfinder Society Scenario
  4
  resting place, for the ritual to find the concubines had 
  indeed wrought tremendous damage at each location. 
  But triumphant, the heroes finally returned with the 
  bodies still bearing Zuberi’s rings, and unknowingly 
  providing him the means to lift his curse and return 
  to power.
  The Followers of Almaut
  After receiving all three of the concubines’ remains, 
  Venture-Captain Balentiir had each one laid to rest in 
  the Necropolis of the Faithful amid great fanfare and 
  celebration in the Osirian capital of Sothis. Soon after, 
  however, Zuberi’s minions broke into the sepulcher and 
  stole them away, moving the bodies to his own false tomb 
  so the old wizard could perform the ritual to lift the 
  curse. These actions did not go unnoticed, however.
  Through the ages, the original Osirian death cult 
  also persevered. Known as the Followers of Almaut, each 
  member carries a charge to ensure Zuberi’s punishment 
  endures. Through their divinations, they too sensed the 
  reactivation of the rings—a clear signal the curse could 
  soon end. Unfortunately, the death cultists mistook 
  Venture-Captain Balentiir as an active ally of Zuberi, 
  assuming he knowingly intended to circumvent the 
  curse by sending Pathfinders to find the concubines 
  at his master’s behest. After witnessing the theft of the 
  bodies from the Necropolis of the Faithful, the cultists 
  sent a group of assassins to punish the venture-captain 
  and the heroes who returned them to Sothis. At the same 
  time, another band followed Zuberi’s minions back to 
  his tomb, determined to stop him before he can undo 
  the curse.
  The Faithless Dead
  Among the deceased who eventually face Pharasma’s 
  judgment, true atheists—the faithless dead—impact the 
  very solidity of their souls, disrupting their natural ability 
  to migrate through the Astral Plane to their final reward. 
  Those who reach Pharasma’s Boneyard are locked away 
  in the tombs and graves of her palace to await their fate at 
  the End of Time. But those who resist or flee Pharasma’s 
  judgment remain behind as ghosts or spirits on the 
  Material Plane, hiding themselves in places or objects—
  often emotionally driven to finish some incomplete task.
  Thus did Zuberi’s concubines—Akila, Kamilah, and 
  Meskhenet—come to exist upon their untimely deaths 
  with the severing of their connection to Zuberi. Hiding 
  their spirits within the weapons and objects they once 
  wielded in his service, they now seethe with rage at his 
  continued existence. For they sense the extension of his 
  life as a result of theirs and they’d like nothing more than 
  to go to their reward in Pharasma’s Boneyard—but only 
  if they can take Zuberi with them.
  SUMMARY
  Venture-Captain Norden Balentiir summons the PCs to 
  the Pathfinder Lodge in Sothis to inform them about 
  the theft of the concubine remains from the Necropolis 
  of the Faithful, and to ask their assistance in tracking 
  them down again. However, before the PCs arrive, the 
  death cultists take Balentiir prisoner and lay a trap 
  for them in retaliation for their perceived alliance 
  with Zuberi. Upon defeating the cultists, and either 
  interrogating the survivors or consulting Balentiir, 
  the PCs learn of Zuberi’s curse, his connection to the 
  concubines, and the threat he poses to Osirion and the 
  entire Inner Sea region.
  Balentiir suggests they consult an elder gynosphinx 
  named Sekhmanu to help locate the bodies and 
  learn more about Zuberi before opposing him. After 
  impressing the sphinx with gifts of knowledge and an 
  exchange of riddles, Sekhmanu helps the PCs by casting 
  legend lore on each of the personal items (sword, staff, 
  and wand) that once belonged to the concubines. This 
  process unleashes their spirits, which manifest and 
  impart additional information about Zuberi and his 
  allies. Then the concubines pledge to aid the PCs by 
  leading them to Zuberi. 
  Zuberi’s tomb lies within the Necropolis of the 
  Faithful. To identify the proper entrance leading from 
  his false burial chamber into the deeper passageways 
  of his treasure-laden stronghold, the PCs must solve 
  a simple puzzle of hieroglyphs. Once inside, they 
  discover the slaughtered remains of the second group 
  of death cultists sent to stop him. Making their 
  way past several traps, they then encounter Zuberi’s 
  former slaves and bodyguards, raised from the dead 
  to serve him again. These sentinels exist as living 
  monoliths (a prestige class from Pathfinder Campaign 
  Setting: Osirion, Land of Pharaohs), imbued with ancient 
  powers and protections from the great sphinxes of 
  a bygone age. Winning past these guardians, the 
  PCs then come face to face with an immense ettin 
  with the heads of a jackal and a falcon, a champion 
  partially possessed by Zuberi’s spirit by means of a 
  magic jar spell.
  If the PCs defeat the guardians, they interrupt Zuberi’s 
  wizard before he can complete the ritual, leaving him a 
  frail, dying old man bereft of the life given to him from 
  his concubines. The power of the rings broken, Zuberi 
  withers away, leaving behind only dust and sand.
  Recovered Items
  At the start of this scenario, you should ask each 
  player to show you the chronicle sheet for the three 
  previous adventures in the Echoes of the Everwar series. 
  
  echoeS of the everwar, Part iv: the faithleSS dead
  5
  house prisoners. Now it serves as a storehouse, barracks, 
  and training facility for Pathfinder agents. The grounds 
  inside the walls contain a variety of trees—date palms, 
  sycamores, and tamarisk—all designed to create a small 
  oasis of tranquility in the city.
  The primary structure of the lodge is constructed 
  of fine white limestone blocks. Ceiling height 
  reaches 12 feet in most rooms. The external and 
  internal doors are made of wood, but covered in 
  copper to reinforce them (hardness 5, hp 20, break 
  DC 23). They remain unlocked unless otherwise 
  specified. Common lamps filled with sootless castor 
  oil illuminate each room. And the rooms themselves 
  prove mostly empty since the Followers of Almaut 
  have already slain most of the guards, servants, 
  and Pathfinders. The PCs arrive at night, thereby 
  restricting their vision to dim light conditions, as 
  altered by any light sources they bring with them. 
  Lamps and torches illuminate some parts of the 
  compound as noted in each location’s description.
  1. Courtyard (CR 4)
  The main entrance to the Pathfinder Lodge passes through 
  the double doors of an immense archway towering over the 
  12-foot-high exterior walls surrounding the grounds. The 
  doors stand slightly ajar and unbarred, despite the late hour. 
  Beyond the archway, torchlight illuminates the approach 
  toward a natural garden of shade trees and undergrowth 
  occupying much of the inner courtyard and blocking view of 
  the lodge itself on the far side.
  Upon gaining entrance to the compound, the Followers 
  of Almaut slew the guards and servants who would 
  otherwise be stationed here, dragging their bodies off 
  into the undergrowth of the gardens. A DC 20 Perception 
  check made by PCs that intentionally look through the 
  doors for signs of trouble spot fresh bloodstains on the 
  pavement and signs of struggle.
  Traps: The leader of the cultists cast a glyph of warding 
  over the inner archway, set to trigger when any non-
  follower of their faith passes through. Its activation also 
  warns the cultists at area 2, who hear the sound burst 
  without needing to make a check.
  Glyph of Warding 
  CR 4
  Type magic; Perception 28; Disable Device 28
  EffECTs
  Trigger proximity (glyph of warding—triggered by non-followers 
  of Almaut death cult); Duration instantaneous; Reset none
  Effect spell effect (spell glyph—sound burst, 1d8 points of sonic 
  damage to all creatures within 10 feet, creatures also stunned 1 
  round unless they succeed on a DC 13 Fortitude save)
  Before play begins, make a note for each character 
  detailing whether or not they retrieved the body of 
  the concubine (as noted by the ring checkbox) and the 
  personal item of the concubine in each of the previous 
  adventures (a wand in #36, a staff of swarming insects 
  in #42, and a +1 (or +2) f laming burst keen falchion in 
  #44). Players receive a bonus later in the adventure 
  for each concubine they helped retrieve in a previous 
  adventure. They do not need to have bought the magic 
  item to receive this bonus.
  GETTING STARTED
  Read the following to get the adventure underway:
  Sothis, throne of the pharaohs, and capital of Osirion, is 
  a city rooted in ancient tradition. Of these, perhaps none 
  is more sacred than funeral rights. As such, it came as no 
  surprise when Venture-Captain Norden Balentiir invited 
  you once again to Osirion’s capital for the funerals of three 
  important figures who once played a significant role in 
  their nation’s history—a powerful sorceress named Akila, 
  a warrior-woman called Kamilah, and a lady smuggler 
  known as Meskhenet the Wise. As you were involved with 
  retrieving their remains, Balentiir celebrated your success 
  and asked that you remain after the ceremony, while he 
  continued to study these women in an effort to better 
  understand their—and Osirion’s—past. Weeks passed, 
  allowing you to rest from your recent exploits and enjoy 
  the wondrous city of Sothis, but your vacation ended when 
  Balentiir sent word, asking for your immediate counsel at 
  the Pathfinder Lodge.
  Prior to receiving Balentiir’s summons, the PCs 
  should have had an opportunity to receive the missives 
  from their faction contacts. Each benefactor has kept a 
  close eye on Osirion’s celebration and many have their 
  own questions about the historical significance of the 
  concubines. Since helping to retrieve the remains, 
  the PCs should also have had ample time to purchase 
  and restock any equipment they need in Sothis. Once 
  Balentiir’s messenger departs they should have no 
  trouble reaching the lodge after gathering their things. 
  Since the PCs have been stationed together, they arrive 
  at the lodge as a group.
  AcT 1: ThE PAThfINDER 
  LoDGE
  The Pathfinder Lodge of Sothis has its own unique past. 
  Once a police station, it actually comprises an entirely 
  walled compound with a two-story structure providing 
  access to a series of underground vaults once used to 
  
  N
  e
  Sothis Pathfinder Lodge
  1
  2
  3
  4
  5
  1. Courtyard
  2. Oasis Garden
  3. Lodge Entrance
  4. Common Room
  5. Balentiir’s Office
  One square = 5 feet
  x
  x
  x
  x  Assassin
  down
  up
  N
  e
  Sothis Pathfinder Lodge
  1
  2
  3
  4
  5
  1. Courtyard
  2. Oasis Garden
  3. Lodge Entrance
  4. Common Room
  5. Balentiir’s Office
  One square = 5 feet
  x
  x
  x
  x  Assassin
  down
  up
  Pathfinder Society Scenario
  6
  2. Oasis Garden (CR 8 or CR 10)
  A large garden of sycamore trees dominates this central 
  courtyard. Strung between them, a wooden framework 
  supports a variety of grapevines and hanging plants, obscuring 
  much of the view ahead. Beneath their shade, dark paths wind 
  through the lush undergrowth.
  Servants of the Pathfinder Lodge normally tend this 
  garden oasis, drawing water as necessary from two pools 
  fed by the aqueducts of the River Sphinx to either side. It 
  normally serves as a place of quiet contemplation and rest. 
  At night, however, the garden lies within complete darkness 
  due to the overhead canopy provided by the trees.
  The bodies of two guards and two servants have been 
  hidden in the garden. They can be found with a DC 15 
  Perception check by anyone looking through the bushes. 
  Although they have nothing of value on them, it is obvious 
  from their wounds that they were slain by large blades 
  (such as those carried by the cultists).
  Creatures: Two cultists keep watch over the grounds 
  here, hiding within the foliage. Charged with eliminating 
  any more Pathfinders who approach the lodge, they spend 
  prove especially vigilant. If the sound burst is triggered 
  at the entry, they are immediately aware of intruders; 
  otherwise they must detect them normally. Once aware 
  of intruders, they immediately begin creating blast 
  runes in squares adjacent to them to damage anyone that 
  approaches them. Any damage dealt to the cultists also 
  alerts their comrades at area 4 due to the scrolls of status 
  they used on one another before infiltrating the lodge.
  Tier 7–8 (CR 9)
  Almaut Death Cultists (2) 
  CR 6
  Male human cleric of Almaut 5/fighter 2
  LN Medium humanoid (human)
  Init +1; senses Perception +4
  DEfEnsE
  AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex)
  
  echoeS of the everwar, Part iv: the faithleSS dead
  7
  feats Channel Smite, Combat Casting, Extra Channel, 
  Improved Channel, Scribe Scroll, Stealthy, Toughness, 
  Weapon Focus (scimitar)
  skills Heal +7, Intimidate +10, Knowledge (religion) +7, 
  Linguistics +4, Perception +4, Sense Motive +7, Spellcraft +4, 
  Stealth +6, Survival +7
  Languages Common, Osiriani
  sQ aura, bravery +1
  Combat Gear giant wasp poison (2 doses), potion of cure moderate 
  wounds; Other Gear masterwork breastplate, masterwork 
  dagger, masterwork light crossbow, 10 +1 bolts, masterwork 
  scimitar, silver holy symbol
  Tier 10–11 (CR 10)
  Almaut Death Cultists (4) 
    
  CR 6
  hp 56 each (same as above)
  Rewards: If the PCs defeat the death cultists, reward 
  each tier thusly:
  Tier 7–8:
  Give each player 414 gp.
  Tier 10–11:
  Give each player 827 gp.
  3. Lodge Entrance
  Two sphinx statues flank the approach to the main portico 
  of the Pathfinder Lodge. The windowless, white limestone 
  structure rises two-stories, surrounded on all sides by date 
  palm trees, which stir softly in the nighttime breeze. Three 
  copper-bound doors gleam in the light provided by two oil 
  lamps hung from the portico’s columns.
  Signs of battle mark the steps and support columns of the 
  lodge entrance. A DC 20 Perception check detects the telltale 
  signs of blood from the slain guards dragged inside.
  Development: If the cultists retreat from area 2, they 
  make a final stand here, casting meld into stone to hide 
  within the sphinx statues or stone columns. While 
  concealed, they heal themselves with any remaining 
  spells before emerging to attack again.
  4. Common Room (CR 10 or CR 11)
  Two fireplaces struggle to illuminate this large room, but 
  still manage to highlight a woven tapestry of gold and blue 
  silk dominating the west wall. A couple of damaged tables 
  and broken or overturned chairs fill most of the eastern half 
  of the room. In the northeast corner stands a decorative clay 
  urn, while another lies smashed to the south. Burnished 
  copper-bound doors etched with hieroglyphs mark exits 
  along every wall.
  hp 56 each (5d8+2d10+23) 
  fort +8, Ref +2, Will +7; +1 vs. fear
  OffEnsE
  speed 20 ft.
  Melee masterwork scimitar +10 (1d6+3/18–20), mwk dagger +9 
  (1d4+3/19–20)
  Ranged mwk light crossbow +7 (1d8+1/19–20 plus poison), mwk 
  dagger +6 (1d4+3/19–20)
  special Attacks channel negative energy (3d6, DC 17, 7/day)
  Domain spell-Like Abilities (CL 6th; concentration +9)
   
  6/day—blast rune (1d6+3 energy damage, 6 rounds), bleeding 
  touch (3 rounds)
  spells Prepared (CL 6th; concentration +9)
  3rd—bestow curse* (DC 16), glyph of wardingD* (DC 16), meld 
  into stone
  2nd—death knellD* (DC 15), eagle’s splendor*, hold person (DC 15), 
  spiritual weapon*
  1st—cause fearD (DC 14), cure light wounds (2), deathwatch*, 
  shield of faith*
  0—bleed (DC 13), detect poison, read magic, stabilize
  D domain spell; Domains Death, Rune; *already cast
  TACTICs
  Before Combat Prior to infiltrating the Pathfinder Lodge, each 
  cultist uses a scroll of magic vestment to protect himself and 
  a scroll of status to remain aware of one another’s condition. 
  They also use death knell against the servants and guards they 
  slay. Once alerted by the activation of the glyph of warding at 
  the gate (or after observing anyone bypassing it), they cast 
  deathwatch, eagle’s splendor, and shield of faith on themselves 
  and place blast runes in the squares around them, preparing 
  for an attack.
  During Combat With the power of deathwatch to aid them, the 
  cultists fire poisoned bolts at any PC that avoided damage 
  from the sound burst. Then, they continue sniping at intruders 
  to draw them to the blast runes in front of them. Thereafter, 
  they draw their scimitars and channel negative energy to wear 
  down opponents, trusting in their status effect to warn their 
  colleagues inside the lodge.
  Morale The cultists retreat to area 3 after falling below 20 hit 
  points so they can cast meld into stone and buy time to heal 
  themselves before renewing the attack.
  Base statistics AC 17, touch 11, flat-footed 16; hp 52 
  (5d8+2d10+19); Melee masterwork scimitar +9 (1d6+2/18–20), 
  mwk dagger +8 (1d4+2/19–20); Ranged mwk dagger +6 
  (1d4+2/19–20); special Attacks channel negative energy 
  (3d6, DC 14, 5/day); Domain spell-Like Abilities (CL 5th; 
  concentration +8) 6/dayblast rune (1d6+2 energy damage, 5 
  rounds), bleeding touch (2 rounds); spells Prepared (CL 5th; 
  concentration +8); str 14, Cha 10; CMB +7; CMD 20; skills 
  Intimidate +8
  sTATIsTICs
  str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 14
  Base Atk +5; CMB +8; CMD 21
  
  Pathfinder Society Scenario
  8
  This central chamber serves as a gathering place for 
  Pathfinder trainees and visiting dignitaries wishing to 
  meet with Venture-Captain Balentiir. Much of the room 
  lies in shambles now following the death cultists’ attack. 
  They also locked the door (Disable Device, DC 25) to 
  Balentiir’s office at area 5.
  Traps: The cultists placed a glyph of warding over the 
  double doors marking the eastern entrance as well as the 
  door leading to area 5.
  Creatures: The Followers of Almaut fought a prolonged 
  battle here with the Pathfinder trainees, servants, 
  and guards. After disposing of the bodies in the upper 
  bedrooms, they sealed off the stairs to the lower vaults 
  and occupied themselves by interrogating Balentiir in 
  his office. Now, they wait here for the PCs to arrive so they 
  can put them and Balentiir to death for their assumed 
  alliance with Zuberi.
  Tier 7–8 (CR 10)
  Almaut Death Cultists (3) 
  CR 6
  hp 56 each (see page 6)
  TACTICs
  Before Combat Once alerted by the status effect cast on their 
  comrades outside the lodge, the remaining cultists use meld 
  into stone to retreat into the walls and prepare an ambush (with 
  one or two cultists at each location marked by an X on the 
  map). When the PCs arrive, the cultists cast deathwatch, eagle’s 
  splendor, and shield of faith before emerging to attack.
  During Combat The cultists fight with their scimitars, having 
  applied giant wasp poison to the blades for their initial attack. 
  They also use Channel Smite to empower each blow with 
  negative energy, alternating these attacks with spells or their 
  bleeding touch ability, as necessary.
  Morale Believing the PCs and Venture-Captain Balentiir serve 
  Zuberi, the cultists fight to the death unless subdued.
  Glyph of Warding (2) 
  CR 4
  Type magic; Perception 28; Disable Device 28
  EffECTs
  Trigger proximity (glyph of warding—triggered by non-followers 
  of Almaut death cult); Reset none
  Effect spell effect (spell glyph—bestow curse, DC 16 Will save 
  negates, –4 penalty on attack rolls, saves, ability checks, and 
  skill checks; single target)
  Tier 10–11 (CR 11)
  Almaut Death Cultists (6) 
  CR 6
  hp 56 each (see page 6)
  Glyph of Warding (2) 
  CR 4
  (same as above)
  Rewards: If the PCs defeat the death cultists, reward 
  each tier thusly:
  Tier 7–8:
  Give each player 621 gp.
  Tier 10–11:
  Give each player 1,241 gp.
  5. Balentiir’s Office (CR 3)
  A small oil lamp reveals a bound figure wearing a hood and 
  seated in a chair behind a large wooden desk in this office. 
  Several maps and scrolls lie piled upon a nearby table to the 
  north, positioned across from the open doors of a matching 
  cedar cabinet. The smell of lamp oil fills the air as evidenced 
  by several puddles on the stone floor.
  Venture-Captain Balentiir uses this small space as his 
  office. He keeps files and records on previous Pathfinder 
  missions in the cabinet, which the Followers of Almaut 
  have removed and dipped in lamp oil in preparation of 
  burning the venture-captain’s body in his own office.
  Traps: The cultists placed a glyph of warding around 
  Balentiir to ensure his cooperation. He’s aware of the 
  ward but can do little to warn the PCs since the cultists 
  also gagged him and tied him to his chair before placing 
  the hood over his head. If anyone triggers the glyph, it 
  also sets fire to the lamp oil. This destroys the Pathfinder 
  records and automatically catches Balentiir on fire. Any 
  PCs who stepped across the oil-covered floor may also 
  catch fire unless they succeed on a DC 15 Reflex save. 
  Refer to page 444 of the Pathfinder RPG Core Rulebook for 
  information on the damage incurred by this situation, as 
  well as how to rescue such victims.
  Creatures: Venture-Captain Balentiir is the sole 
  occupant of this room. Tortured and interrogated for the 
  last several hours, he has suffered tremendously at the 
  hands of his captors.
  Venture-Captain norden Balentiir
  hp 112 (currently 25)
  Glyph of Warding 
  CR 3
  Type magic; Perception 28; Disable Device 28
  EffECTs
  Trigger proximity (glyph of warding—triggered by non-followers 
  of Almaut death cult); Reset none
  Effect spell effect (blast glyph—glyph of warding, 3d8 fire damage, 
  DC 16 Reflex save for half damage); multiple targets (all targets 
  within 5 feet of intruder who activates the glyph)
  Development: Once rescued, Balentiir thanks the 
  PCs for saving his life. Even if the PCs don’t manage 
  to capture or interrogate any of the cultists, he can 
  
  echoeS of the everwar, Part iv: the faithleSS dead
  9
  AcT 2: DIvINATIoNS of ThE 
  SPhINx
  Under the advice of Venture-Captain Balentiir, the 
  PCs should next find their way to the Necropolis of the 
  Faithful to consult the elder sphinx, Sekhmanu, about 
  the concubine bodies. Along the way, they may ask their 
  contacts or the local citizens about her as well as the 
  necropolis. Osirion faction PCs gain a +2 circumstance 
  bonus on these checks. Consult the sections below for the 
  results of such inquiries.
  Diplomacy (gather information)—
  Necropolis of the Faithful
  15+ Built on the original grounds of the High Temple of 
  Pharasma, the Necropolis of the Faithful has served as one 
  of Garund’s oldest places of burial for thousands of years.
  20+ Living relatives and servants of those laid to 
  rest in the necropolis often pay their respects to the 
  deceased by leaving gifts and offerings in their memory. 
  Pharasmin priests and their sphinx allies maintain and 
  guard the grounds.
  25+ The Necropolis of the Faithful closes at night, 
  but many have noticed strange, shadowy figures moving 
  among the tombs. The Pharasmins have allayed any fears 
  of undead behind these shadows. But, many speculate 
  about their origin, with some suggesting sphinxes, 
  cultists, or the Pharasmins themselves moving about the 
  tombs for some unknown purpose.
  30+ A recent visitor to the necropolis saw heavily armed, 
  black-garbed priests approach the southern entrance last 
  evening. None wore the markings of a Pharasmin.
  Knowledge (history)—Sekhmanu
  15+ Sekhmanu is a legendary gynosphinx who watches 
  over the tombs of the necropolis, aiding the temple of 
  Pharasma as a potent guardian. She’s provided this 
  service for hundreds of years.
  20+ Sekhmanu loves to collect riddles and knowledge 
  of faraway lands and cultures. Outside of conversing on 
  these subjects, she seemingly resents all other contact. 
  Rumors suggest she feasts on the bodies of those who 
  displease her and adds their bones to the burial chambers 
  of the tombs she guards.
  25+ Sekhmanu is actually an elder sphinx devoted to 
  Pharasma with potent divination abilities. Adventurers have 
  sought her assistance over the years in obtaining information 
  about people (living or dead) and their artifacts.
  30+ An obscure passage in the Pathfinder Chronicles 
  states a group of Pathfinders once aided a sphinx named 
  Sekhmanu hundreds of years ago, rescuing her from a 
  terrible fate.
  provide them with the information he learned from 
  them, and also shares the news about the theft of 
  the concubines’ remains from the Necropolis of 
  the Faithful. Note that if the PCs failed to recover 
  the bodies of any of the concubines in the previous 
  adventures in this series, Balentiir had them recovered 
  at a later date by other Pathfinders. If this is the case, 
  adjust these answers accordingly. He answers their 
  most likely questions as follows:
  Who are these attackers? “They called themselves the 
  Followers of Almaut.”
  Why did they attack you? “They claimed I must be 
  an ally of Khalfani Zuberi, some Osirian merchant they 
  believe poses an extreme danger to the entire region of 
  the Inner Sea. They said he would use the rings from the 
  concubine bodies you retrieved to undo some kind of 
  curse and restore himself to power.”
  Why did you send for us? “The concubine bodies were 
  recently stolen from the Necropolis of the Faithful. Until 
  now, I had no idea who might have done such a thing, but 
  this Khalfani Zuberi they described sounds like he might 
  be our man.”
  What should we do? “Stop him, of course. Get those 
  bodies back and find out who he is and what he wants 
  with them.”
  How will we find him and the bodies? “Do you 
  remember those items you found when you recovered 
  the bodies, right? There’s a sphinx who watches over 
  the Necropolis of the Faithful named Sekhmanu. 
  I will give you the items and you should take them 
  to her. She can divine the location of their previous 
  owners—even if they’re dead. She’s often helped us 
  research such historical artifacts to find the burial 
  places of those who made or carried things we’ve 
  unearthed. But be careful. Sekhmanu’s a little 
  eccentric sometimes. She’ll want to play a bit before 
  she agrees to aid you.” Note that if the PCs have any 
  other items in their possession, you should change 
  this text accordingly. If none of the PCs possess the 
  items, they gain the following: Akila’s wand, which is 
  non-magical, Kamilah’s +1 f laming burst keen falchion 
  (+2 for Tier 10-11), and Meskhenet’s staff of swarming 
  insects (3 charges).
  Mission Notes: If any cultists are captured and 
  interrogated, Qadira faction PCs may also ask them 
  about the secret stronghold of the Followers of Almaut. 
  A successful DC 30 Diplomacy or DC 20 Intimidate check 
  obtains the necessary information, thereby earning the 
  Prestige Award for that mission. Osirion faction PCs 
  who inquire about Isthemes may learn he accompanied 
  the cultists who followed after Zuberi’s minions and 
  the bodies of the concubines. This requires a DC 25 
  Diplomacy check or a DC 20 Intimidate check.
  
  riddlEs of thE sphinx
  Sekhmanu has gathered a variety of riddles over her long 
  lifespan, from simple to complex. She asks the following 
  riddles to test the PCs’ cunning, intellect, and resolve.
  Riddle #1: “The more you take from me, the larger I 
  become.” Answer: A hole.
  Riddle #2: “When nature cries, my walls arise, supporting 
  nothing, stopping nothing, until the light of day, sends me 
  away.” Answer: A fog bank.
  Riddle #3: “Feed me and I live. Give me water and I die.” 
  Answer: Fire.
  Riddle #4: “No sooner am I spoken than I’m broken.” 
  Answer: A promised secret.
  Riddle #5: “I’m the part of a bird that’s not in the sky. I can 
  swim in oceans, yet I’m always dry.” Answer: A shadow.
  Riddle #6: “At night they come without being fetched. By 
  day they are lost without being stolen.” Answer: The stars.
  Riddle #7: “I’m all about, but cannot be seen. I can be 
  captured, but never held. Cannot speak, but can be heard.” 
  Answer: The wind.
  Riddle #8: “What does a man love more than life and 
  fear more than death? The poor have it. The rich require it. A 
  contented man desires it. And all men carry it into the Great 
  Beyond.” Answer: Nothing.
  Pathfinder Society Scenario
  10
  Consulting Sekhmanu (CR 9)
  When the PCs arrive at the Necropolis of the Faithful, 
  the priesthood of Pharasma can direct them to the lair of 
  Sekhmanu. The sphinx makes her home atop the rocky 
  hills and monuments overlooking the tombs and river 
  below. Read or paraphrase the following when the PCs 
  approach the hills.
  A steep climb from the Crimson Canal into the sun-drenched 
  cliffs above Sothis finally reveals the High Temple of Pharasma 
  and the Necropolis of the Faithful. Time-worn monuments 
  and obelisks rise from within like silent sentinels marking the 
  tombs and vaults of ancient Osirion. A challenging roar soon 
  interrupts their quiet vigil, however, as mighty wings lift a 
  creature of frightening ferocity into view. With the body of a 
  lion and the head and torso of an Osirian queen, it perches upon 
  the weathered base of a toppled statue with its claws extended. 
  “Who dares trespass here?” it demands with a guttural snarl. 
  “Speak now! Answer Sekhmanu or test your fate!”
  Despite the sphinx’s bravado, Sekhmanu takes a cat-
  like interest in visitors to her part of the necropolis. As 
  long as the PCs quickly state their purpose, her attitude 
  starts out as Indifferent. Otherwise, she remains 
  Unfriendly. In the course of their discussion, the PCs can 
  sway her to become more helpful if they participate in 
  her game of riddles, or if they offer some historical or 
  cultural knowledge she finds interesting in exchange for 
  her assistance.
  To convince Sekhmanu to aid them, the PCs must 
  improve her attitude to helpful with a Diplomacy 
  skill check. The needed result for doing so starts out 
  as DC 24 if Sekhmanu is indifferent, or DC 29 if she 
  proves unfriendly. The PCs can earn a cumulative +2 
  circumstance bonus on the Diplomacy check for each of 
  Sekhmanu’s riddles they manage to solve. Likewise, if the 
  PCs identify themselves as Pathfinders, they immediately 
  receive an additional cumulative +5 circumstance bonus. 
  Sekhmanu also trades in information, craving news and 
  insight into faraway lands and cultures. Each PC may make 
  a DC 15 Knowledge (geography) or Knowledge (history) 
  skill check to share some new piece of information with 
  the sphinx to gain another cumulative +2 circumstance 
  bonus, as well. If the PCs still fail to convince Sekhmanu, 
  they can return to Balentiir and request his help. This 
  guarantees the sphinx’s support. 
  Creatures: Sekhmanu originally lived thousands of 
  years ago, predating much of Osirion’s history all the way 
  back to the Qadiri occupation of Sothis. Unfortunately, a 
  powerful wizard turned her to stone when she opposed 
  the Qadiri and Sekhmanu weathered the passage of time 
  for centuries as little more than a statue. Several years 
  ago, however, a Pathfinder explorer found and restored 
  her. Since then, she has studied the doctrine of Pharasma 
  in gratitude for her change of fate. In addition, she 
  frequently aids Osirian Pathfinders in their research, 
  but only after making them earn such assistance by 
  honing their wits in a contest of riddles or sharing what 
  knowledge they’ve gained in the course of their travels 
  so she can fill in the historical events and knowledge she 
  missed while petrified.
  sekhmanu 
  CR 9
  Advanced gynosphinx (Pathfinder RPG Bestiary 257, 294)
  hp 126
  sPECIAL ABILITIEs
  Insight of the Oracle (sp) As an esteemed oracle of Pharasma, 
  Sekhmanu may also cast speak with dead and discern location once 
  per day as spell-like abilities, but only when asking questions 
  about those who have died or while trying to locate their physical 
  remains. Sekhmanu must still have seen such creatures or have 
  some item once belonging to them to use this power.
  Manifest Spirits
  After successfully persuading Sekhmanu to aid them, the 
  sphinx casts legend lore on the objects once belonging to 
  Zuberi’s concubines—Akila’s wand, Kamilah’s falchion, 
  and Meskhenet’s staff. If the PCs don’t possess these 
  objects, consider having Balentiir provide them as part of 
  
  spiritual possEssion
  By performing a simple ritual that requires a standard 
  action in combat, PCs holding one of the concubines’ items 
  may summon their spirits to possess them. Each concubine 
  then aids that PC with a variable effect corresponding to 
  their item, as described below. Note that these bonuses 
  are in addition to those granted by the spirits in the fight 
  against Zuberi.
  Akila’s Wand—The sorcery of Akila’s spirit grants the PC she 
  possesses the ability to immediately recall one spell of 3rd level 
  or lower that they just cast once per day as if using mnemonic 
  enhancer. In addition, she grants a protective ward to all PCs 
  within a 10-foot radius centered on the possessed PC which 
  grants a +3 deflection bonus to AC and a +3 resistance bonus 
  on all saving throws for 5 rounds.
  Kamilah’s 
  falchion—The 
  warrior-woman’s 
  rallying 
  presence empowers each PC with a greater heroism effect, 
  granting them a +4 morale bonus on attack rolls, saves, and 
  skill checks, immunity to fear effects, and 12 temporary hit 
  points for the next 12 minutes.
  Meskhenet’s staff—The power of Meskhenet’s spirit 
  provides the PC she possesses the effects of a death ward 
  for 12 minutes. In addition, she grants fast healing 5 to each 
  PC within a 10-foot radius centered on the possessed PC 
  for 5 rounds.
  echoeS of the everwar, Part iv: the faithleSS dead
  11
  What does Zuberi want with your bodies? “He cares 
  nothing for our physical remains. He only desires our 
  rings. They will help him revoke the curse which leaves 
  him aged and infirm. Soon he will restore his youth and 
  reclaim his power.”
  Mission Notes: Andoran faction and Cheliax faction 
  PCs can learn further information about the concubines 
  by agreeing to allow one of them to possess their bodies, 
  as the overlay of senses and memories grants them this 
  insight automatically. Otherwise, Cheliax faction PCs 
  can ask the concubine Meskhenet about her activities 
  in their homeland, if they wish. Or Andoran faction PCs 
  can converse with all three spirits to better understand 
  their historical significance. A DC 20 Diplomacy check 
  garners enough information to earn the Prestige Awards 
  for these missions.
  AcT 3: ZUbERI’S ToMb
  When Zuberi fully understood the limitations of the 
  curse imposed on him by the Followers of Almaut, he 
  despaired he would live out the rest of his days as an 
  invalid, unable to defend against the many enemies he’d 
  made over the years. Feeble and afraid, he collapsed his 
  empire inward so he could commission a large tomb 
  in the Necropolis of the Faithful to hide and protect 
  the collected relics the Pathfinders held for study. Akila’s 
  wand is a nonmagical item she once selected as her arcane 
  focus. Kamilah’s item is a +1 flaming burst keen falchion at 
  Tier 7–8, but the enchantment rises to +2 for Tier 10-
  11. Meanwhile, Meskhenet’s item is a staff of swarming 
  insects. Because the concubines’ spirits also retreated into 
  these objects, Sekhmanu’s spell actually causes them to 
  manifest in the course of her ritual. Read the following to 
  describe this scene:
  Sekhmanu’s chant abruptly ends as the sphinx recoils with a 
  flurry of her wings. Even as she withdraws, an eldritch mist 
  seeps from the items laid before her. “What trick is this?” 
  the sphinx demands, “These artifacts carry faithless spirits 
  within... godless creatures who should have journeyed to the 
  Boneyard long ago!” No sooner has she spoken these words 
  than the pillars of mist coalesce into translucent images 
  of three young women garbed in the raiment of Osirian 
  concubines. Each one bears a distinctive ring upon her hand 
  which glows with an angry red radiance.
  After manifesting, the concubines remain disoriented 
  for a moment before allowing the PCs to question them. 
  They answer all questions in unison, a chorus of voices. 
  The answers to the most likely questions are as follows.
  Who are you? “Akila, Kamilah, and Meskhenet. The 
  concubines of Khalfani Zuberi.”
  Who is Zuberi? “A powerful merchant from long 
  ago. He once ruled a shadow empire of businesses and 
  foreign interests, many coordinated by us. Through 
  them, he became one of the wealthiest men in the world. 
  And he used that wealth to live an unnaturally long life, 
  extending it through magical means with sun orchid elixirs 
  bought in Thuvia.”
  Are you still loyal to Zuberi? “Our loyalty never 
  stemmed from a sense of devotion. He ensured it with 
  these rings. Though they are fused to our bones, they 
  cling to our spirits as well. Through them, we are linked 
  to Zuberi. And he to us.”
  Do you know where your bodies are? “They lie not far 
  from here. In the tombs to the south. We can guide you 
  there if you promise to help us.”
  How can we help you? “Zuberi must die by our hand for 
  us to find rest. We’ll help you if you agree to let us possess 
  your bodies and act through you when you face him.”
  How would your possession work? “You must perform 
  a simple ritual while holding one of our items. Akila can 
  show you. But it will only work once for each of us. That’s 
  because a connection still exists between our spirits and 
  our bodies. We are torn between two places and can only 
  exist here and help you for a short time. You will not lose 
  control during this possession, but we will be able to aid 
  you more directly.”
  
  Zuberi’s Tomb 
  One square = 5 feet
  1
  2
  3
  4
  5
  6
  7 
  8
  S 
  S 
  S 
  S 
  S 
  down 
  down 
  down 
  down 
  down 
  down 
  down 
  up 
  Zuberi’s Tomb 
  One square = 5 feet
  1
  2
  3
  4
  5
  6
  7 
  8
  S 
  S 
  S 
  S 
  S 
  down 
  down 
  down 
  down 
  down 
  down 
  down 
  up 
  N
  e
  N
  e
  Pathfinder Society Scenario
  12
  himself. Then, he spread word he didn’t expect to live 
  much longer and faked his own death, retreating into 
  the safety of the hidden tomb.
  The complex itself consists of a throne room 
  surrounded by images and artistic representations of 
  Zuberi’s former inf luence on Osirion. A false burial 
  chamber completes the illusion of his final resting 
  place; however, a secret passage off the throne room 
  leads deeper underground to Zuberi’s vaults and 
  actual living quarters. The construction of the false 
  tomb uses pink granite, whereas Zuberi’s subterranean 
  retreat relies more on the white limestone used 
  extensively throughout the Necropolis of the Faithful. 
  Except where noted otherwise, ceilings reach a height 
  of only 8 feet and the passageways remain dark and 
  silent. Minor shafts no larger than 6 inches in 
  diameter permeate most of the complex to improve the 
  circulation of fresh air.
  The spirit of Meskhenet the Wise can guide the PCs to 
  the correct tomb. Read the following when they approach 
  the entrance:
  Alabaster steps ascend an elevated platform under the shade 
  of a solid stone roof supported by eight thick columns, each 
  one carved in the likeness of a bearded Osirian councilor. 
  Along the far wall, three sets of golden double-doors await, 
  each inscribed with intricate hieroglyphs.
  Any PCs capable of speaking Osiriani or those who succeed 
  on a DC 20 Linguistics check can decipher enough of the 
  hieroglyphs to recognize its proclamation as the final 
  resting place of Sahib ul-Makam al-Rafi Khalfani Zuberi. 
  The honorific Sahib ul-Makam al-Rafi simply means 
  “Holder of the Eminent Position,” an ostentatious title 
  Zuberi used to refer to himself at the height of his power. 
  The doors remain unlocked and open to reveal sloped 
  passageways descending into the tomb.
  1. Antechamber
  The sloped passageway descends ten feet before opening 
  into a large 35-foot-square chamber. Four decorative clay urns 
  stand beside each entrance along the north wall. To the west, 
  
  echoeS of the everwar, Part iv: the faithleSS dead
  13
  with hardness 5 or greater. Alternatively, a PC outside the pit 
  trap may attempt to hold or stop the secret door from closing 
  with a DC 20 Strength check each round. At Tier 10–11, the 
  chamber also fills with insanity mist, affecting everyone in 
  the corridor and in the pit as soon as the pit opens.
  Tier 7–8 (CR 8)
  Camouflaged spiked Pit Trap 
  CR 8
  Type mechanical; Perception 25; Disable Device 20
  EffECTs
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15, 
  1d4 spikes per target for 1d6+5 damage); DC 20 Reflex avoids; 
  multiple targets (all targets in 40-ft.-long corridor)
  Tier 10–11 (CR 10)
  Camouflaged spiked Pit Trap 
  CR 8
  (same as above)
  Insanity Mist Trap 
  CR 8
  Type mechanical; Perception 25; Disable Device 20
  EffECTs
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay (1 round); 
  multiple targets (all targets in 40-ft.-long corridor and pit trap)
  3. False Tomb
  This 25-foot-square chamber contains a large sarcophagus 
  lying on a raised dais of granite. Its surface includes tracings 
  of gold, carnelian, and black onyx. Four green urns with wax 
  seals rest in each corner.
  Zuberi filled this sarcophagus with the body of a trusted 
  servant named Ramehotep, who perished hundreds of 
  years ago. The servant often posed as Zuberi, as he bears 
  a striking resemblance to the man. Once he has his curse 
  removed, Zuberi plans to resurrect Ramehotep.
  Mission Notes: Cheliax PCs who examine the wax-
  sealed urns can find enough embalming oil to ship back 
  to their faction leader, thereby earning the Prestige 
  Award for that mission.
  4. Concubine Catacombs
  This winding, downward slope enters a 15-foot-by-30-foot hall. 
  To the west, two lines of upright sarcophagi face one another 
  along the north and south walls. To the east lies a diamond-
  shaped table of black basalt, bearing six ornate masks of gold 
  decorated with semiprecious stones.
  an alabaster throne inlaid with gold, lapis lazuli, and carnelian 
  stones sits upon a raised dais flanked by two bronze braziers. 
  The throne overlooks a miniature model of buildings and 
  structures in the center of the room, portraying the city of 
  Sothis. To the south, two statues with the heads of jackals 
  stand with stone glaives in their hands by a huge stone door 
  engraved with the symbol of an all-seeing eye. Hieroglyphs 
  also cover the entire eastern wall, reaching all the way to 
  the chamber’s 20-foot ceiling. The images depict scenes of 
  everyday life in ancient Osirion.
  Zuberi had this anteroom constructed to serve two 
  purposes, namely to impress visitors with his status and 
  wealth, but also to serve as a place for others to honor him 
  by leaving gifts. To say no one thought highly enough of 
  him to do the latter would be an understatement. Instead, 
  Zuberi paid petitioners over the years to deliver food and 
  drink to him in the form of such offerings.
  The symbol on the massive stone door to the south serves 
  as Zuberi’s personal emblem and supposedly identifies 
  his final resting place. Lifting the door requires a DC 20 
  Strength check and it lowers once again unless braced.
  The hieroglyphs on the eastern wall actually mark 
  three separate secret doors. Each set of hieroglyphs 
  corresponds to a different age in Zuberi’s life. The 
  northernmost door has glyphs depicting his childhood. 
  The middle (and most prominent of the scenes) shows 
  Zuberi as a middle-aged man. And the southernmost 
  door displays glyphs of an elderly man. Zuberi chose to 
  hide the entrance to his secret vault behind the last door. 
  It requires a DC 25 Perception check to find each door. An 
  arcane lock secures them (DC 20 Disable Device, hardness 
  8, 60 hp, Break DC 38).
  Mission Notes: Andoran faction PCs who study the 
  miniature model of Sothis can gain insight into the location 
  of buildings and structures used to support the slave trade 
  in ancient Osirion during the Qadiri occupation with a DC 
  15 Knowledge (engineering) skill check. This earns them 
  the Prestige Award for that mission.
  2. Trapped Passageways (CR 8 or 
  CR 10)
  A 40-foot-long hallway extends down a narrow passage, 
  ending at a stone door. The door’s surface bears a bas-relief 
  of an Osirian nobleman holding a scepter of authority.
  Traps: Each of these passageways ends at a seemingly 
  locked false door. Anyone attempting to open any of these 
  doors triggers a deadly pit trap, which also automatically shuts 
  the secret door leading to area 1 unless prevented from doing 
  so with a spike or heavy object weighing more than 5 pounds 
  
  Pathfinder Society Scenario
  14
  This catacomb serves as the final resting place for six of 
  Zuberi’s other concubines. None warranted the honor 
  of Akila, Kamilah, and Meskhenet, but Zuberi had their 
  remains placed here anyway. Now, he worries over the 
  decision to restore them to life by resurrection or curse 
  them with undeath as mummified guardians. A secret 
  door (DC 25 Perception check to find) lies hidden in the 
  northeast corner.
  Mission Notes: Taldor PCs who take one of the 
  concubine masks from the table can fulfill the Prestige 
  Award for that mission.
  5. Hall of Servants
  This 50-foot-long corridor contains several dark alcoves. 
  On the floor between them lie six black-garbed figures, 
  surrounded by scattered weapons and a pool of blood.
  This hall contains nine upright sarcophagi that once 
  contained the remains of Zuberi’s devoted bodyguards, 
  mummies charged with preventing anyone from going 
  any farther into Zuberi’s sanctum. The last sarcophagus 
  to the north hides a secret door (DC 25 Perception check 
  to find).
  Creatures: The second team of death cultists met their end 
  in this passageway, cut down by Zuberi’s mummy and living 
  monolith guardians. A DC 15 Perception check notices one 
  of these cultists still lives (stable at –3 hit points). If healed 
  and made conscious, he reveals himself as Isthemes, the 
  nephew of Amenopheus, the Sapphire Sage. If the PCs share 
  their intention to find Zuberi and end his threat, Isthemes 
  describes the mummies and living monolith guardians to 
  them, explaining that he saw the living monoliths leave this 
  chamber before losing consciousness, heading to the north 
  through a hidden door.
  Tier 7–8 (CR 10)
  Mummies (6) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210)
  Tier 10–11 (CR 11)
  Advanced Mummies (6) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 210, 294)
  Mission Notes: Osirion faction PCs who ensure 
  Isthemes survives may further convince him to 
  abandon the Followers of Almaut with a DC 20 
  Diplomacy check, thereby gaining the Prestige Award 
  for that mission. Qadiri PCs may also interrogate 
  Isthemes about the stronghold used by the Followers of 
  Almaut, learning its location with a DC 20 Diplomacy 
  or Intimidate check and earning the Prestige Award 
  for that mission.
  6. Treasure Vault (CR 10 or CR 11)
  Eight stone columns support the 30-foot-high vaulted ceiling 
  in this massive square chamber. Between them lies a sunken 
  floor filled with treasure encompassing several piles of coins, 
  ornate chests, art and trade goods, arms and armor, and 
  even a gilded chariot. To the south stands a set of bronze 
  double doors engraved with the image of a single eye. These 
  doors stand open, but a shimmering field of faint blue light 
  stands between them. In the chamber beyond, you can see a 
  strange black vault in which a mysterious and horrific ritual 
  is underway.
  When Zuberi cashed in the accumulated wealth of his far-
  flung merchant empire, he placed it within his tomb to 
  keep it close at hand. And, since the reactivation of his 
  concubines’ rings, he’s spent half that fortune on the 
  rituals to locate their bodies, plant information to ensure 
  the Pathfinders would retrieve them, resurrect his most 
  loyal servants, and surround himself with guardians 
  while he undergoes the arcane process to end his curse. 
  Even then, the vault still holds an amazing amount of 
  riches. The treasure-filled area between the support 
  columns acts as difficult terrain for anyone attempting 
  to cross it.
  While Zuberi is physically in area 7, his spirit it here. 
  The ritual to restore his youth is underway and it is 
  a delicate process. The wizard performing the ritual 
  had to cast Zuberi’s spirit out of his body or it would be 
  destroyed by the dangerous magic at work. While the 
  ritual is underway, his spirit resides within one head of 
  an ettin guardian that waits in this room. Should that 
  body be destroyed, Zuberi’s spirit would be forced back 
  into his real body, ruining the ritual as noted in area 7. 
  The doorway to area 7 is blocked by a wall of force, but 
  that barrier is shattered if Zuberi is forced to return to 
  his body.
  Creatures: Zuberi keeps his most powerful guardians 
  here to watch over his treasure vault. More recently, 
  he entrusted them to guard the doors granting access 
  to the ritual chamber at area 7. They attack as soon as 
  anyone enters.
  The spirits of the three concubines manifest 
  themselves at the very start of this fight, each one 
  pointing at the ettin and calling out Zuberi’s name, 
  before swirling around the PCs and vanishing into their 
  chosen item. See the sidebar on page 11 for details on the 
  benefits of the PCs allowing themselves to be possessed 
  by one of the spirits. 
  
  echoeS of the everwar, Part iv: the faithleSS dead
  15
  Tier 7–8 (CR 11)
  Zuberi-Possessed Ettin 
  CR 9
  Male ettin (possessed by rogue 10)
  LE Large humanoid (giant)
  Init +0; senses low-light vision; Perception +12
  DEfEnsE
  AC 19, touch 9, flat-footed 19 (+2 armor, +8 natural, –1 size)  
  (+3 dodge vs. traps)
  hp 73 (10d8+28)
  fort +5, Ref +7, Will +3; +3 vs. traps
  Defensive Abilities evasion, trap sense +3, improved uncanny dodge
  OffEnsE
  speed 40 ft.
  Melee 2 mwk flails +13/+13/+8/+8 (2d6+6)
  Ranged 2 javelins +6/+1 (1d8+6)
  space 10 ft.; Reach 10 ft.
  special Attacks sneak attack +5d6, superior two-weapon fighting
  Rogue spell-Like Abilities (CL 10th; concentration +13)
   
  3/day—read magic
   
  2/day—magic missile
  TACTICs
  Before Combat Zuberi gives the ettin a potion of false life to drink 
  before standing guard outside the ritual chamber.
  During Combat Under the influence of Zuberi’s possessing spirit, 
  the ettin holds back while the living monoliths engage PCs first, 
  casting magic missile or throwing javelins instead. Zuberi then 
  readies the ettin’s flails and directs him into flanking situations 
  where he can use his sneak attacks to maximum effect.
  Morale Zuberi forces the ettin to fight to the death.
  Base statistics CE Large humanoid (giant); Init +3; AC 18, touch 8, 
  flat-footed 18; hp 65; fort +9, Ref +2, Will +5; Defensive Abilities 
  none; Ranged 2 javelins +5 (1d8+6); special Attacks superior 
  two-weapon fighting; spell-Like Abilities none; Dex 8, Int 6, Wis 
  10, Cha 11; CMD 23; feats Cleave, Improved Initiative, Improved 
  Overrun, Iron Will, Power Attack; skills Handle Animal +8, 
  Perception +12; Racial Modifiers +4 on Perception; Languages 
  pidgin of Giant, Goblin, and Orc
  sTATIsTICs
  str 23, Dex 10, Con 15, Int 17, Wis 11, Cha 16
  Base Atk +7/+2; CMB +14; CMD 24
  feats Leadership, Magical Aptitude, Point-Blank Shot, Precise 
  Shot, Vital Strike, Weapon Finesse
  skills Acrobatics +4 (+8 jump), Appraise +16, Bluff +16, Diplomacy 
  +16, Intimidate +16, Knowledge (arcana) +8, Knowledge 
  (geography) +6, Knowledge (history) +12, Knowledge (local) +10, 
  Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge 
  (planes) +6, Knowledge (religion) +6, Linguistics +10, Perception 
  +12, Sense Motive +13, Sleight of Hand +9, Spellcraft +10, 
  Stealth +5, Use Magic Device +20
  Languages Common, Draconic, Giant, Kelish, Osiriani, Sphinx, 
  Terran, Vudrani
  sQ rogue talents (bleeding attack* +4, combat trick, major magic, 
  minor magic, opportunist), trapfinding, trap sense +3
  Combat Gear potion of false life (already drank); Other Gear 
  leather armor, masterwork flails (2), javelins (4)
  sPECIAL ABILITIEs
  superior Two-Weapon fighting (Ex) Due to his partial possession 
  of only one of the ettin’s heads, Zuberi still gains access to its 
  superior two-weapon fighting style. As such, the ettin can still 
  fight with a flail or javelin in each hand and, because each head 
  controls one arm, the ettin does not take a penalty on attack or 
  damage rolls for attacking with two weapons. Zuberi can also 
  apply his combat feats and sneak attack abilities to the attacks 
  controlled by his head.
  Enlarged Living Monolith Guards (4) 
  CR 5
  Male human fighter 5/living monolith 1
  N Large humanoid (human)
  Init +1; senses darkvision 60 ft.; Perception +6
  DEfEnsE
  AC 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –1 size)
  hp 62 each (5d10+1d8+31)
  fort +7, Ref +2, Will +4; +2 vs. death effects, mind-affecting 
  effects, and saves against negative levels, +1 vs. fear
  OffEnsE
  speed 30 ft.
  Melee mwk falchion +11 (2d6+9/18–20)
  Ranged javelin +5 (1d6+4)
  space 10 ft.; Reach 10 ft.
  spell-Like Abilities (CL 6th; concentration +5)
   
  3/day—enlarge person
  TACTICs
  Before Combat Each living monolith drinks a potion of darkvision 
  and a potion of false life to prepare itself while standing guard 
  during Zuberi’s ritual.
  During Combat At the first sign of trouble, the living monoliths 
  invoke their enlarge person ability to grow to Large size, then 
  wade into melee, wielding their falchions two-handed for 
  maximum cleaving power.
  Morale The living monoliths fight to the death, trusting in Zuberi 
  to raise them once more if they prove themselves worthy.
  Base statistics Medium humanoid (human); Init +2; senses 
  Perception +6; AC 19, touch 12, flat-footed 17; Melee mwk 
  falchion +11 (2d4+7/18–20); Ranged javelin +7 (1d6+3); str 17, 
  Dex 14
  sTATIsTICs
  str 19, Dex 12, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +10; CMD 21
  feats Cleave, Endurance, Iron Will, Power Attack, Toughness, 
  Weapon Focus (falchion), Weapon Specialization (falchion)
  skills Acrobatics +5, Climb +6, Intimidate +5, Knowledge 
  (engineering) +5, Knowledge (history) +5, Knowledge (religion) +5, 
  Linguistics +4, Perception +6, Sense Motive +5, Survival +5
  Languages Common, Osiriani, Sphinx
  sQ armor training +1, bravery +1, ka stone, weapon training 
  
  Pathfinder Society Scenario
  16
  (heavy blades) +1
  Combat Gear potion of cure moderate wounds, potion of darkvision 
  (already drank), potion of false life (already drank); Other Gear 
  +1 breastplate, javelins (3), masterwork falchion
  sPECIAL ABILITIEs
  Ka stone (su) During his induction, a living monolith receives an 
  engraved scarab stone in his forehead. This stone is inscribed on its 
  inner side with the monolith’s true name and oaths to the gods and 
  pharaohs. It cannot be removed without his permission, cannot be 
  dispelled (though it ceases functioning in areas where magic does 
  not work), and does not use a magic item slot. The ka stone tightly 
  binds the monolith’s mind and spirit to his body, providing him 
  with a +2 bonus on saves against negative levels, negative energy, 
  death effects, and mind-affecting effects. A living monolith can 
  also invoke the power of his ka stone three times per day as a swift 
  action, enabling him to grow in size as if using enlarge person (even 
  if he is not a humanoid).
  Tier 10–11 (CR 12)
  Zuberi-Possessed Ettin 
    
  CR 9
  hp 73 (see page 15)
  TACTICs
  Before Combat Zuberi gave the ettin a potion of false life to drink 
  before standing guard outside the ritual chamber.
  During Combat Under the influence of Zuberi’s possessing 
  spirit, the ettin holds back while the living monoliths engage 
  PCs first, casting magic missile or throwing javelins instead. 
  Then, Zuberi readies the ettin’s flails and directs him into 
  flanking situations where they can use Zuberi’s sneak attacks 
  to maximum effect.
  Morale Zuberi forces the ettin to fight to the death.
  Enlarged Living Monolith Guards (6) 
  CR 5
  hp 62 each (see page 15)
  TACTICs
  Before Combat Each living monolith drinks a potion of darkvision 
  and a potion of false life to prepare itself while standing guard 
  during Zuberi’s ritual.
  During Combat At the first sign of trouble, the living monoliths 
  invoke their enlarge person ability to grow to Large size, then 
  wade into melee, wielding their falchions two-handed for 
  maximum cleaving power.
  Morale The living monoliths fight to the death, trusting 
  in Zuberi to raise them once more if they prove 
  themselves worthy.
  Developments: When the ettin possessing Zuberi 
  is defeated, his spirit screams as it departs the corpse 
  and f lies through the air, shattering the wall of force 
  between this area and area 7 before returning to its 
  body and ruining the ritual. See area 7 for the full 
  effects of this occurrence.
  Treasure: While treating with Zuberi, his wizard (see 
  area 7) secretly stole away most of the real treasure in 
  this chamber, teleporting it with him after each visit 
  while placing and manipulating a permanent image to 
  hide his theft (DC 20 Will save to disbelieve).
  Mission Notes: Taldor PCs should find any of the living 
  monoliths’ ancient falchions suitable for meeting their 
  faction leader’s request. Osirion PCs can do the same by 
  removing a ka stone from one of the slain guardians with 
  a DC 15 Heal check.
  Rewards: If the PCs defeat Zuberi and his guardians, 
  reward each tier thusly:
  Tier 7–8:
  Give each player 729 gp.
  Tier 10–11:
  Give each player 1,066 gp.
  
  echoeS of the everwar, Part iv: the faithleSS dead
  17
  7. Ritual Chamber
  If the PCs gaze into this chamber while fighting the minions 
  in area 6, read or paraphrase the following to them. 
  Beyond the shimmering doorway, you can see a large chamber 
  carved from black basalt and white marble. On the far side of 
  the chamber, behind a wall of iron bars, sits a wizened old 
  man in front of three long, human-shaped bundles, holding a 
  glowing green gem aloft with his eyes closed. In front of him 
  is a mage, chanting and casting handfuls of dust into the air 
  while performing an intricate ritual.
  Thirty feet overhead, carved arches resembling 
  immense pharaohs support the ceiling of this large 
  chamber with their outstretched arms. Beneath them 
  sits a rounded dais with two bronze braziers and a low 
  stone bench covered in hieroglyphs. Black basalt and 
  white marble tiles lead toward it, their polished surface 
  reflecting the brazier’s shimmering flames. Three evenly 
  spaced bundles lie on the floor, wrapped in burial shrouds. 
  Trickling water also echoes from an in-wall fountain to 
  the east. A single door leads west.
  Originally, Zuberi expected to use this chamber as a 
  secret hall from which to manage his far-flung empire 
  while in exile. But, as he continued to deal with the ailments 
  and limitations of his advanced age, he abandoned that 
  idea and the chamber has lain fallow ever since.
  Now, however, Zuberi has repurposed the room into 
  a ritual chamber for the ceremony to lift his curse. The 
  shrouded figures on the floor are the bodies of his former 
  concubines, and the hieroglyphs on the stone bench serve 
  to further magnify the ritual.
  Creatures: When the PCs arrive in area 6, they can 
  see Khalfani Zuberi in this chamber sitting on the low 
  stone bench atop the dais. He holds a large gemstone as 
  the receptacle for the magic jar spell used to safeguard his 
  soul through the ritual. His wizard ally, a sage in service 
  to the Ruby Prince, keeps his attention on the intricacies 
  of the casting, unable to respond to an interruption 
  without risking greater harm to himself. In addition to 
  the wall of force, a barrier of iron bars (hardness 10, 60 hp, 
  Break DC 28) surrounds the ritual area, rising from the 
  floor to the ceiling.
  When the ettin in area 6 is defeated, the spirit of Zuberi 
  is forced to return to its body, ruining the ritual. The 
  wall of force is shattered and the spirit returns to circle 
  around its body. Once the PCs finish the fight and enter 
  this room, proceed with the development section. The 
  moment the ettin is slain, the wizard conducting the 
  ritual cries out in pain and the ritual is spoiled—he 
  then promptly casts teleport to escape. Should the PCs 
  find a way into this chamber before slaying the ettin, the 
  wizard flees, causing the ritual to fail. This does not slay 
  the ettin, but it does cause it to become shaken for the 
  rest of the combat. Should the PCs manage to slay Zuberi 
  before his spirit returns, the ettin immediately withers 
  and dies, taking Zuberi’s soul along with it.
  Khalfani Zuberi 
  CR 1
  Male old human rogue 10
  LE Medium humanoid (human)
  Init –5; senses Perception +8
  DEfEnsE
  AC 10, touch 7, flat-footed 10 (+2 armor, +2 deflection, –5 Dex, 
  +1 natural) (+3 dodge vs. traps)
  hp 10 (10d8–50)
  fort –2, Ref automatically fails, Will +3; +3 Ref vs. traps
  Defensive Abilities evasion, trap sense +3, improved uncanny dodge
  OffEnsE
  speed 0 ft. (cannot move)
  Melee none (cannot move)
  special Attacks sneak attack +4d6
  Rogue spell-Like Abilities (CL 10th; concentration +13)
   
  3/day—read magic
   
  2/day—magic missile
  TACTICs
  Before Combat To prepare for the ritual, Zuberi spirit inhabits the 
  ettin in area 6, freeing him from this crippled body.
  During Combat Zuberi’s physical body is too weak to move or 
  take any action, other than mental ones, such as controlling the 
  ettin with his detached spirit.
  Morale Unwilling to give up his bid for youth and vitality, 
  Zuberi fights to the death in the body of the ettin. If forced 
  to return to this body, it promptly begins to die, as noted 
  in Development.
  Base statistics Without his bear’s endurance and false life, Zuberi’s 
  stats are hp 45; Con 6.
  sTATIsTICs
  str 1, Dex 1, Con 1, Int 17, Wis 11, Cha 16
  Base Atk +7/+2; CMB +2; CMD –3
  feats Leadership, Magical Aptitude, Point-Blank Shot, Precise 
  Shot, Toughness, Vital Strike, Weapon Finesse
  skills Acrobatics +5, Appraise +16, Bluff +16, Diplomacy +16, 
  Intimidate +16, Knowledge (arcana) +8, Knowledge (geography) 
  +6, Knowledge (history) +12, Knowledge (local) +10, Knowledge 
  (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, 
  Knowledge (religion) +6, Linguistics +10, Perception +8, Sense 
  Motive +13, Sleight of Hand +10, Spellcraft +10, Stealth +10, Use 
  Magic Device +20
  Languages Common, Draconic, Giant, Kelish, Osiriani, Sphinx, 
  Terran, Vudrani
  sQ rogue talents (bleeding attack* +4, combat trick, dispelling 
  attack* [CL 10th], major magic, minor magic), trapfinding, trap 
  sense +3
  Combat Gear potion of bear’s endurance (already drank), potion of 
  displacement, potion of false life (already drank), wand of acid 
  
  Pathfinder Society Scenario
  18
  arrow (21 charges), wand of enervation (9 charges); Other Gear 
  amulet of natural armor +1, bracers of armor +2, +1 flaming 
  shortsword, +1 light crossbow, 10 +1 bolts, 2 screaming bolts, ring 
  of protection +2.
  Development: As soon as the ettin is defeated, Zuberi’s 
  spirit returns to float around its body. This ruins the 
  ritual and causes the wizard to flee. When the PCs finish 
  the fight and enter this area, read or paraphrase the 
  following to them.
  The spirit that inhabited the ettin swirls around the body of 
  an ancient, wizened man. With a silent scream it soars high 
  through this arched chamber before diving back into the 
  man’s toothless maw. In an instant, his body begins to wither, 
  appearing to age even further, if that is possible. In sections, 
  his flesh turns to sand, his hair to dust, his bones to ash. He 
  crumbles before your eyes, leaving little behind aside from 
  the riches and wealth that he valued above all else. 
  The ritual to free Zuberi from his curse was only 
  partially complete. While it lifted the undying curse, 
  it had not yet repaired his body to the point where his 
  spirit could inhabit it. When the two rejoined, his body 
  promptly turned to its true age and he was destroyed. 
  PCs carrying any of the concubine’s chosen objects 
  feel a pull toward the corresponding body arrayed on the 
  floor in front of Zuberi’s remains. When the items are 
  returned to the bodies, the spirits of the concubines leave 
  the objects and return to their forms, allowing them 
  finally to find peace. Each one smiles in appreciation as 
  they pass from this world.
  Finally, allow any members of the Osirion faction to make 
  a DC 35 Perception check. Anyone who succeeds can’t be sure, 
  but they’re relatively certain the wizard tending to Zuberi’s 
  ritual was none other than Amenopheus, the Sapphire Sage 
  and the leader of the Osirion faction in Absalom.
  Treasure: For Tier 10–11 only, the PCs also find a robe of 
  scintillating colors with Zuberi.
  Rewards: If the PCs defeat Zuberi, reward each tier 
  thusly:
  Tier 7–8:
  Give each player 2,672 gp.
  Tier 10–11:
  Give each player 4,922 gp.
  8. Zuberi’s Bedroom
  This tidy room apparently serves as a bedroom. Bookshelves 
  line the north and east walls, while a desk and chair take 
  up the southwest corner. Just past the bed to the north lies 
  another small door.
  Zuberi used this room as his resting place for hundreds 
  of years. The bookshelves contain several ancient scrolls 
  and treatises. The northern door leads to a small privy.
  Mission Notes: Qadira faction PCs should take 
  immediate interest in Zuberi’s bookshelves. A search of 
  the books and scrolls turns up the fire-etched tablet of 
  Sarenrae with a DC 25 Perception check, thereby earning 
  them the Prestige Award for that mission.
  coNcLUSIoN
  After the PCs deal with Zuberi, they report back to 
  Venture-Captain Balentiir. The discovery of Zuberi’s 
  treasure vaults leads the Osirians to quickly move in and 
  reclaim any of his wealth left behind. Balentiir heralds the 
  PCs as the heroes of Sothis and plans a grand party at the 
  Sothis Pathfinder Lodge in their honor. Many influential 
  and powerful Sothis citizens attend, and the PCs are 
  encouraged to regale the crowd with their tale of finding 
  the concubines and then rescuing them once more.
  Meanwhile, the Followers of Almaut (not completely 
  destroyed by this debacle) recede into hiding once more, 
  at least content that Zuberi is dead and not once more the 
  power-hungry maniac he was in years past.
  fAcTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who 
  learn more about the concubine’s history in Act 2 earn 1 
  Prestige Award. PCs from the Andoran faction who also 
  obtain the location of the slave pens and auction houses 
  of ancient Osirion in Act 3 earn 1 bonus Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  learn the full scope of Meskhenet’s activities in Cheliax 
  during Act 2 earn 1 Prestige Award. PCs from the Cheliax 
  faction who also obtain a sample of the embalming fluids 
  in Act 3 earn 1 bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  obtain a ka stone from of the living monoliths in Act 3 
  earn 1 Prestige Award. PCs from the Osirion faction who 
  also persuade Isthemes to abandon the cult of Almaut in 
  Act 3 earn 1 bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who 
  obtain the fire-etched tablet of Sarenrae from Zuberi’s 
  bedroom in Act 3 earn 1 Prestige Award. PCs from the 
  Qadira faction who also successfully learn the location 
  of the Almaut cultists’ stronghold in Act 1 or Act 3 earn 1 
  bonus Prestige Award.
  Taldor Faction: PCs from the Taldor faction who 
  acquire an ancient falchion from Zuberi’s guardians in 
  Act 3 earn 1 Prestige Award. PCs from the Taldor faction 
  who also take one of the ornate masks from the concubine 
  catacombs in Act 3 earn 1 bonus Prestige Award.
  
  echoeS of the everwar, Part iv: the faithleSS dead
  19
  Servant of the Majestrix,
  It sickens me to send you into the heart of Osirion again, but I must console myself 
  knowing you’ll likely wilt in their summer heat. Remember to drink lots of water.
   
  While there, I want you to learn more about these concubine remains. Apparently, 
  they retrieved one of the bodies from the Collapsed Halls here in Cheliax and I want 
  to know why it was there in the first place. It angers me to know the Osirians once 
  dabbled in our past. So learn more about their history here and report back to me.
   
  In addition, the Osirians apparently interred the concubine bodies in the 
  Necropolis of the Faithful. The embalming oils they use there have some rather 
  unique properties. Procure a sample for me. And don’t spill it! Or I’ll have someone 
  spill your blood!
  Champion of Liberty,
  I hope my letter finds you well after your return to Osirion. Venture-Captain Balentiir put on 
  quite a show interring the bodies of those ancient concubines you helped retrieve. Congratulations 
  on a job well done. I can’t say we fully understand their significance yet. So find out what more you 
  can about their history and send that information back to me.
   
  Also, we’re attempting to learn more about the slave trade during the height of Osirion’s 
  occupation by the Qadiri—specifically the location of the auction houses and holding pens they 
  used. Unfortunately, the Osirians have done all they can to erase records of Qadira’s influence 
  from those days. If you get a chance to examine any of the old ruins or records, I’d appreciate any 
  insight you can lend us.
     
  For Freedom,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Be Safe My Sweet,
  
  Pathfinder Society Scenario
  20
  Servant of the Satrap,
  It appears the Osirians recently laid to rest the remains of some 
  important figures from their past. Our spies inform me one of them—a 
  concubine named Meskhenet—worked for a man named Zuberi who used 
  to collect tribute for the Qadiri when we occupied Osirion hundreds of 
  years ago. The scrolls of Al-Bashir mention this Zuberi had a fire-etched 
  tablet of Sarenrae’s earliest doctrine predating the writings contained in 
  her holy book, The Birth of Light and Truth. He never sent this tablet 
  back to Qadira before his death. If you should discover any evidence of 
  it, bring it to us.
  In addition, I also understand the death cult of Almaut is active once 
  more in Sothis. Their religious doctrine has Keleshite roots and we 
  thought we had eliminated them. If you should run across any of their 
  members, I expect you to capture and interrogate them about their 
  stronghold’s location and report back to me.
  Sincerely, 
  Pasha Muhlia Al-Jakri
  Qadira Faction Handout
  x
  Favored of the Forthbringer,
  Since laying to rest the bodies you helped return to Osirion, strange things have 
  occurred at the Necropolis of the Faithful. Sekhmanu the sphinx described the 
  appearance of living monoliths—guardians who once served her kind—but they 
  have since retreated into the tombs, obviously owing their allegiance to someone or 
  something else. We’d like you to bring back one of the ka stones these warriors wear 
  on their foreheads so we can study them.
   
  Also, equally disturbing, my own nephew, a knowledgeable son of Osirion named 
  Isthemes, has forsaken his studies and involved himself with a death-obsessed cult 
  known as the Followers of Almaut. He took an especial interest in the return of the 
  remains buried at the necropolis and I fear the cult may be involved. Please find 
  him and persuade him to abandon his folly and return home.
  Osirion Faction Handout
  For the Ancestors,
  Amenopheus, The Sapphire Sage
  
  echoeS of the everwar, Part iv: the faithleSS dead
  21
  Hero of Taldor!
  I envy your opportunity to trod the sandy streets of Sothis 
  once again. Your service to the Empire certainly takes 
  you to some of the most interesting places Golarion has to offer. Along 
  those lines, a recent conversation ensued between myself and one of the 
  imperial scholars about the nature and cut of Osirian falchions from 
  the 4300’s. If you could acquire one and ship it back to Taldor, it would 
  help settle our dispute.
  Also, one of my mistresses informed me we’re invited to a masquerade 
  ball at the Imperial Palace. She has her heart set on wearing something 
  more exotic and eye-catching than the everyday costumes the other 
  courtesans will have. I’ve heard the concubines of Osirian pharaohs and 
  nobles often wore ornate masks as decoration. If you could find one for 
  me, I’d be most grateful.
  Taldor Faction Handout
  Glory to Taldor!
   Baron Jacquo Dalsine
  
  The new Pathfinder Roleplaying Game Advanced Player’s Guide offers six new character classes, tons 
  of options for Core Rulebook characters, new feats, prestige classes, magic items, and more than 300 
  pages of new material designed to advance your Pathfinder characters to the next level!
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2010, Paizo Publishing, LLC.
  Meet the Class of 2010
  Advanced Player’s Guide • August 2010
  ™
  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, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, 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.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 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 by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  system Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder society scenario 53: Echoes of the Everwar, Part IV: The faithless Dead. © 2010, Paizo Publishing, 
  LLC; Author: Neil Spicer.
  
     
  ☐ Hero of Sothis: You have twice rescued artifacts of important significance for the nation of 
  Osirion. The Ruby Prince himself grants you a one-use magic item known as the amulet of glory. 
  You may call upon the powers of this amulet once when making an initiative check to receive a 
  +10 bonus on that check. Once used, the amulet dissolves to dust and is no longer usable, and 
  you should place a line through this entry on the chronicle sheet. You may only receive this 
  reward if you have played all four parts of the Echoes of the Everwar arc.
  Amulet of natural armor +1 (2,000 gp)
  Bracers of armor +2 (8,000 gp)
  +1 flaming shortsword (8,310 gp)
  Giant wasp poison (Limit 10; 210 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of displacement (750 gp)
  Ring of protection +2 (4,000 gp)
  Screaming bolt (Limit 2; 267 gp)
  Wand of acid arrow (21 charges) (Limit 1; 1,890 gp)
  Wand of enervation (9 charges) (Limit 1; 3,780 gp)
  Giant wasp poison (Limit 20; 210 gp)
  Robe of scintillating colors (27,000 gp)
  7–8
   
  Player name  
  A.K.A.
   
  Character name 
  Pathfinder society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  subtotal
  GOLD
  Gold spent
  subtotal
  Items Bought
  Items sold
  final PA Total
  final XP Total
  Prestige Award
  EXPERIEnCE
  GP Gained (GM OnLY)
  PA Gained (GM OnLY)
  start GP
  starting PA
  starting XP
  subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This scenario.
  —
  TIER
  TIER
  Items sold / Conditions Gained
  Items Bought / Conditions Cleared
  10–11
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  7–8
  10–11
  4,436
  8,056
  Scenario 53:  
  Echoes of the Everwar, Part IV: 
  The Faithless Dead
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 1/Scenario 1-53 Echoes of the Everwar, Part IV - The Faithless Dead.pdf