TEXT: By Isabelle Lee
  OATH OF THE OVERWATCHED
  PATHFINDER SOCIETY SCENARIO #9–17 
  TIER 5–9
  
  Pathfinder Society Scenario #9–17: Oath of the 
  Overwatched 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 Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Isabelle Lee
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing and Teresa Guido
  Cartographer • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
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  Senior Editor • Christopher Carey
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  Lacy Pellazar, and Jason Tondro
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  Adam Vick
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
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  Pathfinder Society Scenario #9–17: Oath of the Overwatched © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  GM ResouRces
  Oath of the Overwatched makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 5, 
  Pathfinder RPG Occult Adventures (OA), and Pathfinder RPG Ultimate Magic (UM). All rules referenced 
  in this adventure are available in the free online Pathfinder Reference Document at paizo.com/prd.
  Table of Contents
  Oath of the Overwatched .   .   .   .   .   .   .  3
  Handouts  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 22
  Appendix  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 24
  Chronicle Sheet  .   .   .   .   .   .   .   .   .   .   .   . 27
  
  Isle of Kortos
  • Absalom
  Absalom
  3
  connections. One of the family’s risky allegiances created a 
  permanent connection between the museum and the Shadow 
  Plane. Museum curator Nigel Aldain used this connection 
  in conjunction with an artifact that the Pathfinder Society 
  recovered to reshape the building’s architecture. The expanded 
  exhibit space bolstered the museum’s popularity, but it also 
  strained the connection between the museum, the warning 
  beacons, and Ralzeros’s laboratory, allowing the influence of 
  the Dark Tapestry to escape the extradimensional facility. In 
  the years since Ralzeros’s disappearance, the beacons found 
  new homes. Corners of Spheres reached beyond the copper 
  gate, using the connection between the laboratory and the 
  beacons as a corrupted conduit to reach into the Material 
  Plane. Although the Pathfinder Society managed to recover 
  L
  ong ago, the wizard and astrologer Ralzeros the 
  Overwatched became obsessed with charting the 
  endless expanses beyond Golarion. He was not 
  content simply to rely upon his own observations. In the 
  pursuit of knowledge and power, he formed compacts with 
  several otherworldly beings, including inscrutable entities 
  from the Dark Tapestry. Following information that he 
  gleaned from these emissaries, he built a giant observatory of 
  black basalt around a gateway that led to their distant realms. 
  Ralzeros also created an extradimensional laboratory for his 
  most risky experiments, sealing its entrance with a heavily 
  warded copper gate. As a part of these wards, he constructed 
  a set of beacons designed to warn him if anything went awry 
  inside the laboratory. For all his preparations, as Ralzeros 
  delved deeper into forbidden knowledge, his mind grew 
  increasingly unhinged. One day, he vanished without a trace. 
  Ralzeros had not disappeared into the Dark Tapestry, 
  as those who knew of his studies suspected. Rather, one of 
  his contacts in the Dark Tapestry overcame his wards and 
  imprisoned him within his own laboratory. This being, 
  Corners of Spheres, maintains an insatiable curiosity about 
  the thoughts, memories, and knowledge of mortal beings. 
  When it grew unsatisfied with the insight that Ralzeros had 
  to offer, it began feeding him knowledge that led him down 
  the path to a horrific transformation. For his part, Ralzeros 
  welcomed the unspeakable beast’s techniques for expanding 
  his magical potential. Ralzeros did not understand the 
  true nature of the transformation until it was too late. His 
  consciousness merged with his own demiplane, leaving his 
  mind open for Corners of Spheres to peruse as it pleases. 
  Meanwhile, his soul is trapped within a twisted body that 
  Corners of Spheres created especially for him.
  Centuries after Ralzeros’s disappearance, the prominent 
  Blakros family purchased Ralzeros’s old estate to serve as an 
  imposing family villa. The family eventually converted the 
  villa into the famous Blakros Museum, a landmark of the 
  city of Absalom. The Blakros Museum has seen its share of 
  troubles over the years. Some of these woes arise from the 
  dangerous artifacts that it stores within its halls, while others 
  come from the museum’s history and the Blakros family’s 
  By Isabelle Lee
  Oath of the Overwatched takes place in Absalom, the City 
  at the Center of the World. The PCs begin in the basement 
  of Absalom’s famous Blakros Museum before traveling 
  into a nightmarish demiplane. For more information 
  about Absalom, see Pathfinder Campaign Setting: Guide 
  to Absalom and Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available in bookstores and hobby shops 
  everywhere and online at paizo.com.
  Where on Golarion?
  OATH OF THE 
  OVERWATCHED
  
  PATHFINDER SOCIETY SCENARIO
  4
  these beacons and slow the plots of Corners of Spheres, they 
  merely stalled the creature’s plans. A few days ago, the copper 
  gate began to melt and warp, and the deeply concerned 
  curator Nigel Aldain sent out a cry for help.
  ADVENTURE SUMMARY
  Venture-Captain Ambrus Valsin summons the PCs to the 
  basement of Absalom’s Blakros Museum, once the observatory 
  of the wizard Ralzeros the Overwatched, where a mysterious 
  copper gate has begun to show signs of being breached from 
  within. Along with museum curator Nigel Aldain and Dark 
  Archive faction leader, Zarta Dralneen, he stands ready to 
  fight anything that spews out of the gate. To put a stop to the 
  threat, someone—that is, the PCs—must venture into the 
  gate to cut off the invasion at its source.
  The demiplane beyond the gate has been distorted and 
  warped by the combined influence of the fractured mind 
  of its creator and the alien entity that holds him prisoner. 
  The PCs must search the disjointed plane and learn about 
  Ralzeros’s studies, while taking care not to cause disruptions 
  that could free sealed alien denizens. Eventually, the PCs 
  encounter Daosvaria, a mutated nightmare dragon formed 
  from Ralzeros’s regrets and delusions fused with his beloved 
  familiar. Interactions with Daosvaria cause a shift in Ralzeros’s 
  psyche, aiding his reformation, but disrupting the demiplane’s 
  power balance and thrusting the PCs into its alien depths.
  The heart of the demiplane is far more bizarre, a reflection 
  of the creature that has ruled it for centuries. The PCs work 
  their way through the twisted depths, defeat the inhabitants, 
  and gather what secrets they can. At the demiplane’s core, they 
  confront the ruler’s projection into the demiplane, as well as 
  what remains of Ralzeros the Overwatched’s physical form. 
  With the information gleaned along the way, the PCs may be 
  able to convince the wizard to aid them against his unearthly 
  captor. Finally, the PCs decide whether to kill Ralzeros or to 
  return with him to Absalom.
  GETTING STARTED
  The PCs receive an urgent and hastily scrawled message 
  signed by Venture-Captain Ambrus Valsin instructing them 
  to travel to the Blakros Museum basement immediately. 
  When they arrive, read or paraphrase the following.
  Massive taxidermy creatures, replica bridges, and other sizable 
  displays tower over the Blakros Museum’s storage hall for 
  oversized exhibits. In the far corner, a flight of broad stone stairs 
  leads up to a circular copper gate. The gate writhes, twists, and 
  buckles, folding in on itself yet somehow remaining intact. Three 
  people linger in front of the gate. One of them, a nervous-looking 
  elven man with wire-frame glasses, paces anxiously while jotting 
  down notes. A pale, dark-haired woman in fine clothes sits inside 
  a complex ritual circle drawn around a trio of glowing golden 
  beacons, holding a copper-covered scroll case covered in intricate 
  designs. Meanwhile, a broad man with a thick mustache watches 
  the gate closely, weapon in hand. The elven man stops pacing and 
  exclaims, “Good, you’re finally here. In case you don’t know who 
  I am, I’m Nigel Aldain, Blakros Museum curator. It’s not an easy 
  job on the best of days, and today isn’t one of them.” Gesturing 
  toward the woman in the ritual circle, he continues, “That’s why I 
  asked Zarta Dralneen to send assistance. She’s proved invaluable 
  in my efforts to catalog and secure the most dangerous items, and 
  we’ve recently been working together to make sense of this gate. 
  The way it’s moving now is a new and unsettling development.”
  Zarta Dralneen nods to Aldain, “Although Nigel reached out to 
  me directly, given the severity of the situation, I sent word to 
  the Grand Lodge for help. I’m quite pleased to see that Ambrus 
  himself answered my call as well.” 
  Venture-Captain Ambrus Valsin grunts in acknowledgment, 
  keeping his eyes fixed vigilantly on the portal as he speaks. 
  “Zarta’s been studying this portal for the last few months, ever 
  since a team of Pathfinders helped resolve an incident connected 
  to the portal and the beacons you see around her now. She’s more 
  familiar with the portal’s nature, so it’s better for you to hear the 
  details from her.”
  PCs who have played Pathfinder Society Scenario #3–07: Echoes 
  of the Overwatched recognize the copper gate, though when 
  they saw it last, it only gave off the unsettling impression that 
  it was slowly moving. Additionally, it was at the end of a long 
  corridor, rather than in a big storage room. If they ask about 
  the change, Aldain explains the modifications the he made 
  to the museum’s layout, as described in the introduction. 
  He does not know about the connection between these 
  modifications and the current situation. These PCs also 
  recognize the copper scroll case in Zarta’s hands. During the 
  course of Echoes of the Overwatched, they recovered the item 
  and discovered that it was connected to the copper gate 
  and likely functioned as some sort of key, but it was unclear 
  how it could be used. PCs who have played Pathfinder Society 
  Scenario #9–05: Call of the Copper Gate also recognize the portal. 
  Valsin and Zarta thank PCs who played this scenario for their 
  assistance in retrieving and containing the beacons.
  Zarta looks up from the ritual circle, frowning, “As you probably 
  could have guessed, the copper gate isn’t going to hold for much 
  longer. With these ritual foci and the gate’s weakened state, I’ve 
  been able to reach beyond the gate and interact with the other 
  side. What I found is a demiplane built in complex layers, and the 
  tatters of wards that once protected it from external threats. There is 
  a force within the demiplane that is actively trying to open the door 
  while simultaneously tearing gateways to faraway realms. Based 
  upon the information we’ve gathered from the group of Pathfinders 
  who recovered these beacons and my analysis of the gateways, 
  what we are most likely facing is a direct connection between the 
  Dark Tapestry and Absalom, and with it the threat of invasion from 
  unspeakable horrors.” Zarta pauses for a moment to let her words 
  
  5
  OATH OF THE OVERWATCHED
  sink in. “We can end this threat now. I’ve been calibrating these 
  beacons to temporarily open the gate before resealing it securely, 
  allowing a group to enter and stop the threat at its source.” 
  “That’s where you come in,” Venture-Captain Valsin adds. “I’ve 
  called you here to be the group that finally sees what’s beyond 
  that gate.”
  Zarta continues, “While you are there, do what you can to 
  study your surroundings and learn about the threats you face, 
  but be careful. The demiplane is the creation of Ralzeros the 
  Overwatched, a famous wizard whose studies of the stars and 
  what lies beyond them led him down dark paths.” She holds out a 
  small glowing orb, a miniature replica of the beacons before her. 
  “When you are ready to leave, use this orb to signal to me. It will 
  take me about an hour to recharge these beacons, but after that, I 
  can quickly open another gateway. Don’t send the signal until you 
  are finished with your work. I may be able to send you in a second 
  time, but there is a significant chance I wouldn’t be able to bring 
  you back, and that is not a risk I’m willing to take.
  “It is almost certain,” Zarta adds, “that while you are inside, 
  creatures from the Dark Tapestry will escape into this room. 
  Nigel, Ambrus, and I will handle those. The more you can avoid 
  destabilizing the demiplane while you are there, and the more you 
  can repair it if you find an opportunity, the better. Any questions?”
  The PCs might have questions, which the NPCs answer to 
  the best of their ability.
  What is the Dark Tapestry? Nigel replies, “It is a void where 
  eldritch horrors dwell. Nothing good comes to those who 
  gaze too deeply into it.”
  What else can we expect to find beyond the portal? Zarta 
  replies, “If I knew more about what to expect, I would have 
  already told you. Keep your wits about you, and prepare to 
  face the unknown.”
  What is the nature of the demiplane? Zarta replies, “It 
  is based upon the principles of sacred geometry, a branch 
  of magical and mathematical study that is known best for 
  its complexity. It can produce powerful effects, but it is 
  also more sensitive than most magical disciplines to slight 
  disruptions in structure.”
  What are those beacons? Zarta says, “Pathfinders 
  recovered these beacons recently from across Absalom. 
  They were originally intended to send signals from within 
  the demiplane to the outside world, but the force that is 
  now trying to break down the gate used them to reach into 
  Absalom and cause havoc. Containing the beacons bought 
  us time, but that time has run out.”
  What’s that scroll case? Nigel says, “Pathfinders found 
  this case a few years ago. Its a key of sorts to the copper gate, 
  though it’s taken the gate almost breaking open to give us 
  enough insight to know how to use it.”
  How much time do we have? Zarta says, “Based upon 
  the state of the wards, you have about a day to disrupt this 
  situation at its source. Make it count.”
  Why don’t you come with us? Ambrus replies, “Zarta needs 
  to make sure that you can return safely. As for me, I don’t want 
  to leave Nigel by himself to fight whatever comes out.” His 
  expression turns grim. “If the worst happens, I’ll be here to 
  buy Nigel time to warn the city.”
  Development: The PCs have time to make quick purchases 
  in Absalom before venturing into Ralzeros’s laboratory. When 
  the PCs step through the portal, they see layers of space 
  spinning and churning before reassembling into a corridor.
  THE IMMACULATE GEOMETRIES
  In addition to his astrological studies, Ralzeros the 
  Overwatched was deeply learned in sacred geometry, the 
  art of using specific angles and numerological guidance to 
  enhance magical effects. He made much use of this art when 
  constructing his black basalt observatory and his laboratory 
  demiplane to ward against hostile forces. Ralzeros took 
  particular pride in his demiplane’s construction, giving it 
  the grandiose title of the Immaculate Geometries. 
  Unless otherwise noted, the light levels within the 
  demiplane are dim, and the ceilings are 60 feet high.
  CONTAINMENT BREACHES
  The Immaculate Geometries contain layers upon layers of 
  folded space, all infested by the spawn of Corners of Spheres. 
  While the remaining wards hold these creatures in check, any 
  destabilization of the plane releases spawn into the museum.
  Certain actions that the PCs take can cause one or more 
  containment breaches. When a breach occurs, entities from 
  the Dark Tapestry emerge from the copper gate, where Nigel, 
  Zarta, and Ambrus fight them back. Track the number of 
  containment breaches the PCs cause, as the final count affects 
  their secondary success conditions for the scenario.
  LIBRARY OF THE SCATTERED MIND
  This chamber is lined with bookshelves, with chaotically arranged 
  stairs and platforms offering access. The room’s shape is not 
  Ralzeros’s library is a chaotic place, and the PCs have quite 
  a few options for how to proceed. To summarize, time 
  within the library is broken into 20-minute phases, and the 
  PCs have six of these phases before the library’s stability 
  fails. During a phase, a PC can either search for a book (see 
  Ralzeros’s Tomes on page 6) or perform a ritual with a book 
  that the PCs have already found (see Ralzeros’s Rituals on 
  page 8). After most phases, some sort of event occurs, 
  which is usually a manifestation of Ralzeros’s distress and 
  condition (see Library Events on page 8).
  Exploring Ralzeros’s 
  Library
  
  Mindshard of 
  Ralzeros
  PATHFINDER SOCIETY SCENARIO
  6
  To accommodate a group of four PCs, reduce all skill check 
  DCs in this section by 3.
  Scaling Ralzeros’s Tomes
  constant; platforms shift and stretch to their own rhythms, while 
  bookshelves’ contents shuffle and rearrange themselves of 
  their own volition. The chamber’s walls and floor are 
  formed from black stone shot through with pale blue 
  veins; these veins occasionally crackle with energy, 
  as if transmitting strange impulses. Identical 
  statues stand in alcoves throughout the chamber: 
  the left half of each depicts a robed human, 
  while the right half depicts an alien being with 
  numerous arms protruding at unusual angles. 
  The foremost layers of the demiplane 
  became a major focus for Ralzeros’s 
  splintered mind, which manifested 
  libraries 
  reflecting 
  different 
  aspects of the wizard’s obsessive 
  studies. Echoes of Ralzeros’s 
  mind wander these layers, 
  endlessly reflecting upon 
  his accumulated lore in a 
  stagnant cycle. A final set 
  of internal wards originally 
  protected these layers; Zarta’s 
  ritual reinvigorated the wards, 
  causing the layer to seal off the realm’s 
  deeper, more corrupted spaces. 
  The PCs are not alone in the library; 
  several echoes of the wizard’s mind wander from section to 
  section, utterly at ease with the Library’s inconstant physics. 
  Each of these mindshards appears as Ralzeros appeared 
  before his corruption: a tall, bronze-skinned man with an 
  elegantly trimmed beard. A PC who succeeds at a DC 20 
  Knowledge (arcana or history) check identifies him as the 
  secretive scholar of old, while a PC who succeeds at a DC 15 
  Perception check or DC 20 Sense Motive check identifies 
  the mindshards as alter egos of the real person.
  The mindshards do not engage in violence at this 
  time, even if provoked or directly assaulted. While they 
  do not welcome the PCs, seeing them as intruders into 
  the demiplane’s privacy, the mindshards subconsciously 
  know that the PCs might be the key to Ralzeros’s release. 
  As such, their initial attitude is indifferent. If the PCs 
  approach a mindshard, he irritably waves them away, 
  engaging in conversation only if the PCs succeed at a DC 
  16 Diplomacy check (DC 19 in Subtier 8–9). Some of the 
  PCs’ likely questions, and the mindshards’ answers, are 
  included below.
  What is this place? “The Immaculate Geometries, space 
  within spaces, a most carefully sequestered laboratory. Like 
  my observatory, this place is built according to the principles 
  of sacred geometry; so much space, angled into itself, that the 
  unlearned may have difficulty comprehending its intricacies.”
  Who/what are you? “I am a reflection of Ralzeros the 
  Overwatched, wizard, scholar, and student of the universe’s 
  great mysteries. An echo of this library, itself the 
  manifestation of my true mind.”
  What do these books contain? “Knowledge—
  my knowledge. Rituals and angles, lore and 
  horror. Much I no longer consciously recall.”
  What is pastlight? “A power one might draw 
  from the light of distant, ancient stars. I seek 
  to comprehend and master this force.”
  Why are the sections so hard to sort 
  through? “Because you do not understand 
  how to learn. Any fool can scale a shelf or 
  paw through an index. If you seek to learn, 
  you must build upon what you already 
  know of the subject.”
  How can we prevent dangerous 
  beings 
  from 
  escaping 
  this 
  demiplane? 
  The 
  mindshard gestures to the 
  bookshelves. “My library 
  holds the instructions 
  to perform great rituals. 
  Some 
  can 
  reactivate 
  the 
  Geometries’ broken wards, which 
  once held such beings fast, while others 
  can weaken their influence over mortal 
  minds. Though I dare not recall it, 
  there even exists a ritual that will cleave the demiplane from 
  its Material moorings, leaving it to drift forever away from 
  the universe we know.”
  RALZEROS’S TOMES
  Unfortunately for the PCs, finding useful books is easier said 
  than done. Ralzeros’s fractured mental state, combined with 
  the demiplane’s distorted physics, makes it difficult to locate 
  anything within the shifting shelves. The library is divided 
  into six sections that the PCs can explore. By drawing upon 
  the types of knowledge that exemplify each section of the 
  library, the PCs can plumb that section’s secrets. Each PC can 
  investigate one section at a time, and any number of PCs may 
  simultaneously investigate a section. Investigating a section 
  takes roughly 20 minutes. 
  At the end of every twenty minutes of investigation, each 
  PC can attempt a check using one of the skills listed for that 
  section, with a DC of 20 (DC 24 in Subtier 8–9). PCs traveling 
  in a group can aid one another’s skill checks, but doing this 
  limits the number of chances the PCs have to acquire books, 
  
  7
  OATH OF THE OVERWATCHED
  since multiple PCs searching together can still only find one 
  book per 20 minutes. If the result is a success, the PCs locate 
  the section’s useful book (presented as Handouts #1–6). On 
  a failure, the PCs can retry their checks to find a particular 
  book by spending another 20 minutes; however, a failure by 5 
  or more causes a containment breach as Ralzeros’s frustration 
  at their failures destabilizes the demiplane. If the PCs fail to 
  find a particular book more than once, they do not create 
  additional containment breaches.
  The positive aspects of Ralzeros’s mind, sensing the PCs’ 
  potential as saviors, aid the PCs by charging certain especially 
  useful books with psychic energy. This energy “pulses” under 
  a PC’s touch, empathically indicating its useful nature. In 
  addition, when a PC attempts to read from such a book, 
  the energy transmits the book’s knowledge rapidly into the 
  PC’s mind, eliminating the need to spend time studying 
  the contents. Finally, psychically sensitive characters can 
  instinctively perceive this energy; PCs who can cast psychic 
  spells or who have the Psychic SensitivityOA feat receive a +4 
  bonus on their skill checks to investigate a section.
  Each section contains a particularly noteworthy tome that 
  the PCs can find. When the PCs find this book, Ralzeros 
  experiences a powerful emotion, which the PCs can detect 
  with a DC 15 Sense Motive check. Meanwhile, the PCs receive a 
  visualization of a physical feature. This feature represents the 
  way that Corners of Spheres processes Ralzeros’s emotions. 
  Corners of Spheres grafts some of these features on to his 
  minions (see area B2). Make a note of the first four books the 
  PCs find to use in modifying that encounter.
  The six sections of the library are summarized below.
  Section 1: This section’s books deal largely with Ralzeros’s 
  personal 
  theories, 
  realizations, 
  and 
  uncovered 
  lore; 
  unfortunately, the section also hosts numerous ramblings 
  about the wizard’s feuds, grudges, paranoia, and other 
  matters of concern to Ralzeros alone. Sifting through the 
  mess requires a keen mind for history, noble drama, and an 
  understanding of human nature.
  Useful Skills: Knowledge (history or nobility) or Sense Motive
  Tome: Secrets of Pastlight (Handout #1)
  Emotion: Curiosity
  Feature: Pincers
  Section 2: This section holds Ralzeros’s knowledge of 
  several of his great passions; numerology, sacred geometry, 
  architecture, and related disciplines, as well as their 
  connections to ancient Osirion. While the knowledge itself 
  is notably better organized and free of misinformation, it 
  represents particularly obscure fields of study. Complicating 
  matters, the knowledge itself twists space around according 
  to its principles; nimbleness and flexibility are of great use 
  when weaving through the section’s gnarled geometry. 
  Useful 
  Skills: 
  Acrobatics, 
  Escape 
  Artist, 
  Knowledge 
  (engineering), or Profession (architect)
  Tome: Sacred Geometry (Handout #2)
  Emotion: Excitement
  Feature: Legs
  Section 3: The books in this section detail the wizard’s 
  deepening obsession with the light of distant stars and its 
  magical potential. Astrology, Ralzeros’s theory of pastlight, 
  and study of the outsiders known as shining children are 
  among the numerous obscure subjects discussed at length in 
  these books. Knowledge of magical disciplines is useful here, 
  as is an understanding of the night sky and its mysteries. 
  Useful Skills: Knowledge (arcana or planes), Survival; 
  worshipers of Desna, Pulura, or Black Butterfly gain a +4 
  bonus on these checks.
  Tome: Starry Revelations (Handout #3)
  Emotion: Confidence
  Feature: Puffing Chest
  Section 4: As he began his studies into the Dark Tapestry, 
  Ralzeros grew increasingly paranoid that either his mortal 
  enemies or beings from the Dark Tapestry would subject him 
  to a terrible fate. As such, the section is badly scrambled, while 
  the shelves stretch and warp to keep useful books out of reach. 
  Sorting through the books for cohesive thought requires an 
  intimate understanding of the written word or a good eye for 
  cataloguing, while more athletic researchers or those skilled 
  at passing unnoticed can stymie the shelves’ attempts to deny 
  them research material. 
  Useful Skills: Climb, Profession (librarian), or Stealth
  Tome: Precautions (Handout #4)
  Emotion: Fear
  Feature: Poison
  Section 5: When other avenues of research into pastlight 
  failed, and fueled by his interest in Ancient Osirion and the 
  need for esoteric components found only in the Dark Tapestry, 
  Ralzeros delved deeply into the lore of the Dominion of the 
  Black. It was at this time that he set aside his former caution 
  and forged an alliance with Corners of Spheres.
  Useful Skills: Heal or Knowledge (dungeoneering or history)
  Tome: The Emissary (Handout #5)
  Emotion: Confusion
  Feature: Eyestalks
  Section 6: As he fell further into the clutches of Corners 
  of Spheres, Ralzeros became unhinged from reality, losing 
  his ability to comprehend mortal life. Instead of continuing 
  his research into pastlight, he took up Corners of Spheres’s 
  interest in studying mortalkind.
  Useful Skills: Knowledge (local), Linguistics, or Perception
  Tome: Unquiet Meditations (Handout #6)
  Emotion: Disgust
  Feature: Spines
  Treasure: As the PCs familiarize themselves with the 
  structure of the library, it becomes easier for them to find 
  what they seek. Whichever book they find third has an 
  unusual bookmark, a dreamcatcher that Ralzeros once used 
  to help ward off misfortune (Pathfinder RPG Occult Adventures 
  
  PATHFINDER SOCIETY SCENARIO
  8
  257). The carrier of the dreamcatcher benefits from its effects 
  while within the Immaculate Geometries as if he were asleep. 
  The fifth book the PCs find is in poor condition. It is stuck 
  to the back cover of one of Ralzeros’s spare spellbooks, and it 
  seems that the fifth book’s cover and first few dozen pages have 
  been absorbed into the spellbook. In Subtier 5–6, this functions 
  as a Journeyman Book of Rul Thaven with the preparation ritual 
  (Pathfinder RPG Ultimate Magic 123). In Subtier 8–9, it is instead 
  Quest Eternal with the preparation ritual (Ultimate Magic 124). In 
  either case, its cover depicts a starry void, whose stars seem to 
  move when unobserved. The spellbook’s cover is slightly sticky, 
  and anyone holding it for a long period of time finds that it is 
  increasingly difficult to remove his fingers from its cover.
  Rewards: If the PCs locate 2 or fewer useful books, reduce 
  each PC’s gold earned by the following amount. If they locate 
  exactly 3 or 4 books, reduce each PC’s gold by the amount 
  listed in parentheses.
  Subtier 5–6: Reduce each PC’s gold earned by 510 gp (255 gp).
  Out of Subtier: Reduce each PC’s gold earned by 721 gp  
  (360 gp).
  Subtier 8–9: Reduce each PC’s gold earned by 932 gp (466 gp).
  Development: After the PCs find the fifth book, a doorway 
  appears in the library, allowing them to proceed to area A. If 
  they do not find five books, a rift in the library automatically 
  shunts them to area A after two hours (see below).
  LIBRARY EVENTS
  Ralzeros’s demiplane is a dynamic place. During their 
  search in the library, the PCs experience the events listed 
  below. Some of these events require PCs to attempt skill 
  checks or saving throws. The DC of all skill checks is 20 (24 
  in Subtier 8–9), and the DC of all saving throws is 15 (18 in 
  Subtier 8–9). The time listed in parentheses is the amount 
  of in-game time that passes before each event occurs. Events 
  occur after the listed amount of time has passed and after 
  the PCs resolve all ongoing skill checks to find and study 
  books or to perform rituals.
  Curious Watcher (40 minutes): Each PC who succeeds at 
  a Perception check notices a malformed shadow moving 
  through the room before diffusing into the structure. This 
  shadow is Daosvaria, observing the PCs from a nearby layer 
  of the Geometries. The reinvigorated wards prevent her from 
  entering the Library at this time, and she briefly attempts to 
  disable the wards before giving up.
  Unwelcome Intruders (60 minutes): The monstrous half 
  of every statue in the Library animates, pointing accusingly 
  at each PC. The wizard’s warped telepathic voice echoes 
  throughout the chamber, demanding to know why the 
  PCs have entered his domain. Each PC can attempt a Bluff, 
  Diplomacy, or Stealth check to pacify Ralzeros, either by 
  justifying or hiding his presence. If half or more of the 
  PCs succeed at the check, Ralzeros is satisfied with their 
  response and the PCs experience no ill effects. Otherwise, a 
  containment breach occurs. Additionally, each PC who failed 
  or did not attempt a check must succeed at a Will save or take 
  2 points of Intelligence, Wisdom, and Charisma damage (4 
  points in Subtier 8–9).
  Wizard’s Woe (80 minutes): Ralzeros’s mind grapples with 
  hope and despair. Each of the mindshards abruptly ceases 
  its activities, throwing its hands to the sky in despair as 
  Ralzeros telepathically cries out. PCs might provide magical 
  guidance, whether traditional or creative, or empathize with 
  the wizard’s plight. If half or more of the PCs succeed at a 
  Sense Motive, Spellcraft, or Use Magic Device check, he calms 
  down. Otherwise, he lets forth a wave of psychic energy that 
  deals 15 points of damage to each PC who failed or did not 
  attempt a skill check (25 points of damage in Subtier 8–9). A 
  PC who succeeds at a Will save halves this damage. If the PCs 
  do not calm Ralzeros, a containment breach occurs.
  Time Running Out (100 minutes): Sparks begin to fly 
  from the veins of blue energy. Ralzeros calls out, “You’re not 
  supposed to be here. Hurry and finish your work before it 
  finds you!” 
  Out of Time (2 hours): This event happens if the PCs 
  have not yet progressed beyond the library. The Library 
  splinters and cracks along the veins of blue energy, revealing 
  a kaleidoscope of layers crawling with aberrant creatures, 
  before shattering completely. This causes three containment 
  breaches and shunts the PCs into Daosvaria’s lair (area A).
  RALZEROS’S RITUALS
  By collecting the lore in Ralzeros’s library, the PCs can learn 
  various rituals. Performing a ritual requires twenty minutes of 
  time and the participation of three PCs, each of whom must 
  succeed at a DC 16 (DC 20 in Subtier 8–9) skill check using one 
  of the ritual’s required skills. If the PCs can’t provide enough 
  trained ritualists, they can call upon Ralzeros’s mind to 
  provide an automatic success as a third participant, but doing 
  so destabilizes his mind further; for each ritual performed 
  this way, the PCs take a cumulative –2 penalty on skill checks 
  to resist the effects of Ralzeros’s fractured mind (see Library 
  Events above). If one or more PCs fail their skill checks, then 
  the ritual’s effect still occurs, but each failed check causes a 
  To accommodate a group of four PCs, lower the DCs of all 
  skill checks by 2 and the DCs of all saving throws by 1.
  Scaling Library Events
  To accommodate a group of four PCs, reduce the number 
  of PCs who must participate in the ritual to two. Ralzeros 
  can still be one of the participants.
  Scaling Ralzeros’s Rituals
  
  Daosvaria
  9
  OATH OF THE OVERWATCHED
  Make the following adjustments to accommodate a 
  group of 4 PCs. Reduce the DC of the skill check to make 
  a positive impression on Daosvaria by 4. In combat, 
  Daosvaria does not make attacks with her wings, as they 
  are weak from disuse. Reduce the DC of both her spells 
  and her special attacks by 2.
  Scaling Encounter A
  containment breach. The PCs can learn the following rituals.
  Attune Geometric Warding: This ritual reactivates the 
  demiplane’s powerful wards, which Corners of Spheres 
  disrupted long ago. This ritual makes traversing area B safer 
  (see page 13). In addition, reduce the final containment breach 
  count by 1. 
  Required Skills: Craft (any), Knowledge (arcana, engineering, 
  or planes), Profession (architect)
  Required Document: Sacred Geometry
  Rebuke the Starry Void: This ritual 
  weakens the influence of the Dark 
  Tapestry, reducing its denizens’ effects 
  on mortal life. If the PCs perform this 
  ritual, encounter B1 becomes easier (see 
  page 13). In addition, reduce the final 
  containment breach count by 1. 
  Required Skills: Knowledge (arcana, 
  nature, religion), or Survival
  Required Document: Starry Revelations
  Sever from the Real: This ritual 
  disrupts the connection between 
  the 
  Immaculate 
  Geometries 
  and the copper gate, causing 
  the 
  tainted 
  demiplane 
  to 
  irreversibly vanish into the 
  Ethereal Plane within a few 
  days’ time. While it has no 
  effect on the encounters ahead, 
  quarantining the demiplane has 
  some immediate effects, reducing 
  the final containment breach count by 2.
  Required Skills: Knowledge (geography or planes), Spellcraft, 
  or Use Magic Device
  Required Document: Secrets of Pastlight
  A. DAOSVARIA’S LAIR (CR 8 OR CR 11)
  Arcane binding circles, containment fields for strange materials, 
  glowing orbs pulsing with magical energy, orreries, telescopes, 
  and furniture are scattered haphazardly through this abandoned 
  laboratory. Blue mist flickers in and out of existence, creating 
  superficial barriers that organize the space into disjointed 
  suggestions of rooms.
  The blue mist provides partial concealment (20%) for all 
  attacks against creatures who are not in the same “room”.
  Ralzeros once used these rooms for his experiments. 
  However, most active discoveries in this location have long 
  since been lost to the manipulations of Corners of Spheres. 
  Only two salient experiments remain. One is a sample of 
  pastlight, contained within a protective field at the top of the 
  stairs in the center of the map. The sample shows a dizzying 
  array of scenes from Golarion’s past. If a PC touches the 
  protective field surrounding the light, 
  the scenes change, revealing instead 
  moments from the PC’s own past. 
  The other remaining experiment 
  pertains to Ralzeros’s largest 
  telescope, which is currently 
  pointing toward features that 
  Ralzeros was studying at the 
  time that Corners of Spheres 
  tore his mind apart. A PC who 
  peers through the telescope 
  must succeed at a DC 18 Will save 
  (DC 22 in Subtier 8–9) or become 
  confused for 1d4 rounds. The PC 
  also experiences the unsettling 
  sensation that something is 
  staring back at her. 
  Creatures: In his time as 
  a mortal wizard of Absalom, 
  the 
  reclusive 
  and 
  paranoid 
  Ralzeros had few associates and even fewer 
  confidants. The exception was his beloved familiar. When 
  Corners of Spheres infected the Geometries, this familiar 
  was among those slain by the alien force, and Ralzeros’s 
  grief contributed heavily to his defeat and corruption. That 
  broken bond festered over centuries, feeding on Ralzeros’s 
  grief, solitude-fueled madness, and regret at choosing 
  dangerous research over mortal connections. In time, it 
  manifested as a quasi real psychic illusion, able to navigate 
  the demiplane’s layers or sequester herself in her master’s 
  mind. Taking the form of a dragon, the projection named 
  herself Daosvaria.
  Though she inherited much of Ralzeros’s knowledge, 
  Daosvaria has never known existence outside the Geometries, 
  and burns with curiosity for the outside world. For his part, 
  Ralzeros considers the dragon a surrogate daughter, if a 
  monstrous and chaotic one.
  Daosvaria takes the form of an uncanny but mostly human-
  looking girl with rust red hair. She sits among a collection 
  of dolls, playing with two of them while using ghost sound to 
  create murmuring conversation. The dolls she holds are of a 
  faceless, many-limbed reddish humanoid, which represents 
  Ralzeros, and a shapeless plush covered with cloth tendrils 
  
  A. Daosvaria’s Lair
  D
  : Daosvaria
  D
  1 square = 5 feet
  Pathfinder Flip-Mat: Arcane Library
  PATHFINDER SOCIETY SCENARIO
  10
  
  11
  OATH OF THE OVERWATCHED
  and button eyes, which represents Corners of Spheres. These 
  dolls are manifestations of Ralzeros’s mind as well; where the 
  Library’s books represent his knowledge, the dolls represent 
  his desire for human contact and reunification. As the PCs 
  enter, Daosvaria squeals in delight and excitedly beckons 
  them over. Read or paraphrase the following text.
  The young woman gives a lopsided grin, speaking eagerly in a 
  breathy voice. “You must be the ones I saw through the Library 
  walls! Looking through my Master’s mind, you were. Reading 
  all his silly studies. I’m Daosvaria! Are you here to play with 
  me? I’ve never met anyone from the big world—the outside, 
  past the gate. I want to go there someday, see every corner 
  of it, but I can’t, not without my Master, and I’m so lonely in 
  here!” She slumps down, pouting, then just as quickly regains 
  her energy.
  Daosvaria is bright eyed, playful, and endlessly curious, 
  especially 
  about 
  seemingly 
  mundane 
  objects 
  and 
  experiences. At the same time, she is fueled by chaotic 
  negative emotions, and her playful nature often manifests 
  violently. She has little concept of death or loss—she can’t 
  be permanently killed, Ralzeros’s mind repairs the dolls 
  she frequently breaks, and Corners of Spheres regrows 
  the spawn she tears apart. She might occasionally change 
  topics without warning or shift her attention to another PC 
  mid-conversation. Daosvaria knows a great deal about the 
  demiplane and its inhabitants, but she makes no secret of 
  her utter disinterest in discussing such things, refusing to 
  answer questions on the topic. 
  PCs can attempt a DC 15 Bluff, Diplomacy, Intimidate, 
  Perform, or Sense Motive check (DC 19 in Subtier 8–9) to 
  make a positive impression on Daosvaria. Take the highest 
  result among the PCs, granting a +2 bonus for each other 
  PC who succeeded at the check. The PCs gain a +2 bonus on 
  their skill checks if one or more of the PCs has a familiar 
  (or a +4 bonus if that familiar is Nira from Pathfinder Society 
  Scenario #7–12: The Twisted Circle). They also gain a +2 bonus 
  if they successfully calmed Ralzeros in one of the library 
  events Unwelcome Intruders or Wizards Woe, or a +4 bonus 
  if they calmed him in both cases. Finally, the PCs can receive 
  a circumstance bonus of up to +4 for roleplaying.
  It is almost certain that the PCs will succeed at this check, 
  but the degree of success matters. If they fail the check, 
  Daosvaria attacks them relentlessly. If they succeed, she still 
  attacks, but she fights them for 10 rounds, minus one round 
  for every two by which they exceeded the DC. If the PCs get a 
  result of 35 or higher (39 or higher in Subtier 8–9), they avoid 
  combat entirely. See Daosvaria’s morale for more information.
  Creature: After the conversation, Daosvaria’s mood turns to 
  more violent forms of play. She resumes her normal form in 
  a disturbing display, her human form melting into liquid and 
  revealing the dragon within. Daosvaria’s true form reveals her 
  attunement to the Geometries; her scales melt and flow like 
  liquid, her limbs twist at odd angles, and portions of her form 
  occasionally vanish and reappear. Daosvaria gives the PCs a 
  lopsided grin and asks them to play a different game, flexing 
  her claws meaningfully to indicate her violent desires. As 
  long as the PCs succeeded at the baseline check DC, PCs who 
  succeed at a DC 18 Sense Motive check (DC 22 in Subtier 8–9) 
  recognize that she will likely grow bored of fighting eventually. 
  SUBTIER 5–6 (CR 8)
  DAOSVARIA 
  CR 8
  Female variant mutant juvenile nightmare dragon (Pathfinder RPG 
  Bestiary 5 180, 94)
  CN Medium aberration (augmented dragon, extraplanar)
  Init +5; Senses dragon senses, dreamsight; Perception +14
  Aura frightful presence (120 ft., DC 19)
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
  hp 112 (9d12+54); fast healing 5
  Fort +12, Ref +7, Will +8
  Defensive Abilities Immune paralysis, sleep; SR 18
  OFFENSE
  Speed 60 ft., fly 150 ft. (average)
  Melee bite +15 (1d8+9), 2 claws +15 (1d6+6), 2 wings +13 
  (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, 8d6 acid, Reflex DC 
  20 half)
  Spell-Like Abilities (CL 9th; concentration +14)
  At will—mirror image, suggestion (DC 18)
  Psychic Spells Known (CL 1st; concentration +5)
  1st (4/day)—mindlinkOA, silent image (DC 15), true strike
  0 (at will)—detect magic, detect psychic significanceOA, ghost 
  sound (DC 14), mage hand, prestidigitation
  TACTICS
  During Combat On the first round of combat, Daosvaria uses her 
  breath weapon to strike against the PCs, followed by suggestion 
  to get a PC to do something amusing. After this point, or if at 
  any time a PC engages her in melee, she grows bored and 
  switches to her natural attacks, alternating between melee full 
  attacks and single strikes with Flyby Attack. If she is reduced to 
  fewer than 40 hit points, she attempts to cast mirror image to 
  improve her defenses and extend the game.
  Morale Daosvaria knows she’ll just re-form if killed, and fights 
  until destroyed or until she has fought for a number of rounds 
  determined by the PC’s result on their skill checks. After that 
  number of rounds, she lands, folding her wings and praising the 
  PCs for being “more exciting playmates than space fungi and 
  angle wolves.” She makes no attacks for one round, declaring 
  that she is bored of fighting. If the PCs continue to attack her 
  for more than a round after she stops fighting, she resumes 
  combat, this time until she is destroyed.
  
  PATHFINDER SOCIETY SCENARIO
  12
  STATISTICS
  Str 23, Dex 13, Con 22, Int 18, Wis 14, Cha 21
  Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
  Feats Combat Casting, Flyby Attack, Improved Initiative, 
  Multiattack, Power Attack
  Skills Acrobatics +1 (+13 when jumping), Bluff +17, Fly +13, 
  Intimidate +17, Knowledge (arcana, engineering, and planes) 
  +16, Perception +14, Sense Motive +14, Spellcraft +16, 
  Stealth +13
  Languages Aklo, Ancient Osiriani, Common, Draconic, Yaddithian
  SQ change shape (her specific human form; polymorph), 
  deformities (fractured mind), figment, mutations (fast healing, 
  spell-like ability [2])
  SPECIAL ABILITIES
  Change Shape (Su) Three times per day, Daosvaria can assume 
  the form of a specific young human woman with red hair. 
  Figment (Ex) Daosvaria is a quasi real entity created by 
  Ralzeros’s psyche. Any effect that provides a bonus to AC or 
  on saving throws against illusion effects or quasi real entities 
  (such as gnomes’ illusion resistance) provides its benefit 
  against Daosvaria’s attacks.
  Fractured Mind (Ex) When Daosvaria fails a Will save, she 
  becomes confused for 1 round.
  Psychic Spells Daosvaria’s spells use psychic magic (Pathfinder 
  RPG Occult Adventures 144).
  SUBTIER 8–9 (CR 11)
  DAOSVARIA 
  CR 11
  Female variant mutant adult nightmare dragon (Pathfinder RPG 
  Bestiary 5 180, 94)
  CN Large aberration (augmented dragon, extraplanar)
  Init +0; Senses dragon senses, dreamsight; Perception +19
  Aura frightful presence (180 ft., DC 22)
  Defense AC 26, touch 9, flat-footed 26 (+17 natural, –1 size)
  hp 175 (13d12+91); fast healing 5
  Fort +15, Ref +8, Will +11
  Defensive Abilities DR 5/magic; Immune paralysis, sleep; SR 22
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +20 (2d6+12), 2 claws +20 (1d8+8/19–20), tail slap 
  +18 (1d8+12), 2 wings +18 (1d6+4)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 12d6 acid, Reflex 
  DC 23 half)
  Spell-Like Abilities (CL 13th; concentration +19)
  At will—mirror image, suggestion (DC 19), telekinesis (DC 21)
  Psychic Spells Known (CL 5th; concentration +10)
  2nd (5/day)— minor image (DC 17), oneiric horrorOA (DC 17)
  1st (8/day)—detect thoughts, entropic shield, mindlinkOA, true 
  strike, unseen servant
  0 (at will)— detect magic, detect psychic significanceOA, ghost 
  sound (DC 15), lullaby (DC 15), mage hand, prestidigitation
  TACTICS
  On the first round of combat, Daosvaria uses her breath weapon 
  to strike against the PCs, followed by suggestion to get a PC to 
  do something amusing. After this point, or if at any time a PC 
  engages her in melee, she grows bored and switches to her 
  natural attacks, alternating between melee full attacks and 
  throwing large objects at the PCs using telekinesis. If she is 
  reduced to fewer than 60 hit points, she attempts to cast mirror 
  image to improve her defenses and extend the game.
  Morale See Subtier 5–6.
  STATISTICS
  Str 27, Dex 11, Con 24, Int 20, Wis 16, Cha 23
  Base Atk +13; CMB +22; CMD 32 (36 vs. trip)
  Feats Combat Casting, Flyby Attack, Hover, Improved Initiative, 
  Multiattack, Power Attack, Skill Focus (Stealth)
  Skills Acrobatics +0 (+12 when jumping), Bluff +22, Fly +10, 
  Intimidate +22, Knowledge (arcana, engineering, planes) +21, 
  Perception +19, Sense Motive +19, Spellcraft +21, Stealth +18, 
  Survival +19
  Languages Aklo, Ancient Osiriani, Common, Draconic, Yaddithian
  SQ change shape (any humanoid; polymorph), deformity 
  (fractured mind), figment, mutations (fast healing, spell-like 
  ability [3])
  SPECIAL ABILITIES
  Figment (Ex) Daosvaria is a quasi real entity created by Ralzeros’s 
  psyche. Any effect that provides a bonus to AC or on saving 
  throws against illusion effects provides its benefit against 
  Daosvaria’s attacks and against any effect she creates that 
  requires a saving throw.
  Fractured Mind (Ex) When Daosvaria fails a Will save, she 
  becomes confused for 1 round.
  Psychic Spells All of Daosvaria’s spells use psychic magic 
  (Pathfinder RPG Occult Adventures 144).
  Treasure: If the encounter ends peacefully, whether 
  because Daosvaria stopped fighting or never fought at all, she 
  gives her reddish, many-armed doll to the PC who achieved 
  the highest skill result. The doll resonates with the psychic 
  connection between Daosvaria and Ralzeros, granting it the 
  powers of a lucky horseshoe (Pathfinder RPG Occult Adventures 
  260). In Subtier 8–9, it instead functions as a luckstone. This 
  doll provides additional benefits in the encounters with 
  Corners of Spheres and Ralzeros (see area B4). If the PCs killed 
  Daosvaria, they can still take the doll. It retains its magical 
  powers, but its form warps into a grotesque and disturbing 
  parody, granting its wielder no benefits in future encounters.
  Development: Ralzeros has sensed the PCs throughout Part 
  1, and their interaction with his beloved familiar finally drives 
  the wizard to begin pulling his mind together. How violent 
  and traumatic this process is depends on how the PCs resolve 
  their encounter with Daosvaria. If they destroy her, the entire 
  area begins to fall apart, cracking along the lines where the 
  mist appears. After a few minutes, it shatters, sending the PCs 
  
  13
  OATH OF THE OVERWATCHED
  plummeting through the demiplane’s twisted angles before 
  landing in area B1. The PCs plummet 60 feet to the ground 
  (90 feet in Subtier 8–9), and two containment breaches occur. 
  If the PCs fought but did not kill Daosvaria, she looks around 
  in surprise, calling out, “Where is Ralzeros? I can’t feel his 
  mind anymore.” before melting away. A few minutes later, 
  the rooms melts as well, transforming into a slick whirlpool 
  of liquid stone that gently deposits the PCs in area B1. This 
  causes one containment breach. Finally, if the PCs managed 
  to convince Daosvaria not to fight at all, instead of melting 
  away immediately, she adds, “I can’t enter his prison, not with 
  Corners of Spheres in control. Corner’s children will try to 
  stop you, and they look different all the time based on what 
  Corners and Ralzeros are thinking, so I can’t tell you if they’ll 
  have pincers or eyes or claws or poison today. Please, go find 
  out what happened! Here, I’ll create a path for you.” Sweeping 
  her scattered dolls aside, she presses her hands against the 
  floor, which melts away to reveal a cramped stairwell that 
  spirals down into greenish mist. The stairwell leads to area 
  B1. This causes no containment breaches.
  Rewards: If the PCs fail to defeat or befriend Daosvaria, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 566 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,166 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,666 gp.
  B. THE OVERWATCHED HEART
  Fungal, aberrant, and alien creatures swarm through a vast sea 
  of green mist. Several stony islands emerge from the sea, their 
  forms wavering fluidly. Bridges made from floating collections of 
  stony fragments tie the islands together.
  This area formerly contained Ralzeros’s most secure 
  laboratories, but Corners of Spheres has twisted and corrupted 
  it to resemble the entity’s distant part of space. Here, the 
  fabric of space wavers, giving rise to several properties. First, 
  teleportation effects cannot transport creatures farther than 
  30 feet—if they otherwise would, they instead move the 
  creature 30 feet in its intended direction. Second, the solid 
  ground in this entire area is difficult terrain to all creatures 
  except Corners of Spheres. Third, the combination of mist 
  and warped space reduces visibility to 30 feet. Creatures 
  beyond this point appear as vague and distorted shapes. If 
  the PCs performed the ritual Attune Geometric Warding, 
  the range of visibility and teleportation increases to 60 feet, 
  and the ground is no longer difficult terrain. Finally, the mist 
  itself is dangerous to touch.
  Hazard: A PC who touches the green mist takes 1d6 points 
  of damage. If a PC falls into the green mist, she disappears 
  until the end of her next turn, after which time she reappears 
  in the closest safe location, with memories of being torn apart 
  by the alien beings within the fog. This experience deals the 
  PC 5d6 points of damage (8d6 points of damage in Subtier 
  8–9). Aberrations and fungi are immune to this damage, but 
  they still disappear until the end of their next turn. If the 
  PCs performed Attune Geometric Warding, the damage from 
  falling into the mist decreases to 2d6 (3d6 in Subtier 8–9). 
  Two boons from Pathfinder Society Scenario #9–05: Call of 
  the Copper Gate have additional effects in this area. A PC with 
  Wary of Space can gain its benefit once per round in area 
  B without checking a box, or can check a box to increase 
  the bonus to +6. A PC who has earned Student of the Void 
  and activated its abilities at least once has insights into the 
  realm’s spatial arrangement, allowing greater understanding 
  of the environment. Such PCs double their effective range 
  of visibility in area B. However, these PCs have also opened 
  their minds to the influence of Corners of Spheres. They take 
  a –2 penalty on saving throws against the allies of Corners of 
  Spheres, which increases to a –4 penalty against Corners of 
  Spheres itself. While they remain in area B, they are treated as 
  flanked by a creature of the same CR as Corners of Spheres.
  B1. STRANGE SHORES
  One round after the PCs arrive, Corners of Spheres notices 
  them. Read or paraphrase the following text.
  The air suddenly ripples and roils. Empty eyes and twitching 
  tendrils manifest from the distortions, and an alien voice echoes 
  through the mist. “Almost time, beacons lit and copper melted. 
  We are Corners of Spheres, we are one who are many. Will your 
  unenlightenment leave your cage-world unharvested? We thirst 
  for its thoughts, a million thousandfold minds woven one through 
  our warping way. The time is now. Inspiration’s harvest is at hand. 
  Let your thoughts be woven into the void.”
  Each PC must succeed at a DC 17 Will save (DC 21 in 
  Subtier 8–9) to prevent Corners of Spheres from reading 
  their mind. This has no immediate effect on the PCs, but 
  rhu-chaliks in area B4 treat PCs who failed their saves as if 
  they had successfully read that PC’s thoughts. In addition, 
  for the rest of the scenario, Corners and its minions refer to 
  all PCs by name. If the PCs didn’t kill Daosvaria, she follows 
  them from behind a layer of the demiplane, visible as a faint 
  draconic shadow. 
  B2. SPAWN OF SPHERES
  Without warning, the ground ripples, and the creatures 
  within the mist let out an unearthly cacophony of clicks, taps, 
  and screeches.
  Creatures: When the PCs arrive in area B2, a spawn of 
  spheres and cerebric fungi sprout from the ground, appearing 
  seemingly out of nowhere (using their surprise round). These 
  alien entities are conduits for Corners of Spheres’s thoughts. 
  They attack the PCs immediately, but as they fight, they ask 
  the PCs bizarre questions that indicate a fundamentally 
  
  B. The Overwatched Heart
  1 square = 5 feet
  B4
  B3
  B2
  B1
  B3
  Pathfinder Flip-Mat: Mythos Dungeon
  PATHFINDER SOCIETY SCENARIO
  14
  
  15
  OATH OF THE OVERWATCHED
  alien thought process, such as “How do you add the sand to 
  breathe?” and “Why are arms more colorful than legs?”
  A spawn of spheres visually defies description and 
  constantly warps into new forms, seeming to manifest 
  in more dimensions than the PCs can perceive. Each has 
  mutations that correspond to the books that the PCs found 
  first, as described in its fluctuating mutations ability. If the 
  PCs succeeded at the ritual Rebuke the Starry Void, the spawn 
  of spheres takes a –2 penalty to AC and to all d20 rolls, and its 
  maximum hit points are reduced to 65. Further, the cerebric 
  fungi’s star-shriek ability is less effective, imparting only the 
  sickened condition on a failed saving throw.
  SUBTIER 5–6 (CR 8)
  SPAWN OF SPHERES 
  CR 7
  CE Medium aberration
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +6, Will +8
  Defensive Abilities adapted to mutation
  OFFENSE
  Speed 30 ft.
  Melee bite +15 (1d8+7), claw +14 (1d6+7)
  Spell-Like Abilities (CL 7th; concentration +10)
  Constant—tongues
  TACTICS
  During Combat The spawn’s tactics depend upon its mutations, but 
  it generally ignores PCs that the cerebric fungi have hampered.
  Morale Lacking a concept of life and death, the spawn of spheres 
  fights until its body can no longer move.
  STATISTICS
  Str 24, Dex 16, Con 16, Int 8, Wis 8, Cha 16
  Base Atk +7; CMB +14; CMD 27 (31 vs. trip)
  Feats Combat Reflexes, Iron Will, Step Up, Toughness, Weapon 
  Focus (bite)
  Skills Acrobatics +16, Intimidate +16, Perception +12
  Languages telepathy 100 ft.; tongues
  SQ fluctuating mutations
  SPECIAL ABILITIES
  Adapted to Mutation (Ex) The spawn of spheres has adapted to 
  its frequent and involuntary transformations. It is immune to 
  the confused, nauseated, petrified, and sickened conditions. 
  However, the adaptation also makes it vulnerable to 
  transformations. It takes a –4 penalty on saving throws against 
  polymorph effects.
  Fluctuating Mutations (Ex) The statistics above present 
  a base spawn of spheres without any modifications. 
  However, Corners of Spheres is constantly tinkering with 
  the creatures based on Ralzeros’s thoughts. The spawn of 
  spheres has four of the following mutations, corresponding 
  to the first four books that the PCs found in the library. If 
  the PCs found fewer than four books, select the remaining 
  modifications randomly.
  Pincer: The spawn gains a pincer attack as a secondary natural 
  attack: pincer +9 (1d6+3 plus grab). It gains a +4 bonus to its 
  CMB for the purposes of grabbing creatures with this pincer.
  Legs: The spawn gains an additional pair of legs, and all of its 
  legs are particularly nimble. These legs increase its speed to 
  60 ft. and grant it a +4 bonus on CMD to avoid being tripped.
  Morale: The spawn gains a +2 morale bonus to saving throws 
  and skill checks.
  Poison: The spawn’s bite becomes infused with a poison that 
  saps the strength of both mind and body.
  Sapping Poison Bite—injury; save DC 18; frequency 1/round 
  for 4 rounds; effect 1d3 Strength damage and 1d3 Wisdom 
  damage; cure 1 save. The save DC is Constitution-based.
  Eyestalks: The spawn gains eyestalks that it can use to unnerve 
  and disorient foes. As a standard action, it can focus the 
  gaze of these wandering eyes on a foe within 50 feet. If the 
  target fails a DC 18 Will save, he is confused for 1d4 rounds. 
  The save DC is Charisma- based.
  Spines: The spawn is covered in a thick layer of defensive 
  spines. When a foe attacks a spawn of spheres with an 
  unarmed strike or a natural attack, or with a manufactured 
  melee weapon while adjacent to the creature, the foe takes 
  1d4 points of piercing damage. This damage also applies to 
  creatures that grapple a spawn of spheres. 
  CEREBRIC FUNGI (2) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 3 52, see page 24)
  TACTICS
  During Combat The fungi use their star-shriek on as many PCs as 
  possible before switching to melee with their bite and tendrils.
  Morale The fungi fight to the death.
  SUBTIER 8–9 (CR 11)
  SPAWN OF SPHERES (3) 
  CR 7
  hp 85 each (see above)
  TACTICS
  During Combat The spawn of spheres’s tactics depend upon their 
  mutations, but, in general, they ignore PCs that the cerebric 
  fungi have hampered. Their disordered thoughts hamper their 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove two of the mutations from the 
  spawn of spheres, and remove one cerebric fungus.
  Subtier 8–9: Remove two of the mutations from each 
  of the spawn of spheres, and remove two cerebric fungi.
  Scaling Encounter B2
  
  PATHFINDER SOCIETY SCENARIO
  16
  coordination, making them likely to split their attacks among 
  multiple PCs instead of focusing their efforts.
  Morale Lacking a concept of life and death, the spawn of spheres 
  fight until their bodies can no longer move.
  CEREBRIC FUNGI (4) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 3 52, see page 24)
  TACTICS
  During Combat The fungi use their star-shriek to nauseate 
  as many PCs as possible before switching to their touch of 
  madness to attempt to daze the most troublesome PCs.
  Morale The fungi fight to the death.
  Treasure: Several of Ralzeros’s items are scattered 
  throughout this area, as Corners of Spheres long ago lost 
  interest in them. A wand of countless eyes (Pathfinder RPG Ultimate 
  Magic 213) with 6 charges remaining protrudes from the body 
  of one of the cerebric fungi. A spawn of spheres is holding a 
  lesser selective metamagic rod; in Subtier 8–9, this is a standard 
  selective metamagic rod (Pathfinder RPG Advanced Player’s Guide 
  295). Finally, a lesser talisman of life’s breath lies abandoned near 
  the edge of the mist (Pathfinder RPG Occult Adventures 263).
  Rewards: If the PCs do not defeat the spawn of spheres, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 654 gp.
  Out-of Subtier: Reduce each PC’s gold earned by 987 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,320 gp.
  B3. THE SHATTERED MIND
  When the Library collapsed, Ralzeros’s mindshards found 
  themselves in this alien place. Further, with Ralzeros’s mind 
  no longer connecting them, they rapidly fell to arguing and 
  blaming each other. Their world views and perspectives are 
  so divergent that they contradict each other on basic facts 
  and values. Corners of Spheres ignores them, as the entity 
  has studied them long enough. Two areas on the map are 
  labeled B3. This encounter occurs in whichever of those 
  areas the PCs reach first.
  Creatures: When the PCs try to pass through, or after a 
  bit of argument, the mindshards turn on them, blaming the 
  PCs for the recent change in events. Talking the mindshards 
  down is difficult, requiring the PCs to succeed at a DC 25 
  Bluff, Diplomacy, or Intimidate check (DC 30 in Subtier 8–9). 
  If the PCs have the book Unquiet Meditations, they gain a +5 
  circumstance bonus on this skill check. 
  The mindshards’ CR is one higher to account for the extent 
  to which they avoid the drawbacks of the alter ego template. 
  SUBTIER 5–6 (CR 7)
  MINDSHARDS OF RALZEROS (2) 
  CR 5
  Male human alter ego diviner (scryerAPG) 5 (Pathfinder RPG 
  Bestiary 6 8, Pathfinder RPG Advanced Player’s Guide 147)
  N Medium construct
  Init +5; Senses darkvision 60 ft., low-light vision, sense 
  progenitor; Perception +7
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 50 each (5d6+30); fast healing 1
  Fort +4, Ref +5, Will +9
  DR 5/adamantine; Immune construct traits
  Weaknesses progenitor dependence
  OFFENSE
  Speed 30 ft.
  Melee slam +1 (1d6–1)
  Diviner Spells Prepared (CL 5th; concentration +9)
  3rd—arcane sight, dispel magic, lightning bolt (DC 17)
  2nd—invisibility, scorching ray, see invisibility, stone callAPG
  1st—mage armor, magic missile (2), protection from chaos, 
  true strike
  0 (at will)—detect magic, guidance, mending, prestidigitation
  Opposition Schools Enchantment, Necromancy
  TACTICS
  Before Combat The mindshards can sense intruders in the area. 
  They cast arcane sight, mage armor, and see invisibility. The 
  benefits of mage armor are included in their statistics.
  During Combat The mindshards prefer to stay at a distance, 
  attacking with ranged spells and using stone call to slow the 
  PCs’ advance if possible. If a PC casts a particularly troublesome 
  spell, they cast dispel magic to try to remove it.
  Morale The mindshards fight until reduced to 10 or fewer hit 
  points, at which point they leap off the edge of the platform 
  into the green mist and do not return. However, from this point 
  onward, the PCs can catch glimpses of mindshards of Ralzeros 
  floating through the mist. 
  Base Statistics Without mage armor, the mindshard’s statistics are 
  AC 13, touch 13, flat-footed 10.
  STATISTICS
  Str 8, Dex 16, Con —, Int 18, Wis 14, Cha 13
  Base Atk +2; CMB +1; CMD 14
  Feats Alertness, Combat Casting, Craft Wondrous Item, Improved 
  The encounter in area B3 is optional. If less than 2 hours 
  remain to complete the scenario, the mindshards argue 
  but don’t attack. 
  Optional Encounter
  If a group of four PCs faces the mindshards, one of the 
  mindshards is so averse to agreeing with the other that it 
  delays in entering combat. It spends the first two rounds 
  berating the PCs but not attacking.
  Scaling Encounter B3
  
  Ralzeros the 
  Overwatched
  17
  OATH OF THE OVERWATCHED
  Iron Will, Iron Will, Scribe Scroll, Skill Focus (Perception), 
  ToughnessB
  Skills Disguise +1 (+5 to appear as progenitor), Knowledge 
  (arcana, dungeoneering, engineering, geography, planes) +12, 
  Linguistics +12, Perception +7, Sense Motive +4, Spellcraft +12; 
  Racial Modifiers +4 Disguise to appear as progenitor
  Languages Abyssal, Aklo, Ancient Osiriani, Common, Draconic, 
  Hallit, Jistka, Sylvan, Vudrani, Yaddithian
  SQ arcane bond (Arcane Familiar, remnants of Daosvaria), 
  forewarned, replicated gear, send senses
  Gear cloak of resistance +1, spell component pouch, spellbook
  SPECIAL ABILITIES
  Arcane Bond Ralzeros’s mindshards have coalesced remnants 
  of the original Daosvaria into familiars of their own. These 
  shadowy figments are too weak to participate in combat, 
  instead clinging to their mindshard masters. In this weakened 
  state, they grant the mindshards a +2 bonus on Fortitude saves.
  Progenitor Dependence (Su) An alter ego is nauseated 
  whenever it is more than 1 mile from the original creature of 
  which it is a copy, so long as the original creature is alive.
  Replicated Gear (Su) An alter ego has a copy of each item 
  of clothing and equipment that was in its progenitor’s 
  possession at the moment when the alter ego was created. 
  This equipment is fabricated of ectoplasm held in place by 
  the alter ego’s mental energy. This equipment operates 
  as normal for the alter ego. One round after leaving the 
  alter ego’s possession (or 1 round after the alter ego is 
  destroyed), this fabricated equipment dissolves into a thin, 
  silvery mucus.
  Sense Progenitor (Su) An alter ego creature knows the direction 
  and distance to the original creature of which it is a copy. 
  This sense can be blocked by any effect that blocks scrying. 
  An alter ego has detect thoughts and true seeing against its 
  progenitor in effect at all times (CL 20th); these abilities cannot 
  be dispelled.
  SUBTIER 8–9 (CR 10)
  MINDSHARDS OF RALZEROS (2) 
  CR 8
  Male human alter ego diviner (scryerAPG) 8 (Pathfinder RPG 
  Bestiary 6 8, Pathfinder RPG Advanced Player’s Guide 147)
  N Medium construct
  Init +7; Senses darkvision 60 ft., low-light vision, sense 
  progenitor; Perception +7
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 79 (8d6+49); fast healing 1
  Fort +6, Ref +7, Will +12
  DR 5/adamantine; Immune construct traits
  Weaknesses progenitor dependence
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d6–1)
  Arcane School Spell-Like Abilities (CL 8th; concentration +13)
  Constant—detect scrying
  Diviner Spells Prepared (CL 8th; concentration +13)
  4th—phantasmal killer (DC 19), sickening scorching ray (2), 
  scrying (DC 19)
  3rd—arcane sight, dispel magic, fly, lightning bolt (DC 18), 
  sickening magic missile
  2nd—false life, invisibility, see invisibility, stone callAPG
  1st—mage armor, magic missile (3), protection from chaos, 
  shield, true strike
  0 (at will)—detect magic, guidance, mending, prestidigitation
  Opposition Schools enchantment, necromancy
  TACTICS
  Before Combat The mindshards can sense the presence of 
  intruders in the area. They cast arcane sight, mage armor and 
  see invisibility. The benefits of mage armor are included in 
  their statistics.
  During Combat The mindshards prefer 
  to stay at a distance, casting fly, 
  attacking with ranged spells, and 
  using stone call to slow the PCs’ 
  advance if possible. If a PC casts 
  a particularly troublesome spell, 
  they cast dispel magic to try 
  to remove it.
  Morale The mindshards 
  fight until reduced to 
  20 or fewer hit points, 
  at which point they 
  leap off the edge of 
  the platform into 
  the green mist and 
  do not 
  
  PATHFINDER SOCIETY SCENARIO
  18
  Ralzeros the Overwatched has slept for centuries, his mind 
  spread across a twisted demiplane, but his awakening is at 
  hand. As a standard action, a PC can attempt a Diplomacy 
  or Intimidate check to rouse him. The DC of these checks is 
  20 (24 in Subtier 8–9). Other actions and skills might also 
  work toward this goal. If the PCs found the book Unquiet 
  Meditations, they gain a +4 circumstance bonus on their 
  skill checks. Additionally, if a PC has Daosvaria’s doll, he 
  gains a +4 circumstance bonus on his skill check. For each 
  success, Ralzeros moves one step down the following 
  track, or two steps it the PC succeeds by 10 or more. The 
  benefits are cumulative.
  Sleeping: Ralzeros’s default state. If the PCs killed 
  Daosvaria, it takes two successful skill checks to move 
  Ralzeros from the sleeping step to the stirring step.
  Stirring: Ralzeros begins to rouse himself but takes 
  no actions yet. If the PCs didn’t fight Daosvaria, Ralzeros 
  starts on this step instead.
  Aware: Ralzeros gains awareness and reattunes his 
  wards to benefit his new allies. PCs within 60 feet gain 
  a +2 insight bonus on ability checks, attack rolls, weapon 
  damage rolls, saving throws, and skill checks.
  Awake: Ralzeros finally lashes out at his captor of 
  centuries. Corners of Spheres takes a –5 penalty to AC and 
  on saving throws. In addition, Corners of Spheres loses 
  the amorphous quality, instead gaining the benefits of 
  moderate fortification.
  Active: Ralzeros twists the demiplane’s angles, 
  breaking Corners of Spheres’s hold over the area and 
  allowing Daosvaria to begin flickering in and out. The 
  dragon takes advantage of the opportunity to swoop 
  through the demiplane. Every 1d4 rounds, she swoops 
  down over the fight, using her acid breath on the PCs’ 
  foes. Unlike during the PCs’ previous encounter with her, 
  she takes care to avoid harming the PCs. 
  Ralzeros’s Aid
  return. However, from this point onward, the PCs can catch 
  glimpses of mindshards of Ralzeros floating through the mist.
  Base Statistics Without mage armor, the mindshard’s statistics are 
  AC 13, touch 13, flat-footed 10.
  STATISTICS
  Str 8, Dex 16, Con —, Int 20, Wis 14, Cha 14
  Base Atk +4; CMB +3; CMD 16
  Feats Alertness, Combat Casting, Craft Wondrous Item, Improved 
  Iron Will, Iron Will, Scribe Scroll, Sickening SpellAPG, Skill Focus 
  (Perception), ToughnessB
  Skills Disguise +2 (+6 to appear as progenitor), Knowledge (arcana, 
  dungeoneering, engineering, geography, history, planes) +16, 
  Linguistics +16, Perception +7, Sense Motive +4, Spellcraft +16; 
  Racial Modifiers +4 Disguise to appear as progenitor
  Languages Abyssal, Aklo, Ancient Osiriani, Common, Draconic, 
  Hallit, Jistka, Sylvan, Vudrani, Yaddithian
  SQ arcane bond (Arcane Familiar, remnants of Daosvaria), 
  forewarned, replicated gear, scrying adept, send senses
  Gear cloak of resistance +2, headband of vast intelligence +2, 
  spell component pouch, spellbook
  SPECIAL ABILITIES
  See Subtier 5–6.
  B4. MEETING OF THE SPHERES (CR 9 OR CR 12)
  The mist lifts, revealing the twisted heart of the realm. A stone 
  pillar stands on an island to the west, the runes upon it aligned 
  and glowing fiercely. A mutated humanoid with reddish hide leans 
  against the pillar, his hands melted onto his face.
  Creatures: Corners of Spheres and its minions wait 
  patiently for the PCs to arrive. The mutated humanoid is the 
  body of Ralzeros. If the PCs destroyed Daosvaria earlier, they 
  find her sleeping here in Tiny dragon form, draped around 
  Ralzeros’s neck. Otherwise, on the first round, she cries out 
  to Ralzeros—identifying him to the PCs—then flies over to 
  him, asking the PCs to help her convince him to wake up. 
  See the Ralzeros’s Aid sidebar above for details on how the 
  PCs can awaken the wizard and gain his assistance.
  SUBTIER 5–6 (CR 9)
  CORNERS OF SPHERES 
  CR 8
  Variant yangethe (Pathfinder RPG Bestiary 5 285)
  CE Large aberration
  Init +3; Senses blindsense 120 ft., darkvision 60 ft.; Perception +17
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 95 (10d8+50)
  Fort +8, Ref +6, Will +11
  Defensive Abilities amorphous; SR 19; Immune, cold, fear, 
  mind-affecting effects
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +12 (1d6+6), 4 tentacles +11 (1d6+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks feeding tentacles, psychic blast
  Spell-Like Abilities (CL 9th; concentration +11)
  Constant—air walk, tongues
  At will—darkness, telekinesis (DC 17)
  Psychic Magic (CL 9th; concentration +11)
  14 PE—black tentacles (4 PE), fear (4 PE, DC 16), quickened 
  true strike (1 PE)
  TACTICS
  During Combat Corners of Spheres uses psychic blast, hitting 
  as many PCs as possible, followed by its psychic magic and 
  spell-like abilities. If engaged in melee or reduced below 50 
  
  19
  OATH OF THE OVERWATCHED
  hit points, it enters melee, using true strike to ensure hits and 
  draining emotions with its feeding tentacles.
  Morale Knowing that its current form is simply a projection, 
  Corners of Spheres fights viciously until destroyed.
  STATISTICS
  Str 22, Dex 16, Con 20, Int 15, Wis 19, Cha 15
  Base Atk +7; CMB +14 (+18 grapple); CMD 27 (can’t be tripped)
  Feats Combat Casting, Combat Expertise, Multiattack, Quicken 
  Spell-Like Ability (true strike), Weapon Focus (tentacles)
  Skills Knowledge (arcana) +12, Knowledge (engineering) +15, 
  Knowledge (planes) +12, Perception +17, Sense Motive +14, 
  Spellcraft +15
  Languages telepathy 100 ft., tongues
  SQ no breath
  SPECIAL ABILITIES
  Feeding Tentacles (Su) As a standard action, Corners of Spheres 
  can use its mouth tentacles to feed on a helpless creature or a 
  creature it is currently grappling. If it hits with a melee touch 
  attack, the feeding tentacles wrap around the target’s body 
  and riddle it with thousands of tiny filaments that siphon away 
  the victim’s emotions. This attack deals 1d3 points of Charisma 
  drain. Corners of Spheres heals 5 points of damage for every 
  point of Charisma it drains in this manner. As long as a creature 
  continues to suffer any of this Charisma drain, each time it 
  attempts to sleep, it is affected by a nightmare spell (CL 9th, DC 
  19). All effects from the tentacles are mind-affecting effects.
  Manifested from Beyond (Ex) This is just a projection of the true 
  Corners of Spheres. Despite having statistics similar to those 
  of a yangethe, Corners of Spheres’s unusual and ever-shifting 
  physiology prevents the PCs from identifying it with Knowledge 
  skills unless they found the book The Emissary, in which case 
  they gain a +5 bonus on Knowledge (dungeoneering) checks to 
  identify it and may roll such checks untrained.
  Psychic Blast (Su) Once per day as a standard action, Corners of 
  Spheres can emit a blast of psychic energy from its mind in a 
  30-foot-radius burst centered on itself. All creatures in this area 
  take 6d6 points of nonlethal damage from the intense pain and 
  are confused for 1d6 rounds. A successful DC 17 Will save halves 
  the damage and negates the confusion. This is a mind-affecting 
  effect. The save DC is Charisma-based.
  Psychic Magic (Sp) Corners of Spheres has a pool of 14 points of 
  psychic energy (PE) per day, which it can spend to cast several 
  spell-like abilities at the listed cost.
  RHU-CHALIK 
  CR 6
  hp 68(Pathfinder RPG Bestiary 5 203, see page 24)
  TACTICS
  During Combat The rhu-chalik focuses on using project terror on 
  PCs who failed their saving throws in area B1. If all of the PCs 
  succeeded at the earlier saving throw, or if the PCs harm it,then 
  it engages in melee combat. Its close connection to Corners of 
  Spheres renders it immune to the confusion portion of Corners 
  of Spheres’s psychic blast, but not the damage.
  Morale The rhu-chalik fights until destroyed. If the PCs defeat 
  Corners of Spheres, its body dissolves.
  SUBTIER 8–9 (CR 12)
  CORNERS OF SPHERES 
  CR 11
  Variant vespergaunt (Pathfinder RPG Bestiary 6 272)
  CE Medium ooze
  Init +8; Senses blindsight 60 ft., true seeing; Perception +16
  Aura madness (60 ft., DC 19)
  DEFENSE
  AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
  hp 142 (15d8+75)
  Fort +12, Ref +11, Will +8
  Defensive Abilities amorphous; SR 22; Immune, cold, fear,  
  mind-affecting effects, ooze traits
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect)
  Melee 2 slams +19 (2d8+7 plus siphon spirit)
  Space 5 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 15th; concentration +17)
  Constant—tongues, true seeing
  At will—deeper darkness
  TACTICS
  Before Combat Corners of Spheres lurks in the mist, cloaked in 
  deeper darkness.
  During Combat Corners of Spheres prefers to watch its enemies 
  tear each other apart. It hits as many PCs as possible with its 
  aura before striking against PCs who succeeded at the saving 
  throw against confusion, positioning itself to avoid being the 
  closest target to a confused PC.
  Morale Knowing that its current form is simply a projection, 
  Corners of Spheres fights viciously until destroyed.
  STATISTICS
  Str 25, Dex 18, Con 20, Int 19, Wis 13, Cha 14
  Base Atk +11; CMB +18; CMD 33
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove two of Corners of Spheres’s 
  tentacles, reduce its psychic magic pool to 10 PE, reduce 
  its SR to 18, and reduce its natural armor bonus to AC by 2, 
  changing its AC to 19 (touch 12, flat-footed 16).
  Subtier 8–9: Remove one rhu-chalik. Reduce the DC 
  to resist Corners of Spheres’s aura of madness and siphon 
  spirit abilities to 17, reduce its SR to 21, and reduce its 
  natural armor bonus to AC by 2, changing his AC to 20 
  (touch 15, flat-footed 15).
  Scaling Meeting of 
  the Spheres
  
  PATHFINDER SOCIETY SCENARIO
  20
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Acrobatics +4 (–4 when jumping), Fly +12, Knowledge 
  (arcana) +19, Knowledge (engineering) +19, Knowledge 
  (planes) +19, Perception +16, Sense Motive +16, Spellcraft +19
  Languages telepathy 100 ft., tongues
  SQ no breath
  SPECIAL ABILITIES
  Aura of Madness (Su) Any creature within a 60-foot radius of 
  Corners of Spheres must succeed at a DC 19 Will save or be 
  confused for 1d4 rounds. Once a creature successfully saves, it 
  cannot be affected by the same aura again for 24 hours. This 
  is a mind affecting effect. The save DC is Charisma-based.
  Manifested from Beyond (Ex) This is just a projection of the 
  true Corners of Spheres. Despite having statistics similar to 
  those of a vespergaunt, Corners of Spheres’s unusual and 
  ever-shifting physiology prevents the PCs from identifying 
  it with Knowledge skills unless they found the book The 
  Emissary, in which case they gain a +5 bonus on Knowledge 
  (dungeoneering) checks to identify it and can roll such 
  checks untrained.
  Siphon Spirit (Su) Any creature that Corners of Spheres touches 
  must succeed at a DC 19 Will save or gain 1 negative level as 
  the creature rips away a portion of its soul. The victim must 
  save anew each time it is touched, and a character killed by 
  this attack disintegrates completely except for its eyes and 
  strands of brain matter, which become part of Corners of 
  Spheres. If this manifestation of Corners of Spheres dies, then 
  these body parts can be retrieved from the corpse, allowing 
  the victim to be restored to life with resurrection. Otherwise, 
  only powerful magic such as miracle or wish can resurrect a 
  creature slain in this manner.
  RHU-CHALIKS (3) 
  CR 6
  hp 68 each (Pathfinder RPG Bestiary 5 203, see page 24)
  TACTICS
  During Combat The rhu-chaliks focus on using project terror 
  against PCs who failed their saving throws in area B1. If all 
  of the PCs succeeded at the earlier saving throw, they move 
  to engage in melee combat. They are immune to Corners of 
  Spheres’s aura.
  Morale The rhu-chaliks fight until destroyed. If the PCs defeat 
  Corners of Spheres, their bodies dissolve.
  Treasure: If the PCs defeat Corners of Spheres, the staff 
  next to Ralzeros regains a spark of its power, becoming the 
  Staff of the Overwatched (see this adventure’s Chronicle sheet 
  for more information).
  Development: If the PCs defeat Corners of Spheres, the 
  room is temporarily consumed in an illusion of a dark void, 
  in which floats a far larger and more fearsome version of 
  Corners of Spheres. The being’s hundreds of eyes slowly turn 
  toward the PCs, but just before they reach their destination, 
  the illusion fades, and a terrible shrieking fills the room. The 
  bodies of Corners of Spheres and all of its minions dissolve, 
  and the demiplane heaves violently, knocking the PCs prone.
  Rewards: If the PCs do not defeat Corners of Spheres, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 833 gp.
  Out-of Subtier: Reduce each PC’s gold earned by 1,249 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,666 gp.
  THE FATE OF THE OVERWATCHED
  When the PCs defeat Corners of Spheres, Ralzeros awakens 
  if he was still dormant. He speaks to the PCs in a muted and 
  distant voice that seems to emanate from his body as a whole 
  rather than from the mouth-shaped part of his face. His 
  speech intersperses coherent explanations with tangents 
  during which his thought process becomes muddled 
  and detached from the human experience, similar to the 
  thoughts of Corners of Spheres and its minions.
  After the tortures he has endured, Ralzeros’s mind is 
  filled with suffering. He is haunted and paranoid, weary 
  of existence, and guilty over his failures and losses. He 
  is also filled with hatred and fear of himself. One of the 
  consequences of his interactions with the Dark Tapestry 
  was an obsessive desire to learn more of its secrets, a desire 
  that still haunts him. He explains to the PCs that even if he 
  were to manage to keep that obsession in check, Corners of 
  Spheres may still come after him again someday. The being 
  that the PCs defeated was only a projection of a far stronger 
  entity. The last major trouble that weighs on his mind is 
  existential—he wonders if he is truly Ralzeros, or simply a 
  copy of a portion of Ralzeros’s mind that Corners of Spheres 
  created for its amusement.
  If the PCs ask him about how he came to be in this situation, 
  he relays the information from the scenario’s introduction. 
  He bemoans his hubris and explains that he believed that 
  the power of magically binding oaths enforced with sacred 
  geometry would be enough to keep beings from the Dark 
  Tapestry at bay. However, as the desire for knowledge grew 
  within him, his obsessions eroded his sense of caution. It was 
  at that point that he swore an oath to a more powerful being, 
  Corners of Spheres, and his decline accelerated.
  Ralzeros leaves his fate in the PCs’ hands. If they decide 
  to kill him, he provides no resistance. If they decide to leave 
  him in the demiplane, he morosely comments, “As Corners 
  has gone, so will Corners come again to find me here, and 
  I will be swept away. Perhaps better to end things before 
  they begin again? Or has inevitability already come to pass?” 
  However, he does not otherwise attempt to convince the PCs 
  to take another course of action. Finally, if the PCs decide to 
  take Ralzeros back with them to Golarion, he follows the PCs 
  back, with slow, shambling steps, to the observatory he built 
  long ago. His hands remain fused to his face.
  
  21
  OATH OF THE OVERWATCHED
  CONCLUSION
  An hour after opening the portal that allowed the PCs to 
  enter the Library of the Scattered Mind, Zarta Dralneen can 
  open a return path. If the PCs signal her before an hour has 
  passed, Zarta cannot help them return; otherwise, when 
  the PCs activate the signal she prepares a return path. One 
  round later, a glowing golden portal appears next to the PC 
  who opened it, allowing for their safe return. The portal 
  remains open for two minutes.
  The situation back in the Blakros Museum depends upon 
  the number of containment breaches the PCs caused. If they 
  caused at least one and fewer than five, there are signs of 
  battle, but Zarta, Valsin, and Aldain are all holding up fairly 
  well. If they caused five or more breaches, however, their 
  injuries are more serious. Valsin is unconscious, and a few 
  other Pathfinder agents are in the room as well, watching 
  the door cautiously.
  If the PCs defeated Corners of Spheres, the copper gate 
  is no longer writhing. Zarta carefully seals the area off while 
  she and the others present listen to the PCs’ report of their 
  findings. She is particularly interested in what they learned 
  about Ralzeros and what the PCs decided to do with the 
  remnants of him that they found within the demiplane. If the 
  PCs decided to kill Ralzeros, she is somewhat disappointed 
  to lose the chance to speak to a figure of such renown, but 
  she respects their judgment. She remarks to any Dark Archive 
  PCs that their caution and restraint make them great assets in 
  an organization that so often deals with dangerous magic. On 
  the other hand, if the PCs take Ralzeros out of the demiplane 
  with them, it is immediately clear to the PCs that Zarta, Nigel, 
  and Ambrus are preparing for a fight—they initially believe 
  that Ralzeros is a dangerous creature that has followed the 
  PCs without their knowledge. For his part, Ralzeros does 
  not even seem to notice the initial hostility. His attention is 
  focused on analyzing the geometry of the space and grappling 
  with a sense of vague familiarity in his surroundings. He is 
  intensely disoriented and willing to consider whatever plans 
  the PCs propose for his next steps. Dark Archive PCs might 
  wish to convince him to share his knowledge with the faction 
  with a DC 20 Diplomacy or Knowledge (arcana) check (DC 24 
  in Subtier 8–9). If the PCs have the book Unquiet Meditations, 
  they gain a +2 bonus on this skill check.
  If the PCs return without defeating Corners of Spheres, 
  Zarta Dralneen is disappointed and Ambrus Valsin is deeply 
  concerned. He sends Nigel Aldain to the Pathfinder Society to 
  gather up as many strong agents as he can to handle the fallout.
  REPORTING NOTES
  If the PCs convinced Ralzeros to join the Dark Archive, check 
  box A. If they killed Ralzeros, check box B. If they did not fight 
  Daosvaria, check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs earn one Prestige Point for defeating Corners of 
  Spheres, thus freeing the demiplane from his influence.
  SECONDARY SUCCESS CONDITIONS
  If the PCs end the scenario with 4 or fewer containment 
  breaches while meeting their primary success condition, 
  they achieve their secondary success condition and earn 1 
  additional Prestige Point.
  FACTION NOTES
  Dark Archive PCs should ensure that Ralzeros the 
  Overwatched is no longer left uncontained. If the PCs 
  convince Ralzeros to assist the Dark Archive, each Dark 
  Archive PC gains the Aid of the Overwatched boon. If 
  they destroy Ralzeros, each Dark Archive PC instead gains 
  the Cautious Curator boon. In either case, because of this 
  mission’s relevance to the Dark Archive’s goals, Dark Archive 
  players can check up to two boxes on their Faction Journal 
  Cards to represent goals that they have completed.
  
  PATHFINDER SOCIETY SCENARIO
  22
  Handout #1: Secrets of Pastlight
  Handout #2: Sacred Geometry
  Handout #3: Beyond the Stars
  The light we see from distant stars is unknowably old, and so contains the seeds of 
  the past. With this ‘“apocryphal light” or “pastlight”, a wizard could observe the past, 
  thanks to the resonance of the light’s genesis across time. In addition, pastlight could 
  theoretically be used to alter the probability of future events, while the light from 
  now-dead stars might grant power over life and death. All of my will is bent upon 
  understanding and mastering this unearthly power. Realms touched by the stars may 
  hold the secrets that will guide my studies.
  This book includes a ritual that loosens the demiplane’s ties to the Material Plane.
  The Aucturn Enigma is incontrovertible: Osirion of old was touched by beings from the 
  stars. These emissaries arrived during a portentous syzygy between Golarion, Aucturn, 
  and the Dark Tapestry’s blackest heart, bearing gifts of mind-expanding revelations. 
  I hope to gain insight into these emissaries and their enlightening gifts. Already, 
  my research has offered great insights into numerology, the grand secret for which 
  the Pharaoh of Numbers was named, as well as the practice of sacred geometry, 
  using certain auspicious angles and shapes to channel cosmic power. These secrets 
  were first revealed to the ancient Osiriani through communion with emissaries from 
  Aucturn, though I have plumbed their mysteries and mastered it myself. I structured 
  my observatory according to its precise principles, fortifying it against incursions and 
  intrusions of all varieties so long as the structure is unchanged. Further, it allows my 
  demiplane to hold countless layers of space. Despite its potency, however, sacred 
  geometry is merely a stepping-stone to the power of the stars.
  This book includes a ritual that reactivates the demiplane’s wards against unnatural entities.
  I have sought out all the tomes of this world and beyond. The lost lore of Azlant 
  and Thassilon, of cyclops and serpent. The wisdom of the shining children. The 
  ramblings of a mad poet, sought out in a dream. Whispers stolen from a fey lord’s 
  library. It is time to learn what no book can teach. It is time to look not to the 
  stars as I have always done, but between them. And to beckon what looks back.
  This book includes a ritual that weakens the influence of alien entities.
  
  23
  OATH OF THE OVERWATCHED
  Handout #4: Precautions
  Handout #5: The Emissary
  Handout #6: Unquiet Meditations
  Beldrin’s thievery is useless—I hope he tries that key he stole from 
  me. Yet there will always be more schemes. Layers within layers within 
  layers are never enough. I feel their eyes burning holes into my mind. 
  Eyes from Absalom, and eyes from beyond. Angles within angles within 
  angles to trick their eyes.
  This book may assist your defenses later in the scenario.
  Corners of Spheres, The Great Emissary, is the key. The ghoulish advisor 
  with secrets unknowable is only the first to walk the path to show me 
  the way. When I look upon it, I know what is not and what is yet to be 
  seen. The more it tries to hide from me, the more I must know.
  This book may assist your ability to identify threats later in the scenario.
  Why do they flock together? Why do they flap their lips at each 
  other? Flesh forms rotting and spinning, stuck to the prison’s surface. 
  Corners is the puppet of my thoughts, and his children dance with mine. 
  Liberated from flesh, though flesh melts to remain.
  This book may help you communicate with Ralzeros’s fractured mind.
  
  PATHFINDER SOCIETY SCENARIO
  24
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  CEREBRIC FUNGUS 
  A swollen, brainlike bulb encrusted with fungal shelves squats atop 
  several ropy legs. A wide mouth bisects the bulb’s crown.
  CEREBRIC FUNGUS 
  CR 3
  Pathfinder RPG Bestiary 3 52
  N Medium plant
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
  Aura unsettling appearance (60 ft., DC 14)
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d8+12); fast healing 2
  Fort +7, Ref +1, Will +6
  Defensive Abilities otherworldly mind; Immune plant traits; 
  Resist cold 5
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+2), 2 tendrils +3 (1d4+1 plus pull)
  Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
  Special Attacks pull (tendril, 5 ft.), star-shriek
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—detect thoughts (DC 14)
  At will—touch of madness (DC 14)
  3/day—calm emotions (DC 14), touch of idiocy (DC 14)
  STATISTICS
  Str 14, Dex 11, Con 16, Int 15, Wis 20, Cha 15
  Base Atk +3; CMB +5; CMD 15 (21 vs. trip)
  Feats Improved Initiative, Multiattack
  Skills Bluff +6, Diplomacy +6, Perception +12, Stealth +7
  Languages telepathy 100 ft.
  SPECIAL ABILITIES
  Otherworldly Mind (Ex) Any creature attempting to contact a 
  cerebric fungus’s mind or read its thoughts with a divination 
  spell or similar ability must succeed at a DC 16 Will save 
  or be overwhelmed by the alien thoughts in the creature’s 
  head. Those who fail take 1d6 points of nonlethal damage 
  and are confused for 1d6 rounds, and the divination effect 
  immediately ends. The save is Charisma-based and includes a 
  +2 racial bonus.
  Star-Shriek (Ex) Once per day as a full-round action, a cerebric 
  fungus can unleash a shrill scream of madness. All creatures 
  (except other cerebric fungi) within 30 feet must make a DC 15 
  Will save or be nauseated for 1d4 rounds. This is a sonic, mind-
  affecting effect. The save DC is Constitution-based.
  Touch of Madness (Sp) The cerebric fungus may daze one living 
  creature by making a successful touch attack. The target 
  creature must succeed at a DC 14 Will save, or it becomes dazed 
  for 1 round per caster level (4 rounds for most cerebric fungi). 
  The dazed subject is not stunned (so attackers get no special 
  advantage against it). This is a mind-affecting enchantment, 
  equivalent to a 2nd-level spell.
  Unsettling Appearance (Su) A cerebric fungus constantly 
  scans the minds of those around it, projecting around itself 
  a confusing collage of images gleaned from their thoughts. 
  Creatures within 60 feet that can see the fungus must succeed 
  at a DC 14 Will save or take a –2 penalty on attack rolls. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  RHU-CHALIK
  Thin tendrils trail from this misshapen ovoid. Its underside holds a 
  gray orb that resembles a bulging, lidless eye.
  RHU-CHALIK 
  CR 6
  Pathfinder RPG Bestiary 5 203
  CE Small aberration
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +10
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
  hp 68 (8d8+32); fast healing 2
  Fort +6, Ref +5, Will +8
  Defensive Abilities all-around vision; Immune cold, disease
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 4 tendrils +11 (1d4+3 plus pain touch)
  Special Attacks pain touch, project terror, void transmission
  Spell-Like Abilities (CL 10th; concentration +12)
  Constant—mage armor
  At will—detect thoughts (DC 14), invisibility, share memory 
  (DC 14)
  1/day—modify memory (DC 16)
  STATISTICS
  Str 16, Dex 16, Con 19, Int 13, Wis 14, Cha 15
  Base Atk +6; CMB +8; CMD 21
  Feats Combat Expertise, Combat Reflexes, Improved Initiative, 
  Weapon Focus (tendril)
  Skills Bluff +8, Diplomacy +8, Fly +13, Intimidate +10, Perception 
  +10, Sense Motive +7, Stealth +15, Use Magic Device +10
  Languages Aklo; telepathy 100 ft.
  SQ compression, no breath
  SPECIAL ABILITIES
  Pain Touch (Ex) A rhu-chalik secretes an enzyme that coats its 
  tendrils. When this enzyme comes into contact with a living 
  creature, it causes excruciating pain. Any creature that comes 
  into contact with the enzyme must succeed at a DC 18 Fortitude 
  save or take a –2 penalty on attack rolls, ability checks, and skill 
  checks for 1d4 rounds. If a creature is affected by multiple pain 
  touch attacks, the duration stacks but the penalty doesn’t. This 
  is a pain effect. The save DC is Charisma-based.
  Project Terror (Su) As a standard action, a rhu-chalik can harness 
  the fears of any creature on which it has successfully used 
  detect thoughts within the last minute. This effect creates 
  terrible, nightmarish visions in the target’s mind; the target 
  
  25
  OATH OF THE OVERWATCHED
  must succeed at a DC 16 Will save or be frightened and take 
  1d4 points of Wisdom damage. The save DC is Charisma-based.
  Void Transmission (Su) If a creature takes an amount of Wisdom 
  damage from the rhu-chalik’s project terror ability that equals 
  or exceeds the creature’s Wisdom score, the creature falls 
  unconscious as normal. At that point, the rhu-chalik can take 10 
  minutes to copy and absorb the creature’s entire consciousness 
  and send that consciousness through the void of space to its 
  waiting masters. If the creature’s Wisdom damage is healed 
  and the creature is revived prior to the end of this process, this 
  effect fails. If the creature’s Wisdom damage is healed after its 
  consciousness is successfully transmitted, the creature awakens 
  disoriented, and takes a –2 penalty on attack rolls, ability 
  checks, and skill checks for 24 hours. This effect otherwise 
  doesn’t harm the target, as the target’s consciousness isn’t 
  eliminated, only duplicated and transmitted.
  
  26
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #9–17: Oath of the Overwatched © 2018, Paizo 
  Inc.; Author: Isabelle Lee.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9–17: 
  Oath of the Overwatched
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
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  SUBTIER
  Normal
  Slow
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  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
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  Initials
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  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
  —
  1,282
  2,792
  —
  2,037
  2,563
  5,584
  —
  4,074
  Out of
  Subtier
  Pathfinder Society Scenario #9–17: 
  Oath of the Overwatched
  Aid of the Overwatched (Dark Archive): You returned Ralzeros the Overwatched to Golarion and convinced him to lend 
  his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her 
  essence and knowledge to assist you. This aid can take one of two forms.
  A chaotic spellcaster of at least 7th level can take Daosvaria as a familiar with the Improved Familiar feat. She uses the 
  standard statistics of a wyrmling nightmare dragon, except that her alignment is chaotic neutral, she does not have the 
  see in darkness ability, her Strength score is 10. She has the feats Improved Initiative and Multiattack and three ranks in 
  each of the following skills: Fly, Knowledge (arcana, engineering, and planes), Perception, and Stealth. She qualifies for 
  magic item slots in the biped (hands) category and can use spell trigger and spell completion magic items. If you make 
  this bond with Daosvaria, you must provide a copy of Pathfinder RPG Bestiary 5 as if the improved familiar were granted 
  by the Additional Resources list. Daosvaria may qualify for the figment familiar archetype (Pathfinder RPG Familiar Folio 
  10, Pathfinder RPG Ultimate Wilderness 211) as if she had speak with animals of its kind, trading out dragon senses for 
  darkvision 60 ft. and the manifest dreams ability.
  ▫▫ Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. 
  Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in 
  place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check. If 
  you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.
  Cautious Curator (Dark Archive): You destroyed the remnants of Ralzeros the Overwatched, and in so doing removed 
  a link to the Dark Tapestry. If you have the boon Scrutiny of the Stars from Pathfinder Society Scenario #5–16: Sanctum of 
  the Sages, cross that boon off your Chronicle sheet. You may cross this boon off your Chronicle sheet to reroll a failed 
  saving throw against a mind-affecting effect or an effect that results from exposure to dangerous knowledge or writing.
  Staff of the Overwatched (aura moderate divination; CL 9th; Weight 10 lbs.): This black basalt staff twists into irregular 
  geometric patterns. Its structure channels the power of sacred geometry to protect its wielder, granting her some 
  concealment against ranged attacks (a 10% miss chance). While this staff was once one of Ralzeros’s treasures, the 
  influence of Corners of Spheres has sealed much of its potential. The staff allows the use of the following spells.
  ・ identify (1 charge)
  ・ twisted space (2 charges; Pathfinder RPG Ultimate Combat 248)
  You can purify the staff between adventures, unlocking the abilities below.
  ▫ Augment the staff’s protective abilities, increasing the 10% miss chance against ranged attacks to 20%, by paying 
  6,000 gp.
  ▫ Augment the staff’s magical abilities, adding the following spells to the staff and reducing the cost of using twisted 
  space to 1 charge. This upgrade costs 8,000 gp.
  ・ wandering star motes (2 charges; Pathfinder RPG Advanced Player’s Guide 355)
  ・ hold portal (1 charge)
  ▫ If you have already performed the spell upgrade above, you can pay a further 8,000 gp to add the following spells.
  ・ prying eyes (2 charges) 
  ・ stone shape (2 charges)
  Core Campaign
  Subtier 5–6
  Subtier 8–9
  dreamcatcher (2,800 gp; Pathfinder RPG Occult Adventures 257)
  Journeyman Book of Ruh Thaven (includes preparation ritual, 
  3,320 gp; Pathfinder RPG Ultimate Magic 123)
  lesser selective metamagic rod (3,000 gp; Pathfinder RPG 
  Advanced Player’s Guide 295)
  lesser talisman of life’s breath (3,500 gp; Occult Adventures 263)
  lucky horseshoe (6,800 gp; Occult Adventures 260)
  Staff of the Overwatched (discounted price 10,000 gp, see above)
  wand of countless eyes (6 charges;1,350 gp, limit 1; Ultimate 
  Magic 213) 
  dreamcatcher (2,800 gp; Pathfinder RPG Occult Adventures 257)
  lesser talisman of life’s breath (3,500 gp; Occult Adventures 263)
  luckstone (20,000 gp)
  Quest Eternal (includes preparation ritual, 8,395 gp; Pathfinder 
  RPG Ultimate Magic 124)
  selective metamagic rod (11,000 gp; Pathfinder RPG Advanced 
  Player’s Guide 295)
  Staff of the Overwatched (discounted price 10,000 gp, see above)
  wand of countless eyes (6 charges;1,350 gp, limit 1; Ultimate 
  Magic 213) 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-17 - Oath of the Overwatched.pdf