TEXT: By John Compton and Thurston Hillman
  PASSING THE TORCH PART 2:
  WHO SPEAKS FOR THE TEN
  PATHFINDER SOCIETY SCENARIO #10-23          TIER 12–18
  
  Pathfinder Society Scenario #10–23: Passing 
  the Torch Part 2: Who Speaks for the Ten 
  is a Pathfinder Society Scenario designed 
  for 12th- through 18th-level characters 
  (Tier 12–18; Subtiers 12–13, 14–15, and 
  17–18). This scenario is designed for play 
  in the Pathfinder Society Roleplaying 
  Guild campaign, but it 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 
  pathfindersociety.club.
  HOW TO PLAY
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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.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
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  Pathfinder Society Scenario #10–23: Passing the Torch Part 2: Who Speaks for the Ten © 2019, 
  Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, 
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  GM ResouRces
  Passing the Torch Part 2: Who Speaks for the Ten makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced Player’s 
  Guide (APG), Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 
  5, Pathfinder RPG Ultimate Combat (UC), and Pathfinder RPG Ultimate Equipment (UE). This 
  adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at pfrd.info, and 
  the statistics from the Bestiary volumes are reprinted in the back of the adventure for the 
  GM’s convenience.
  Table of Contents
  Who Speaks for the Ten                             3
  Appendix                                          39
  Maps                                               42
  Chronicle Sheet                                   45
  Authors • John Compton and Thurston Hilman
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing, Miroslav Petrov, 
  Rogier van de Beek, Vicky Yarova and  
  Mathias Zamecki
  Cartographer • Jason Engle, Robert Lazzaretti and  
  Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie,  
  Michael Sayre, 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
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Financial Officer • John Parrish
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  Chief Technical Officer • Vic Wertz
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  Sales Associate • Cosmo Eisele
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  Andrew White
  
  • Absalom
  Golarion
  33
  By John Compton and Thurston Hillman
  PASSING THE TORCH 
  PART 2: WHO SPEAKS 
  FOR THE TEN
  PART 2: WHO SPEAKS 
  FOR THE TEN
  Passing the Torch Part 1: Who Speaks for the Ten takes place 
  on Absalom, within the Pathfinder Society’s Grand Lodge. 
  For more information on Absalom, see Pathfinder Campaign 
  Setting: Inner Sea World Guide and Pathfinder Campaign 
  Setting: Guide to Absalom, available at book stores and 
  game stores everywhere and online at paizo.com.
  Where on Golarion?
  A
  lthough founded as a social organization for 
  adventurers to share leads and tales, the Pathfinder 
  Society quickly grew into a formal organization with 
  hundreds of explorers, a prolific publication schedule, and 
  a need for leadership. A council of ten experienced and 
  respected scholars took up the mantle of leadership in these 
  early days, naming themselves the Decemvirate. But over 
  the decades, the Society’s growing membership, influence, 
  and reach inspired rival factions that vied for control. These 
  factional conflicts grew increasingly vicious; at their height, 
  they even led to a string of assassinations that claimed the 
  lives of members of the Decemvirate. At last, there came 
  peace and reform, with the existing Decemvirate stepping 
  down to make way for a diverse cohort of replacements, each 
  of whom donned a Decemvirate helm to maintain anonymity. 
  Enchanted with powerful abjurations that protected the 
  wearers’ thoughts and identities, these helms have been 
  passed down through the generations by leaders ever since. 
  In this way, the Pathfinder Society has known peace under 
  the secretive yet evenhanded oversight of “the Ten.”
  Yet even from the beginning, the helms that were to protect 
  the Society’s leaders from harm have also hidden dangerous 
  elements. The gnome Pathfinder Eylysia was among the 
  first to deduce these leaders’ identities, recognizing a few 
  as merciless criminals. The bad actors confronted her and 
  her allies with lethal force. She was forced to flee Absalom, 
  and she has lived in exile on Mediogalti Island ever since. 
  Yet even in exile, she has monitored the Society and its 
  leaders, seeking some way to rid it of its worst elements. 
  Through her studies, she met Ven Lorovox, a man better 
  known today as Grandmaster Torch. Grandmaster Torch 
  was a former Pathfinder left for dead by the Decemvirate, 
  and he has devoted his life to unmasking what he sees as 
  unfeeling leaders. Together, Eylysia and Torch identified 
  each of the members of the Decemvirate. While most are 
  professional or benign, one stood out: Vahlo Huovar. A bold 
  halfling from the Shining Crusade, Vahlo met a terrible 
  end. The Whispering Tyrant killed him and reanimated the 
  halfling as a graveknight in his service. Vahlo infiltrated the 
  Decemvirate at least a century ago. Since then, he has steered 
  many of its policies, and has employed Pathfinders to gather 
  relics—all in the name of historic preservation—that could 
  aid the Whispering Tyrant if that legendary lich should ever 
  break free from Gallowspire.
  And at long last, the Whispering Tyrant has escaped. 
  News of the devastation he brought to Lastwall inspired 
  many of the Inner Sea’s nations to send assistance north, 
  yet the lich recently appeared outside Absalom with an 
  army as if preparing to storm the city. At last, the time has 
  come for Vahlo to act. With the city’s own forces diminished 
  and the Grand Lodge practically emptied after hundreds 
  of Pathfinders departed for Ustalav to aid in its defense, 
  there were precious few defenders to prevent Vahlo from 
  animating undead servants, subduing the Grand Lodge’s 
  occupants, and unlocking the best defended vaults. He has 
  stolen dozens of potent and priceless weapons. Perhaps 
  the most dangerous among them is the Ensanguined Envy, a 
  
  PATHFINDER SOCIETY SCENARIO
  44
  The inclusion of Subtier 17–18 in this scenario means that 
  some PCs will be able to cast miracle and wish. These 
  spells represent the most powerful tools in a spellcaster’s 
  arsenal, and this scenario is among a limited number of 
  opportunities to use them. Their effects should be awesome 
  and rewarding for the player, but not so much so that they 
  single-handedly counter most of the scenario’s challenges.
  For more specific guidance, use the following tips. The 
  list of spells and levels that miracle and wish can duplicate 
  is the baseline for the power level of what the spell can 
  accomplish. If the PCs want to do something that isn’t 
  specifically on that list, compare the effect to other spells of 
  the corresponding level in the Core Rulebook. Use 8th level 
  spells as a benchmark for effects that would be appropriate 
  for a character with the corresponding type of magic 
  (arcane for wish, or divine for miracle), and 7th level spells 
  for other effects. In general, if the PC is looking to create 
  a version of a spell that normally affects one creature, but 
  instead wants it to affect many targets, the increase in 
  targets is worth 4 spell levels. Spells with “mass” in their 
  name are a good example of this principle in action. When 
  wish or miracle duplicates the effect of an existing spell 
  that has a long casting time, it’s not necessarily appropriate 
  to allow the PC to cast that spell as a standard action—a 
  pure duplication would include the casting time. Consider 
  the impact of shortening that casting time. Some spells, 
  such as geas/quest, are balanced around the fact that 
  their long casting time makes them impossible to cast in 
  combat. Long casting time spells may lack other safeguards 
  that spells normally have, such as saving throws. When 
  duplicating a spell with a long casting time, consider either 
  giving the wish or miracle the spell’s standard casting 
  time, or placing some checks on the spell (such as adding 
  a saving throw to a spell that wouldn’t normally have one).
  Wish and Miracle
  deadly artifact tied to the demon lord Zura and her blood-
  soaked reveries as a mortal. By combining the artifact, his 
  helm’s power, and his extraordinary undead abilities, Vahlo 
  has begun a ritual that could cause an entire district’s 
  inhabitants to destroy one another and rise as undead, 
  devastating the city’s defenses and all but leaving the gates 
  open for the Whispering Tyrant.
  Yet Vahlo still has enemies. Outside the Grand Lodge, 
  Venture-Captain Eliza Petulengro has coordinated the few 
  Pathfinders who remain in Absalom to keep watch over the 
  mysteriously quiet and sealed Grand Lodge grounds. Once 
  she has gathered the strongest Pathfinders she can, she 
  plans to assemble a capable team to break inside, identify 
  the threat, and resolve it. Simultaneously, Grandmaster 
  Torch and his operatives have infiltrated the Grand Lodge 
  intent on revenge against the Decemvirate—a goal that 
  could save Absalom from Vahlo’s schemes, but could also 
  doom the Grand Lodge if centuries of Society secrets come 
  to light.
  SUMMARY
  Equipped with knowledge of Vahlo and his schemes, the 
  PCs return to Absalom to find the city under siege by the 
  Whispering Tyrant’s looming army. Venture-Captain Eliza 
  Petulengro meets with the PCs a short distance from the 
  Grand Lodge, catches the PCs up on recent events, and asks 
  them to break into the Society’s headquarters, identify the 
  mysterious threat, establish a foothold for other Pathfinders 
  to enter and assist, and eliminate the threat as necessary.
  The Grand Lodge is the domain of Vahlo’s undead 
  minions, and the PCs must overcome various threats 
  through short challenges: opening the Grand Lodge’s main 
  doors, disabling necromantic focuses in the Mausoleum, 
  neutralizing an outsider summoned into Starhall, and 
  more. All the while, the PCs learn more about Vahlo’s attack 
  and Grandmaster Torch’s plans. They learn that both forces 
  have made for the Repository, where many of the Society’s 
  greatest treasures and secrets lie. There, the PCs clash 
  directly with Torch’s leading agents, identify the ritual Vahlo 
  has begun, and can acquire potent equipment with which 
  to confront the graveknight atop Skyreach. In the ensuing 
  clash, one of the graveknight’s contingencies draws the 
  combatants to the Wall of Names, where Vahlo can conjure 
  the spirits of embittered Pathfinders to aid in his last stand. 
  However, until the PCs destroy his Decemvirate helm, Vahlo is 
  guaranteed to rejuvenate again and again.
  In the aftermath, the PCs can end what remains of 
  the ritual, destroy the Decemvirate helm, and confront 
  Grandmaster Torch. The former Pathfinder considers his 
  vendetta complete, and he answers any of the PCs’ questions 
  before letting them decide his fate. Eliza Petulengro and 
  another member of the Decemvirate join the PCs to set the 
  course of the Pathfinder Society going forward, including 
  the potential for new leadership.
  GETTING STARTED
  Following the events of Pathfinder Society Scenario #10-22: 
  Passing the Torch, Part 1: Who Wears the Mask, the PCs might 
  return to Absalom by numerous means, such as chartering 
  a ship back to Absalom or teleporting there directly. The 
  city’s feel has changed since the PCs departed for Mediogalti 
  Island. With the arrival of the Whispering Tyrant and his 
  army in the Cairnlands outside the city, the city’s soldiers 
  are on high alert. Carts and draft animals busily move food 
  and armaments about. Families crowd the docks seeking 
  passage off the island, clogging the streets for shiploads 
  
  Eliza Petulengro
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  55
  of reinforcements and supplies arriving from Andoran, 
  Osirion, Qadira, and Taldor. Rumors are swirling about 
  defeats in Lastwall, but so are boasts about how readily 
  Absalom beat back the last siege only two years ago. Yet 
  largely absent from the scene are other Pathfinders.
  Upon reaching the Grand Lodge, the PCs find 
  the massive doors sealed and the campus eerily 
  quiet. One of the Pathfinders keeping watch 
  from outside approaches the PCs, lets them 
  know it’s been like this for hours, and urges the 
  PCs to meet with Eliza Petulengro “where it 
  all began” (referring to the Wounded Wisp, 
  one of the two taverns where the founding 
  adventurers first met and formed the 
  Society). The agent laughs nervously 
  and explains the destination if asked, 
  stressing that it’s the Wounded Wisp, 
  not the Pig’s Paunch. A PC who 
  succeeds at a DC 15 Knowledge 
  (local) check knows that there 
  has been some debate over the 
  years within the Pathfinder 
  Society over which of these two 
  taverns counts as the real founding location.
  Located a short distance across the Foreign Quarter, the 
  Wounded Wisp is as smoky and comfortable as ever. Five 
  Pathfinders are among the few other patrons, including 
  Venture-Captain Eliza Petulengro, a wizard famous for her 
  work restoring the Galtan lodge in Woodsedge over the past 
  several years. She seems shocked and then relieved to see the 
  PCs arrive, beckoning for them to join her at a corner table.
  “Good news at last,” Eliza Petulengro declares with a sigh. 
  “Misfortune never seems to spare Absalom, as you may have 
  noticed from the undead army waiting outside the walls. The city 
  awaits reinforcements before sallying out to attack, and most of 
  the Society is far north seeking out the Whispering Tyrant’s secret 
  weapon beneath Gallowspire. Hopefully, all this will weaken the 
  lich and shatter his armies.
  “That leaves the Grand Lodge nearly empty. And for hours 
  now, it’s been on lockdown with no word in or out. No word 
  from Ambrus, no word from Kreighton Shaine, nothing from the 
  Decemvirate. I’ve organized the few other Pathfinders outside 
  the Grand Lodge to keep an eye on it in shifts, and it’s clear 
  something’s not right. My divinations struggle to perceive the 
  campus, and it’s very rare for the main gates to close as they 
  have. The agents I have here? They’re capable, but I need help 
  breaking into the Grand Lodge, identifying what’s wrong, and 
  neutralizing any possible threat.”
  She is about to say more before pausing and awkwardly 
  changing subjects. “So welcome home. Hopefully your recent 
  travels were less foreboding? And if you have any information to 
  contribute, I’m eager to learn more.”
  Thanks to her own connections, Eliza knows that the PCs 
  were on special Decemvirate business that sent them to 
  Mediogalti Island, but she’s not aware of what they found or 
  what they were sent to do. She carefully hides that the reason 
  for her knowledge goes beyond her own divination 
  magic and connections in high places: Eliza herself 
  is a member of the Decemvirate.
  This is an opportunity for the players to 
  refresh each other on recent events as well, 
  ensuring everyone begins this adventure with 
  the full context of the situation. Eliza’s initial 
  reactions to the PCs’ likely news is below.
  One of the Decemvirate sent us to kill 
  Grandmaster Torch. “Torch is like my 
  homeland of Galt: a wounded person 
  seeking justice through dangerous 
  means. I find I’m conflicted about 
  how 
  to 
  handle 
  him. 
  The 
  Decemvirate’s always cautioned 
  against attacking him, though, 
  speculating he held some secret 
  weapon against them. And only 
  one of the Ten met with you? 
  That’s strange.” She trails off. A PC who succeeds at a DC 30 
  Sense Motive check can intuit that Eliza knows more than 
  she’s letting on, and if prompted she admits to having met 
  with at least half of the Decemvirate on multiple occasions, 
  during which time they seemed conflicted on how to 
  address the threat of Grandmaster Torch. Regardless of the 
  PCs’ line of questioning, she does not admit the reason for 
  these meetings.
  Eylysia was working with Grandmaster Torch. “When her 
  notes resurfaced several years ago, Eylysia’s name became 
  quite commonplace in the Society. I understand she was 
  chased out under ill circumstances—likely framed. It seems 
  she and Torch had similar concerns about the Decemvirate.”
  Grandmaster Torch is attacking the Grand Lodge. “I 
  believe it. But even if you’re right, there must be something 
  more going on to justify his closing the doors. Let there be 
  no doubt, though: Torch’s infiltration could cause untold 
  damage to the Society’s property, personnel, and reputation, 
  and his gambit might have even deeper ramifications.”
  One of the Decemvirate is a graveknight (named Vahlo 
  Huovar). Eliza pauses and tries to choose her words carefully. 
  “The helms can hide anyone’s identity and auras, even the 
  fact that someone’s wearing the helm at all. What’s more, 
  it’s never publicized who replaces a retiring member of the 
  Decemvirate. That an undead mastermind could hide within 
  the Society for so long shouldn’t come as a surprise, but it’s a 
  shock nonetheless that one did. And it would explain some of 
  the foul orders thought to come from the Ten.”
  Once Eliza’s heard enough of the events from Who Wears 
  the Mask, she revises her earlier request.
  
  PATHFINDER SOCIETY SCENARIO
  66
  “I know that learning about what might be happening in the 
  Grand Lodge isn’t comforting. We have two possible threats: 
  Grandmaster Torch and the rogue Decemvirate member Vahlo. 
  They’re both dangerous, but where we know that Torch is engaged 
  in mischief, Vahlo’s schemes are certainly more malevolent. The 
  plan’s largely the same: get into the Grand Lodge, pave the way 
  for possible reinforcements, reestablish control of the campus, 
  keep an eye out for survivors, identify what’s going on, and put 
  a stop to any devious plans. If he’s among the most senior of the 
  Ten, Vahlo knows the ins and outs of the whole Grand Lodge, as 
  well as how to access its most powerful secrets and artifacts. What 
  he’s secured might provide clues as to what he’s planning and 
  where to intercept him. 
  “Last thing: until and unless I think we don’t have any other 
  choice, we’re keeping this quiet. The Society’s accumulated many 
  evil artifacts, vile secrets, and other skeletons best kept buried 
  deep in our closets where they’re safe. If Vahlo and Torch are 
  parading those around, Absalom’s guards would be as likely to 
  misinterpret and condemn the Society as fight alongside us. Our 
  aim is to solve Pathfinder problems with Pathfinders, not get the 
  Society kicked out of the city.
  “There’s little time to waste. Any questions?”
  Eliza answers questions as best she can. If advised to join 
  a telepathic bond or the like, she politely declines, citing her 
  immunity after using mind blank a few hours earlier.
  Where will you be? “I’ll be stationing and coordinating the 
  other Pathfinders outside the Grand Lodge, contacting the 
  Pathfinders in Ustalav for any possible reinforcements, and 
  putting a few city officials on alert in case things get out of 
  control here. If it seems you have control of the main campus, 
  I’ll send in some of these agents to help keep control.”
  What if we decide we need Absalom’s guards? “Signal me, 
  and I’ll try to get in contact with you to make that call. Let’s 
  just keep it from getting to that point.”
  Was the Society founded here or at the Pig’s Paunch? The 
  venture-captain gapes at the PCs in disbelief for a moment 
  before noting, “It’s a lively debate, but the evidence for the 
  Wounded Wisp is far stronger. Now, we have more important 
  things to discuss.”
  STABILIZING CHAOS
  Following their meeting with Eliza Petulengro, the PCs have 
  the chance to plan their means of entrance into the Grand 
  Lodge. From this point onwards, the PCs’ actions determine 
  much about the flow of the adventure. As Eliza cautioned, 
  the PCs’ primary concern should be stabilizing some of the 
  ongoing chaos taking place within the Grand Lodge, while 
  also remaining cognizant of how the people of Absalom 
  are interpreting the Society’s current problems. All of these 
  factors come together for this portion of the adventure, 
  which assumes the PCs opt to spend some time putting down 
  various challenges and threats percolating throughout the 
  Grand Lodge before they spill out into the city. PCs opting 
  to head straight into danger can proceed directly to those 
  encounters, though failing to stabilize the situation in the 
  Grand Lodge can have adverse effects.
  As the PCs perform different tasks throughout the Grand 
  Lodge, they earn Stabilization Points, which represent the PCs’ 
  efforts in quashing the defenses and factions that have begun 
  to run amuck. Many of these encounters are presented using 
  a narrative structure that doesn’t require the PCs to partake 
  in multiple mapped tactical encounters. Essentially, these 
  encounters should showcase how the PCs have ascended to 
  the highest tiers of power within the Society and also be a 
  chance for the PCs to flex their abilities in a cinematic fashion.
  THE GRAND LODGE OF ABSALOM
  The heart of the Pathfinder Society is a sprawling campus 
  in Absalom’s Foreign Quarter. Behind its white walls, 
  Pathfinders train for upcoming expeditions, academics study 
  priceless relics recovered from across the globe, and the 
  Decemvirate charts the course for the entire organization 
  from the towering keep of Skyreach. As the PCs arrive, the 
  lodge is mostly abandoned. Only a few scattered Pathfinders, 
  Grandmaster Torch’s agents, and Vahlo’s mounting undead 
  minions remain. 
  The PCs can explore the following areas, though only a 
  select few have encounters of note during this adventure. 
  Over their years as Pathfinder agents, the PCs have become 
  familiar with the Grand Lodge’s major features. The PCs 
  know all of the information presented below.
  1. Gate: A pair of massive, steel doors stands open during 
  all but the greatest emergencies. This is the only official 
  entrance to the Grand Lodge.
  The events in this portion of the adventure are intended to 
  give the PCs moments to shine and showcase their abilities. 
  Given the numerous abilities the PCs could bring to bear at 
  this point in their careers, it’s nearly impossible to account for 
  every potential outcome. Each of the events in this portion of 
  the adventure provides guidelines on skill usage and some 
  spells that could likely be used to overcome the encounter. 
  Players may bring unexpected (and often overpowering) 
  solutions to bear on many of these encounters, so GMs 
  should feel empowered to reward creative solutions. A PC 
  who uses gate to bring in an outsider to assist with one of the 
  events may trivialize the event, while a PC using a specific 
  high-level class ability might also lead to an overwhelming 
  victory (such as a high-level channel in the Mausoleum 
  encounter). Be sure to reward these events; after all, this is 
  the moment for each of these players to shine!
  Narratively Epic Events
  
  17
  15
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  8
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  6
  4
  5
  13
  10
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  2
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  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  77
  
  PATHFINDER SOCIETY SCENARIO
  88
  2. Skyreach: This five-towered fortress houses the offices 
  of the Society’s most important figures as well as countless 
  libraries and storage facilities. Many of its floors and 
  hallways are off-limits, meaning few know the full extent of 
  what lies within. 
  3. Water Palace: This low, pagoda-roofed manor is a place 
  of quiet study and meditation. It also houses many of the 
  Society’s relics from beyond the Inner Sea region.
  4. The Center House: This home of Ustalavic design has 
  remained off-limits by order of the Decemvirate for as long 
  as anyone can remember. On some nights, lights shine from 
  within, suggesting its two towers are haunted. 
  5. The Mausoleum: This stone-columned fortress is 
  dedicated to unlocking the greatest mystery of all—death. 
  Scholars study everything from burial practices to the 
  necromantic arts of long-faded civilizations. The guiding 
  rule is that no innocents are harmed, and even the creation 
  of undead is relatively rare. 
  6. The Quadrangle: Many of the dormitories and 
  classrooms for initiates in training are in this set of ivy-
  covered stone buildings.
  7. Arliss Hall: Many resident Pathfinders inhabit modest 
  flats in Arliss Hall, which is a maze of featureless corridors. 
  There are many more halls and rooms than there are 
  residents, and it is believed that only venture-captains are 
  allowed into the central courtyard. 
  8. Starhall: This keep has a high, domed tower on its east 
  end, and it holds much of the Society’s knowledge about 
  worlds beyond Golarion and the Material Plane.
  9. Outbuildings: These include residences for visiting 
  Pathfinders, stables, smithies, bathhouses, warehouses, 
  Pathfinder-only shops, and more.
  10. Menagerie: Pathfinders sometimes bring back exotic 
  creatures for study or domestication. Many of these animals 
  and magical beasts are dangerous and must be corralled. 
  The menagerie’s rotating population attracts visitors from 
  across the city.
  11. Training Arena: Only a wooden fence and benches 
  surround this dirt-floored arena. It is here that Pathfinders 
  spar and practice their fighting techniques.
  12. Temporary Structures: When the outbuildings are 
  insufficient to house visitors, tents spring up here to 
  manage the overflow. During the Grand Convocation, when 
  Pathfinders journey here from thousands of miles away, this 
  area is especially packed. 
  13. Wall of Names: This curving wall of black glass is a 
  memorial to Pathfinders who have perished in the pursuit 
  of knowledge, and their names appear on its surface. A thick 
  copse of trees provides visitors some privacy at this solemn 
  place of reflection.
  14. Seeker’s Plaza: This small shrine houses bronze 
  statues of some of the Society’s most important members.
  15. Baphory’s Walk: This pathway is infamous for its waist-
  high carved heads from the Mwangi Expanse. The faces 
  can change their expressions in an instant, but at random 
  intervals and only when nobody is watching.
  16. Statue of Durvin Gest: This 20-foot-high stone statue 
  depicts Durvin Gest, one of the founders of the Pathfinder 
  Society and widely considered to be its greatest adventurer.
  17. Repository: This is a featureless building of gray stone 
  with no doors or windows. The way inside is among the 
  venture-captains’ best-kept secrets.
  18. Southgrove: This stretch of trees is purposefully left 
  untended, providing visiting Pathfinders who need a break 
  from the city a space to retreat.
  THE LODGE’S WOES
  When the PCs arrive on site, depending on their exact means 
  of travel, they can spot various ongoing events to get involved 
  in. These events are detailed further in the following sections.
  • Event 1: The gate to the Grand Lodge remains closed. 
  PCs who don’t fly or teleport must contend with this 
  obstacle before spotting other events.
  • Event 2: Starhall is burning. Smoke rises from its base, 
  and flames are visible within the domed tower windows.
  • Event 3: Mindless undead, both skeletal and zombified, 
  stagger out of the Mausoleum in a constant flow. The 
  undead spread across the Grand Lodge, causing bedlam 
  in their wake.
  • Event 4: A lone Pathfinder agent is scratching at the door 
  of the Center House with a short sword.
  • Event 5: Several small groups of Pathfinders are between 
  different structures, with some emerging carrying 
  documents and items. Some of these Pathfinders appear 
  to be moving objects between buildings, while others 
  appear to be departing the Grand Lodge entirely.
  A MESSAGE FROM THE TEN
  After the PCs complete their second event, they receive a 
  message of support from a member of the Decemvirate. If 
  For a group of four PCs, lower the DCs of all skill checks by 
  3 and the DCs of all saving throws by 2. Remove one pylon 
  from Event 3. In Event 4, remove 50 hit points from each 
  Torch agent group.
  For a group seeking a greater challenge, add the 
  following effect to the trap in Event 3. The negative energy 
  rips through the PCs’ protections. If a PC has an active spell 
  that would protect them from negative energy or death 
  effects, such as death ward, the trap first attempts to dispel 
  that spell, making a dispel check with a caster level equal 
  to the pylon’s CR.
  Scaling the Lodge’s Woes
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  99
  The rewards that PCs earn for this scenario are structured 
  a little bit differently than a typical scenario. Instead of 
  having one level of Out of Subtier rewards, this scenario has 
  two. The first, Out of Subtier (Low), is for level 12 or 13 PCs 
  playing in Subtier 14–15 and for level 14 or 15 PCs playing in 
  Subtier 12–13. Conversely, Out of Subtier (High) is for level 
  14, 15, or 16 PCs in Subtier 17–18, as well as level 16, 17, or 
  18 PCs playing in Subtier 14–15. 
  Rewards for Three Subtiers
  any PCs have played Eyes of the Ten Part IV: Nothing Ventured, 
  Nothing Gained, they recall meeting this Decemvirate member 
  in the past. During that scenario, they learned that her name 
  is Shemis and that she often uses a secretive observatory at 
  the pinnacle of Skyreach to monitor the deeds of Pathfinder 
  agents, many of whom appear as tiny moving images on the 
  walls. While she certainly cannot witness everything, she 
  gleans significant insight from her observations. These PCs 
  also saved Shemis from assassination at the hands of the 
  former venture-captain Adril Hestram (or at least tried to; 
  if they failed, she has since been resurrected). Shemis looks 
  quite favorably upon these PCs, and thanks them again for 
  their efforts on her behalf. If any PC reveals her name to a 
  PC that did not play that scenario, she visibly winces and 
  requests that they keep that particular piece of knowledge 
  to themselves.
  Shemis appears to the PCs as an illusory image of a 
  woman wearing a rune-inlaid ivory mask adorned with 
  peacock feathers, blood-red crystalline tears, and silver rings. 
  She explains that she is a member of the Decemvirate who 
  is monitoring the situation both here and in Gallowspire. 
  While the Decemvirate helms make it particularly challenging 
  for members of the Ten to learn each other’s secrets, she’s 
  been able to deduce from recent events Vahlo has gone rogue 
  and poses a threat to the Society. However, the situation at 
  Gallowspire is dire. If she were to call for agents to retreat to 
  help the PCs, the mission to stop the ritual there could well 
  fail, triggering a catastrophe that could kill a large percentage 
  of the Pathfinder Society’s agents as well as an untold number 
  of other innocent people. She tells the PCs that she believes 
  in them, and that the future of the Pathfinder Society could 
  very well lie in their hands. Finally, she directs them to a 
  masterfully hidden cache of treasure that she hid away for 
  emergencies after the events of the Eyes of the Ten arc.
  Treasure: The cache contains a wand of cure light wounds, 10 
  potions of cure serious wounds, a scroll of death ward, and a scroll 
  of dimension door (CL 18th). In Subtier 14–15, it also contains a 
  pale green prism ioun stone; in Subtier 17–18, add an orange prism 
  ioun stone as well.
  Rewards: If the PCs do not earn at least 6 Stabilization 
  Points, reduce each PC’s gold earned by the following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 1,100.
  Out of Subtier (Low): Reduce each PC’s gold earned by 1,550.
  Subtier 14–15: Reduce each PC’s gold earned by 2,000.
  Out of Subtier (High): Reduce each PC’s gold earned by 3,000.
  Subtier 17–18: Reduce each PC’s gold earned by 4,000.
  EVENT 1: BREACHING THE GATE
  The Grand Lodge’s imposing gates were closed under Vahlo’s 
  orders, shortly after Torch’s agents made their way into the 
  Grand Lodge and all hell broke loose. As the PCs arrive, they 
  can see the sealed gate and recognize that it needs to be 
  opened if Eliza Petulengro and her promised reinforcements 
  stand a chance of getting in. In its current closed state, the 
  gate has yet to earn the attention of Absalom’s city guards, 
  who instead keep vigil over the Whispering Tyrant’s massing 
  armies outside of Absalom. As Petulengro warned, making 
  a showy display of breaking the gate could alert Absalom 
  to events transpiring within the Grand Lodge, so the PCs 
  should understand that their efforts in opening the gate 
  need to be discreet.
  Unlike the beginning of the adventure, the gate is now 
  bereft of guards, and remains eerily silent.
  The Gate: Simply making it to the other side of the 
  stone wall that surrounds the Grand Lodge is unlikely to be 
  difficult for the PCs. The wall is 30 feet tall and 10 feet thick 
  (Climb DC 30), and there are no provisions to prevent flying 
  over the wall. However, the means that the PCs themselves 
  use may not be sufficient to allow Eliza’s reinforcements to 
  reach the other side.
  The immense steel gate of the Grand Lodge is a 
  masterpiece of engineering, and a PC wishing to open the 
  intricate locked gate from the outside must succeed at a 
  DC 50 Disable Device check (DC 55 in Subtier 14–15, DC 60 
  in Subtier 17–18). If the PCs try to open the gate from the 
  inside, decrease the DC by 10. A PC who succeeds at a DC 
  30 Strength check can force the gate open, which breaks the 
  lock mechanism and prevents the gate from closing for the 
  remainder of the adventure. Alternatively, the PCs could 
  batter down the door (hardness 20, 500 Hit Points), though 
  doing so is likely to draw attention.
  Stabilization Points: The PCs earn 2 Stabilization Points 
  for opening the gate to the Grand Lodge or using an ability 
  or spell that allow Eliza’s reinforcements to bypass the gate. 
  The PCs earn an additional 2 Stabilization Points if they open 
  the gate in a way that allows it to be used again, or otherwise 
  use a method that allows people to pass freely into and out of 
  the Grand Lodge without creating obvious signs of damage 
  to the Grand Lodge’s defenses. If the PCs perform an action 
  that would attract unwanted attention (such as blasting the 
  gate open with powerful magic), they only earn 1 Stabilization 
  Point for breaching the gate, as the damage could attract 
  Absalom guards or other random passersby.
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  Development: From this encounter, the PCs can learn that 
  events have changed at the Grand Lodge since their arrival in 
  Absalom and following their meeting with Eliza Petulengro. 
  Moving beyond that gate allows the PCs to view the chaos 
  happening within the Grand Lodge.
  EVENT 2: STARHALL INCURSION
  Grandmaster Torch dispatched several of his agents to seize 
  important relics and information stored in Starhall—many of 
  these agents continue to run amok within the Grand Lodge. 
  Starhall’s eastern tower contains an impressive archive of 
  knowledge and relics, both from different planes of existence 
  and from worlds beyond Golarion. Torch’s agents knew many 
  of the traps set up in the area, but they failed to note a recent 
  fail-safe added following repeated incursions into the Grand 
  Lodge: a contingent summoning spell that brought in an 
  outsider intended to destroy the Society’s stored information.
  The PCs can clearly see smoke billowing from some of 
  Starhall’s open windows. They can access the building on foot, 
  via magic, or by scaling up to one of the exposed windows. 
  The open windows are 60 feet in the air, and the DCs of the 
  Climb check to scale the side of Starhall is 25. The building 
  and its closed windows are locked (DC 30 Disable device to 
  open), and the windows are magically reinforced, making 
  them as hard to break as a 1-inch thick stone wall. PCs who 
  are venture-captains have the keys to Starhall. 
  The Incinerator: Referring to themselves only as “The 
  Unnamed,” this exscinder archon has just defeated and 
  driven off Torch’s agents and healed itself with its innate 
  spellcasting. It has changed its size to Medium and has begun 
  moving up and down the halls of Starhall, using its flaming 
  longsword to set various texts ablaze. The archon does so with 
  consideration for each text it destroys, and they quickly skim 
  each text they find before lighting it.
  The PCs have multiple options when interacting with 
  the Unnamed: they can battle the archon, which might be 
  a more challenging battle at lower tiers, but far simpler—
  almost negligible—for higher tiers. Destroying the archon 
  protects the documents, but also leaves Starhall undefended 
  from additional looting and makes it a potential staging 
  ground for Vahlo’s undead coterie. Alternatively, the PCs 
  can attempt to negotiate with the archon on behalf of the 
  Society. Negotiations could lead to dismissing the archon, 
  though canny PCs may instead implore the exscinder 
  archon to remain and protect the documents it was 
  summoned to destroy!
  A PC requires a successful DC 30 Bluff or Diplomacy check 
  (DC 35 in Subtier 14–15, DC 40 in Subtier 17–18) to successfully 
  interact with the Unnamed and cause the archon to cease its 
  ongoing destruction of the Society’s extraplanar tomes. The 
  PCs can attempt a subsequent check with the same DC to 
  convince the outsider to depart after its ongoing mission; 
  they can use Profession (barrister) or Knowledge (planes) as 
  alternatives on this check. A PC who realizes that the archon 
  would be more valuable defending the currently undefended 
  Starhall can suggest the archon temporarily act against its 
  nature by defending the tomes, though doing so requires a 
  check with the DC increasing by an additional 5. If one or 
  more of the PCs is a venture-captain and they invoke this 
  authority, all PCs gain a +8 circumstance bonus on their skill 
  checks to interact with the Unnamed.
  ALL SUBTIERS (CR 12)
  EXSCINDER ARCHON 
  CR 12
  hp 147 (Pathfinder RPG Bestiary 5 34; see page 39)
  Stabilization Points: If the PCs fail to address the situation 
  at Starhall, they receive no additional Stabilization Points. 
  If they manage to defeat the archon in combat, they earn 1 
  Stabilization Point, as the area remains undefended and the 
  PCs have spent valuable time combating the outsider. If the 
  PCs convince the archon to depart, they earn 2 Stabilization 
  Points, mostly for keeping the records intact and not wasting 
  time with a combat. Should the PCs convince the Unnamed 
  to remain to guard the tomes, they earn 3 Stabilization Points 
  and the archon maintains a vigil in this area for the remainder 
  of the scenario.
  Development: The exscinder archon should provide the 
  PCs with enough information to realize that Grandmaster 
  Torch’s agents have begun securing several important 
  documents and relics across the Grand Lodge. PCs should 
  be able to piece together Torch’s rough agenda in collecting 
  sensitive data, as well as getting a sense that Torch’s agents 
  could be at work within other high importance areas—such 
  as the Repository (see encounter A).
  EVENT 3: TIDE FROM THE MAUSOLEUM
  When Vahlo enacted his schemes across the Grand Lodge, he 
  made his way to the Mausoleum and used the Ensanguined 
  Envy to animate several cadavers, deceased Pathfinders, and 
  long-interred dead. While the relic raised many, there were 
  still countless corpses left to animate within the structure’s 
  deeper recesses, so Vahlo entrusted his lieutenants to erect 
  three magical pylons within the Mausoleum to continue the 
  animation process.
  The PCs should recognize the threat from the Mausoleum 
  early on, as a continual tide of mindless meandering undead 
  emerges from the entrance at regular intervals. These 
  undead don’t individually pose any threat to the PCs, but 
  as time goes on, the undead cause immense damage to the 
  Grand Lodge. The teeming hordes of undead within the 
  Mausoleum, however, can easily pose a problem to even the 
  most experienced adventurer. In order to put an end to the 
  flood of undead, the PCs must venture within the Mausoleum 
  and disable the three pylons that continue to raise corpses.
  
  Exscinder 
  Archon
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  11
  11
  Undead Tide: Vahlo’s machinations have filled the 
  Mausoleum with a mob of undead. These undead 
  occasionally meander out of the Mausoleum, though many 
  remain within, turning the entire area into a place filled 
  with corpses. These undead creatures claw, grab and rake 
  at other creatures trying to enter, piling over one another in 
  a tide of rot and bone. A creature entering the Mausoleum 
  takes 4d6 (7d6 in Subtier 14–15, 10d6 in Subtier 17–18) points 
  of damage every minute, with this damage representing 
  accumulated wounds from the actions of the various 
  corpses. A creature with a DR of 5 or higher ignores this 
  damage. The corpses have piled so high that magical flight 
  only reduces the damage to 3d6 (5d6 in Subtier 14–15, 8d6 in 
  Subtier 17–18). The corpse walls also make it impossible to 
  see beyond 10 feet unless the PCs spend an extended period 
  of time trying to catch glimpses through the gaps between 
  the moving masses (see below). Finally, the constant shifting 
  of the corpses makes teleportation in this area unreliable at 
  best, and increases any mishap chance by 15%.
  It takes roughly one minute to travel between each of the 
  three pylons (see below), unless a creature has a means of 
  magical teleportation.
  The Pylons: The PCs can discover one of the pylons by 
  spending 30 seconds trying to spot a device through the 
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  undead hordes and succeeding at a DC 30 Perception check 
  (DC 32 in Subtier 14–15, DC 35 in Subtier 17–18). The PCs can 
  use divination magic or area effects, such as channeling 
  positive energy, to create paths of visibility to the devices. 
  Other methods that make PCs particularly effective at 
  defeating numerous creatures in a single round, like Great 
  Cleave, can be used to efficiently clear undead.
  Each of Vahlo’s magical pylons is made of bone, and 
  was called into being by the Ensanguined Envy. Each 
  pylon generates enough negative energy to maintain the 
  ongoing animation of corpses. A PC who succeeds at a DC 
  24 Spellcraft check identifies the purpose of these devices 
  and knows they can be disabled either by brute force or 
  through great skill. A PC who succeeds at this Spellcraft 
  check by 5 or more also notes that the pylons act as minor 
  conduits for another magical ritual, though they cannot 
  discern the exact purpose—this other ritual is Vahlo’s 
  ongoing actions in Skyreach to aid the Whispering Tyrant’s 
  advance on Absalom. 
  A PC can destroy a pylon with brute force (hardness 10, 
  40 Hit Points), though its destruction immediately triggers 
  the trap effect listed below. Alternatively, a PC can attempt 
  to disable the device as though it were a magical trap. Each 
  attempt takes 1d4 rounds.
  SUBTIER 12–13 (CR 14)
  VAHLO’S PYLONS (3) 
  CR 11
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger touch; Reset none
  Effect blast of negative energy (50 negative energy damage plus 
  2 negative levels, DC 20 Fortitude save for half and ignore 
  negative levels); multiple targets (all targets within 30-ft. 
  radius burst)
  SUBTIER 14–15 (CR 16)
  VAHLO’S PYLONS (3) 
  CR 13
  Type magic; Perception DC 33; Disable Device DC 33
  EFFECTS
  Trigger touch; Reset none
  Effect blast of negative energy (70 negative energy damage plus 
  2 negative levels, DC 22 Fortitude save for half-damage and 
  ignore negative levels); multiple targets (all targets within 30-
  ft. radius burst)
  SUBTIER 17–18 (CR 19)
  VAHLO’S PYLONS (3) 
  CR 16
  Type magic; Perception DC 36; Disable Device DC 36
  EFFECTS
  Trigger touch; Reset none
  Effect blast of negative energy (100 negative energy damage plus 
  3 negative levels, DC 24 Fortitude save for half-damage and 
  ignore negative levels); multiple targets (all targets within 30-
  ft. radius burst)
  Stabilization Points: For each pylon the PCs manage 
  to disable (whether they use finesse or force), they earn 1 
  Stabilization Point. If the PCs manage to disable all three 
  pylons, they instead earn 4 Stabilization Points and stop the 
  ongoing flood of undead. Should the PCs fail to deactivate 
  one or more pylons, the remaining encounters should be 
  punctuated by the presence of mindless undead shuffling 
  around in the background and causing chaos around the 
  Grand Lodge.
  Development: The undead hordes emerging from the 
  Mausoleum begin to illuminate Vahlo’s treachery. The corrupt 
  Decemvirate member’s animation of past Pathfinders is an 
  affront to the Society, but due to the graveknight’s notable 
  absence inside the Mausoleum, it should be clear that the 
  animating pylons are only a part of Vahlo’s larger schemes. 
  If the PCs successfully identified the pylons’ purpose as part 
  of a larger ritual, they should know that Vahlo is engaged in 
  larger schemes, and they’ll be further motivated to confront 
  the graveknight.
  EVENT 4: PUT A STOP TO THIS CHRONICLE!
  The PCs may endeavor to assist notable Pathfinders already 
  engaged in actions around the Grand Lodge. One such 
  Pathfinder, Janira Gavix (N female halfling bard 4), is currently 
  under the sway of Vahlo’s magic. Janira engages in what her 
  mind knows to be a self-destructive endeavor: attempting to 
  access the mysterious Center House located on the Grounds 
  of the Grand Lodge. The mysterious house remains off-limits 
  to all Pathfinders, by order of the Decemvirate, but Janira’s 
  compulsion makes her heedless to the directive as she 
  attempts to chronicle the building’s interior.
  But the Center House’s multiple wards prevent Janira, as 
  well as the PCs, from entering. Locks of impeccable quality 
  and magically reinforced walls deny any attempt at entry into 
  the structure, and the magical compulsion affecting Janira 
  only worsens as she attempts various means of entry into 
  the mysterious building. By the time the PCs arrive, Janira is 
  in the process of wearing down a short sword by constantly 
  slashing it against the closed wooden doors leading inside. 
  If left unattended, Janira’s subsequent actions increase in 
  self-destructiveness, and the PCs are her only chance to 
  avoid harm.
  Stopping Janira: When the PCs find her, Janira Gavix 
  babbles about how she needs to get inside the Center 
  House and how she needs to “chronicle everything that’s 
  inside.” A PC who succeeds at a DC 15 Sense Motive check 
  can recognize that Janira is under the effects of a dominate 
  person or similar effect. A PC who succeeds at this check 
  
  Janira Gavix
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  13
  13
  by 10 or more notes that the effect is the result of a very 
  powerful magic effect, perhaps a mythic spell or artifact. 
  Dispelling this effect requires a successful DC 30 caster 
  level check.
  Alternatively, PCs can attempt to use social skills to talk 
  Janira through her current actions and redirect her. This 
  requires a successful DC 30 Bluff, Diplomacy, or Intimidate 
  check (DC 34 in Subtier 14–15, DC 38 in Subtier 17–18) to 
  temporarily convince Janira to stop her attempts at entering 
  the Center House. Succeeding at this check allows the PCs 
  to convince Janira to put her obsession of “chronicling” 
  towards more beneficial purposes. Should the PCs attempt a 
  second check, they can convince Janira to begin collecting “a 
  chronicle” of agents scattered around the lodge, effectively 
  using Janira to mobilize the scattered defenders. If the 
  PCs fail either check, Janira turns to more self-destructive 
  means of entering, bashing her head against the reinforced 
  windows and walls. Unless she’s stopped, this soon leaves 
  her unconscious.
  Stabilization Points: The PCs earn 1 Stabilization Point 
  if they convince Janira to stop her repeated attempts to 
  enter the Center House. This increases to 2 Stabilization 
  Points if the PCs either remove the enchantment effect on 
  her or successfully convince her to chronicle the agents left 
  alive in the Grand Lodge. The PCs earn no points if Janira 
  collapses or they leave her to her attempts to breach the 
  Center House.
  Development: If the PCs manage to dispel the effect on 
  Janira or successfully convince her to stop breaking into 
  the Center House, they can learn from her that she found 
  undead emerging from the Mausoleum en masse. Knowing 
  she couldn’t handle the threat on her own, she retreated to 
  Skyreach, where she encountered Vahlo; recognizing him 
  as a Decemvirate member, she implored him for assistance 
  against the undead. But Vahlo laughed at her and used the 
  Ensanguined Envy to afflict Janira with the same curse he 
  used on several other Pathfinders. Janira recognizes that 
  Vahlo was clearly moving around the Grand Lodge with 
  purpose, and that his use of the mysterious Ensanguined 
  Envy relic is important to his plans.
  EVENT 5: SNUFFING THE TORCHES
  As undead shamble around the Grand Lodge unleashing 
  chaos, and Pathfinder defenses activate in a flurry of magic, a 
  third group maneuvers throughout the area. Dispatched by 
  Grandmaster Torch just prior to Vahlo enacting his various 
  schemes, mercenary agents loyal to Torch scatter across the 
  Grand Lodge in a race to uncover key documents and items 
  that Torch believes critical to his ongoing plan to hold the 
  Society’s leadership accountable for past decisions.
  Stopping Agents: The PCs have a few options when 
  it comes to handling Grandmaster Torch’s agents, and 
  this event provides more guidelines than hard rules. For 
  the purposes of this event, the PCs can spot two groups 
  of Torch’s mercenary agents working around the open 
  grounds of the Grand Lodge. A PC who succeeds at a DC 28 
  Perception check (DC 30 in Subtier 14–15, DC 32 in Subtier 
  17–18) notices a third group working for Torch, but this 
  group keeps to the shadows and hides between structures 
  and foliage. In order to stop the rampant looting of Society 
  items and secrets, the PCs can intervene with one or more 
  of these groups.
  One of the groups is in the process of transferring a series of 
  documents detailing clandestine mission assignments out of 
  the Grand Lodge. The second visible group 
  has been instructed by Torch to seize 
  equipment from the Water Palace—
  Torch intends to pay back several 
  of his non-Inner Sea backers with 
  equipment recovered from this 
  area. The final group has already 
  handed off its more sensitive 
  documents to agents who 
  have already departed the 
  Grand Lodge. This group 
  remains behind awaiting 
  further 
  orders 
  from 
  Torch, 
  but 
  otherwise 
  tries to remain out of 
  sight by moving between 
  the structures of the 
  Outbuildings.
  The agents pose little 
  direct threat to the PCs and 
  have orders from Torch 
  not to engage in lethal 
  combat with agents who are 
  not under Vahlo’s direction. 
  How 
  the 
  PCs disrupt 
  these group 
  can 
  vary, 
  though skill 
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  checks won’t be enough to make them back down—they 
  fear Torch far more than the PCs. Instead, let the PCs be 
  inventive with how they overcome these groups. 
  Assume that each of these groups consists of 8 
  individual humanoid creatures, though the statistics 
  present the group as a unified force. PCs might disable 
  these groups by using mass enchantment magic or by 
  dealing the appropriate Hit Point damage to disperse 
  the group. For a more narrative combat between the PCs 
  and these groups, allow each PC and companion creature 
  the opportunity to take one action against the group—
  such as using an ability, casting a spell, or making a 
  single attack. Once all the PCs have acted, if the group 
  hasn’t been subdued, the group deals its listed damage as 
  bludgeoning damage to all PCs and companion creatures 
  who took actions against them. After inflicting damage, 
  the group separates and runs before the second round 
  begins and the PCs can effectively subdue them.
  SUBTIER 12–13 (CR 14)
  TORCH AGENT GROUPS (3) 
  CR 11
  Effective HD 6 HD
  hp 250 each
  Fort +8, Ref +10, Will +8
  Damage 5d6
  SUBTIER 14–15 (CR 16)
  TORCH AGENT GROUPS (3) 
  CR 13
  Effective HD 8 HD
  hp 325 each
  Fort +10, Ref +12, Will +10
  Damage 5d8
  SUBTIER 17–19 (CR 19)
  TORCH AGENT GROUPS (3) 
  CR 16
  Effective HD 12 HD
  hp 400 each
  Fort +13, Ref +15, Will +13
  Damage 5d10
  Stabilization Points: The PCs earn 1 Stabilization Point 
  for each of Torch’s three groups that they find and pacify. 
  This increases to 4 Stabilization Points if the PCs manage to 
  stop all three of Torch’s groups.
  Development: PCs should have the opportunity to 
  interrogate some of Torch’s agents, who might be the 
  survivors of brutal attacks or the targets of pacifying spells. 
  For each group the PCs pacify, there is at least one survivor 
  who can impart some additional information about Torch’s 
  ongoing efforts within the Grand Lodge:
  • Torch and his agents arrived just before Vahlo enacted 
  his overt schemes. A confrontation ensued between 
  Torch and Vahlo at the Repository, leading to the 
  ongoing chaos across the Grand Lodge. Torch managed 
  to damage Vahlo, though the Decemvirate member 
  quickly recovered and entered the Mausoleum to amass 
  more undead forces to keep Torch’s agents occupied.
  • After Torch and Vahlo confronted one another at the 
  Repository, Torch left Zurnzal, a half-orc assassin, to take 
  charge of a secondary team. Zurnzal now leads Torch’s 
  most senior agents to secure several high-import items 
  within the Repository. He then plans to stash them in 
  areas outside the Grand Lodge.
  • Both Torch and Vahlo’s current whereabouts in the Grand 
  Lodge (or beyond) remains unknown. The best chance 
  of learning more information about their whereabouts 
  would be from Zurnzal in the recently opened Repository.
  ONWARD!
  When Vahlo began his actions within the Grand Lodge, 
  he opened the hidden doors to the Repository to secure 
  several items necessary for his ritual to weaken Absalom’s 
  defenses. Presuming no one would dare follow a member 
  of the Decemvirate into the Repository, Vahlo didn’t 
  account for Grandmaster Torch’s arrival. Torch, along 
  with a host of loyal agents and his secondary commander, 
  Zurnzal, confronted Vahlo within the Repository. The 
  battle ended swiftly, with Vahlo retreating after suffering 
  minor damage. Grandmaster Torch has since departed 
  the Repository to pursue Vahlo, though he’s left Zurnzal 
  in charge to secure any remaining “items of interest” 
  located within the structure. Torch instructed his 
  trusted lieutenant to await Vahlo’s agents and any other 
  Pathfinders who may try to interfere.
  A. THE REPOSITORY (CR 16, CR 18, OR CR 21)
  Coiling blue mist moves around this chamber in thick wall-like 
  sheets that rise up to the ceiling some eighty-feet above. The floor 
  and walls of the chamber are stone, but the outer walls remain 
  partly obscured by the bluish fog. Items of all sorts can be seen 
  through the mist, including a variety of statues, exhibits, arcane 
  apparatuses, bookshelves, and even a distant meditation area 
  briefly visible through a temporary break in the fog. Stone plinths 
  burn with colored fire, each illuminating part of the immense 
  repository chamber. A single set of stairs ascends along the 
  southwestern wall.
  The PCs enter the room by the staircase in the 
  southwest. Strong stone forms the outer rectangular wall 
  of this section of the Repository, with other areas beyond 
  the map left inaccessible after Torch and Vahlo’s battle. 
  The ceiling here rises to an impressive 80 feet, and the 
  
  A. THE REPOSITORY
  1 square = 5 feet
  Pathfinder Flip-Mat: Arcane Library
  Z = Zurnzal
  A = Alchemists
  Z
  A4
  A1
  A2
  A3
  N
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  15
  15
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  fog (see below) rises up to match, creating vast sheets of 
  bluish mist crisscrossing the chamber. The colored square 
  stones on the map denote magical braziers that glow with 
  light as though they were torches, providing illumination 
  throughout the area. 
  PCs who are venture-captains are familiar with the layout 
  of this room (other than the fog, which is not normally 
  present). No other PCs know what lies beyond the fog until 
  they pass through it.
  Magical Fog: The battle between Torch and Vahlo spilled 
  over into several areas and broke many magical items 
  within the Repository. The fog marked on the map is both 
  alchemical and magical, the result of dozens of different 
  broken magical items and triggered spell-like effects 
  mingling together and spreading throughout the area. The 
  fog obstructs vision as the obscuring mist spell with some 
  exceptions: this effect cannot be dispelled with anything 
  short of a miracle or wish, and as a result of its alchemical 
  composition, the fog cannot be pushed away or burned 
  with fire.
  Creatures: Zurnzal, the half-orc assassin, begins the 
  encounter attempting a Stealth check to remain hidden 
  and setting up near the center of the map, while also 
  remaining obscured beyond the fog. Zurnzal’s tactics entry 
  below describes his combat actions, but his initial action 
  is to try to ambush a PC with a death attack. Immediately 
  after making the attack, Zurnzal backs off and proceeds to 
  Make the following adjustments for a group of four PCs.
  Subtier 12–13: Remove one alchemist. The alchemists 
  did not prepare elixirs of stoneskin today, so they lack the 
  benefits of this spell.
  Subtier 14–15: Remove one alchemist.
  Subtier 17-18: Remove two alchemists. Use the tactics 
  from Subtier 14–15 to determine the alchemists preparations.
  For a group that has elected to take on a greater 
  challenge, make the following changes. Use the statistics 
  of the grandmaster’s alchemists to determine the effects of 
  any additional extracts that Zurnzal consumes.
  Subtier 12–13: Add one alchemist. Zurnzal consumed an 
  elixir of heroism from an alchemist who is now elsewhere in 
  the Grand Lodge before entering the repository.
  Subtier 14–15: Add two alchemists to the encounter. Use 
  the tactics from Subtier 17–18 for their preparations.
  Subtier 17–18: Before entering the repository, Zurnzal 
  consumed numerous elixirs from an alchemist who is 
  now elsewhere in the Grand Lodge, including death ward, 
  freedom of movement, shield, spell immunity, spell 
  resistance, and stoneskin. 
  Scaling Encounter A
  try to negotiate with the PCs, citing his attack (successful 
  or not) as an opening indication of his strength and his 
  conviction to fight if pushed. In fact, Zurnzal opts not to 
  use his true death (or angel of death) class ability when 
  making this death attack, and uses the fact that he “could 
  have killed you if I’d wanted to” as part of his negotiation 
  with the PCs.
  Negotiations with Zurnzal can begin in a variety of 
  different ways. It’s possible the PCs detect the assassin before 
  he attacks, either calling him out or beginning combat on 
  their own terms. It’s also possible that after Zurnzal makes 
  his death attack, the PCs immediately pour attacks into the 
  half-orc and his allies. Either way, Zurnzal calls for a peaceful 
  negotiation after his death attack; he even mentions the scroll 
  of true resurrection nearby as evidence that PCs shouldn’t have 
  any difficulty raising an ally Zurnzal’s managed to kill. As he 
  explains it, his goal in making the death attack is purely to 
  “get the PCs’ attention.” He brushes off any suggestion that 
  this is an unreasonable action.
  Zurnzal hates being in the Grand Lodge, especially with 
  so many undead close by—his upbringing in Lastwall 
  makes him particularly unnerved by the presence of large 
  numbers of undead so close to Absalom. Zurnzal knows 
  that Vahlo has retreated to Skyreach and that Grandmaster 
  Torch has followed the rogue Decemvirate there. Given the 
  massing forces of Tar-Baphon outside the city, and Torch’s 
  disappearance during the raid on the Grand Lodge, Zurnzal 
  realizes that it’s about time for him to leave Absalom. 
  Zurnzal wants to use the location of Torch and Vahlo as 
  bartering chips, and he offers to provide the PCs with their 
  location in exchange for safe passage out of the Grand 
  Lodge. There’s no skill check to be made for this negotiation; 
  Zurnzal simply offers to tell the PCs what he knows, if they 
  let him leave the Grand Lodge by the same stairs the PCs 
  used to enter. Zurnzal can relate that Vahlo retreated to 
  Skyreach, and reporting agents have heard the traitorous 
  Decemvirate member is ascending to the higher towers of 
  the structure with Grandmaster Torch in pursuit. Zurnzal 
  asks that the PCs give him a few minutes before they depart 
  the Repository, but otherwise stays true to his offer.
  In the event that the PCs attack Zurnzal and his allies with 
  overwhelming force, the half-orc directs his companions in 
  combat, working to defeat as many PCs as he can.
  SUBTIER 12–13 (CR 16)
  GRANDMASTER’S ALCHEMISTS (3) 
  CR 11
  Half-orc alchemist 12 (Pathfinder RPG Advanced Player’s Guide 26)
  CN Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft., see invisibility; Perception +17
  DEFENSE
  AC 30, touch 11, flat-footed 29 (+6 armor, +1 Dex, +9 natural, 
  +4 shield)
  
  Zurnzal
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  17
  17
  hp 117 (12d8+60)
  Fort +16, Ref +14, Will +11 (+5 resistance vs. enchantment)
  Defensive Abilities freedom of movement, orc ferocity; DR 10/
  adamantine (120 points), 5/piercing; Immune poison
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion +21/+16 (2d4+14/15–20)
  Ranged bomb +13/+8 (6d6+2 cold, 6d6+2 fire, 6d4+2 force, or 
  dispel)
  Special Attacks bomb 14/day (DC 18)
  Alchemist Extracts Prepared (CL 12th)
  4th—freedom of movement, spell immunity, stoneskin
  3rd—arcane sight, fly, haste, heroism, resinous skinUC
  2nd—barkskin (2), bull’s strength, invisibility, resist energy, 
  see invisibility
  1st—ant haulAPG, comprehend languages, detect secret doors, 
  disguise self, identify, shield
  TACTICS
  Before Combat Early in the infiltration, the alchemists 
  consumed their mutagens and extracts of ant haul, barkskin, 
  comprehend languages, freedom of movement, heroism, 
  resinous skin, see invisibility, and stoneskin. In addition, the 
  alchemists are familiar with the PCs’ common strategies, and 
  the half-orcs consume their extracts of resist energy and spell 
  immunity to counter common tactics. If anticipating combat, 
  they consume their extracts of arcane sight, bull’s strength, 
  invisibility, and shield.
  During Combat The alchemists hurl several bombs to disable 
  foes and dispel enemy spells before closing into melee with 
  falchions drawn to help Zurnzal kill the PCs.
  Morale The alchemists fight to the death.
  Base Statistics Without their mutagen, barkskin, bull’s strength, 
  heroism, resinous skin, and shield, the alchemist’s base 
  statistics are Senses darkvision 60 ft., see invisibility; AC 17, 
  touch 11, flat-footed 16; hp 93; Fort +12, Ref +12, Will +9; 
  Defensive Abilities orc ferocity; DR none; Immune poison; 
  Melee +1 falchion +14/+9 (2d4+7); Ranged bomb +11/+6 
  (6d6+3 cold, 6d6+3 fire, 6d4+3 force, or dispel); Special 
  Attacks bomb 14/day (DC 19); Str 18, Con 12, Int 14, Cha 
  8; CMB +13; CMD 24; Skills Appraise +12, Craft (alchemy) 
  +12 (+24 to create alchemical items), Disable Device +17, 
  Knowledge (arcana) +18, Perception +15, Sense Motive +5, 
  Sleight of Hand +15, Spellcraft +18, Use Magic Device +14; 
  Languages Common, Draconic, Giant, Goblin, Orc
  STATISTICS
  Str 28, Dex 13, Con 16, Int 14, Wis 10, Cha 6
  Base Atk +9; CMB +20 (+22 grapple); CMD 29 (33 vs. disarm)
  Feats Brew Potion, Improved Critical (falchion), Improved 
  Iron Will, Iron Will, Point-Blank Shot, Precise Shot, Throw 
  Anything, Toughness
  Skills Appraise +13, Craft (alchemy) +13 (+25 to create alchemical 
  items), Disable Device +19, Knowledge (arcana) +19, 
  Perception +17, Sense Motive +7, Sleight of Hand +17, Spellcraft 
  +19, Use Magic Device +15; Racial Modifiers +2 Intimidate
  Languages Common, Draconic, Giant, Goblin, Orc; 
  comprehend languages
  SQ alchemy (alchemy crafting +12), discoveries (dispelling 
  bomb, fast bombs, force bomb, frost bomb, greater mutagen, 
  infusion), mutagen (+6/+4/–2, +4 natural armor, 120 minutes), 
  orc blood, poison use, swift alchemy
  Gear +2 chain shirt, +1 falchion, cloak of resistance +3, seducer’s 
  baneUE, formula book (contains all prepared extracts), 
  masterwork thieves’ tools, 295 gp
  ZURNZAL 
  CR 14
  Male half-orc assassin 9/brawler 6 (Pathfinder RPG Advanced 
  Class Guide 23)
  NE Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +16
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  DEFENSE
  AC 26, touch 16, flat-footed 24 (+5 armor, +3 deflection, +2 Dex, 
  +1 dodge, +5 natural)
  hp 144 (15 HD; 9d8+6d10+66)
  Fort +16, Ref +17, Will +12; +4 vs. poison
  Defensive Abilities improved uncanny dodge, orc ferocity
  OFFENSE
  Speed 30 ft.; fly 60 ft.
  Melee unarmed strike +24/+19/+14 (1d8+11/19–20) or
  unarmed strike flurry of blows +22/+22/+17/+12 (1d8+11/ 
  19–20) or
  mwk short sword +19/+14/+9 (1d6+6/19–20)
  Ranged mwk composite shortbow +15/+10/+5 (1d6+5/×3)
  Special Attacks brawler’s flurry, brawler’s strike (magic), close 
  weapon mastery, death attack (DC 23), knockout 1/day (DC 
  19), maneuver training (dirty trick +1), martial flexibility 6/day, 
  quiet death, sneak attack +5d6, swift death 1/day, true death 
  (DC 24)
  TACTICS
  Before Combat Zurnzal consumes an allied alchemist’s extract of 
  barkskin and drinks his potion of invisibility and his potion of fly.
  During Combat Zurnzal endeavors to kill or disable multiple 
  targets using a combination of his swift death and knockout 
  abilities. He regularly uses his Quick Dirty Trick feat to blind 
  foes before striking them repeatedly with unarmed strikes. If 
  presented with a vulnerable target, he uses martial flexibility to 
  gain Power Attack for additional damage.
  Morale Once committed to the battle, Zurnzal fights to the death.
  Base Statistics Without barkskin or fly, Zurnzal’s statistics are AC 
  21, flat-footed 19; Speed 30 ft.
  STATISTICS
  Str 23, Dex 14, Con 16, Int 18, Wis 14, Cha 8
  Base Atk +12; CMB +18 (+23 dirty trick, +20 disarm, +20 grapple, 
  +20 trip); CMD 34 (37 vs. dirty trick, 36 vs. disarm, 36 vs. trip)
  Feats Combat Expertise, Disarming StrikeAPG, Greater Dirty TrickAPG, 
  Improved Critical (unarmed strike), Improved Dirty TrickAPG, 
  Improved Disarm, Improved Trip, Improved Unarmed Strike, 
  Quick Dirty TrickUC, Toughness, Weapon Focus (unarmed strike)
  Skills Acrobatics +20, Climb +16, Disguise +17, Intimidate +19, 
  Knowledge (local) +22, Perception +16, Sense Motive +20, 
  Stealth +20, Swim +17; Racial Modifiers +2 Intimidate
  Languages Common, Giant, Orc, Varisian
  SQ brawler’s cunning, hidden weapons, hide in plain sight, martial 
  training, orc blood, poison use
  Combat Gear alchemical silver arrows (10), cold iron arrows 
  (20), potion of cure serious wounds, potion of fly, potion 
  of invisibility, quick runner’s shirtUE, sandals of the lightest 
  stepUE, antitoxin, tanglefoot bag (2); Other Gear +2 brawling 
  studded leatherUE, mwk composite shortbow (+5 Str), mwk 
  short sword, amulet of mighty fists +3, belt of physical might 
  +4 (Str, Con), Charon’s debt, cloak of resistance +5, fog-cutting 
  lenses, headband of vast intelligence +4, ring of protection +3, 
  disguise kit, 7 gp
  SPECIAL ABILITIES
  Charon’s Debt This cracked leather glove originally had four 
  polished steel studs along the knuckles. When an assassin 
  wearing the glove attempts a death attack with an unarmed 
  strike, the target must roll the Fortitude saving throw twice and 
  use the worse result. Each use of the glove causes a knuckle 
  stud to rust and crack, and the glove crumbles after four uses. 
  The glove has two uses remaining.
  Exceptional Zurnzal has the wealth of a PC of his level, and he is 
  built using 25-point buy to determine his ability scores. These 
  adjustments increase his Challenge Rating by 1.
  Fog-Cutting Lenses These goggles are made of polished rock 
  crystal, with frames of polished brass and a simple leather 
  strap and buckle. The goggles allow the wearer to see through 
  magical and normal fogs, mists, and similar obscurement. 
  However, the goggles distort and skew vision strangely, 
  imposing a –4 penalty on Perception checks. This item appears 
  in Pathfinder RPG Monster Codex.
  SUBTIER 14–15 (CR 18)
  GRANDMASTER’S ALCHEMISTS (2) 
  CR 15
  Half-orc alchemist 16 (Pathfinder RPG Advanced Player’s Guide 26)
  CN Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft., see invisibility; Perception +21
  DEFENSE
  AC 35, touch 14, flat-footed 31 (+6 armor, +4 Dex, +11 natural, 
  +4 shield)
  hp 203 (16d8+128)
  Fort +22, Ref +20, Will +13 (+5 resistance vs. enchantment)
  Defensive Abilities freedom of movement, orc ferocity; DR 10/
  adamantine (150 points), 5/piercing; Immune poison; SR 28
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee +2 falchion +26/+21/+16 (2d4+17/15–20)
  Ranged bomb +19/+14/+9 (8d6+4 cold, 8d6+4 fire, 8d4+4 force, 
  or dispel)
  Special Attacks bomb 20/day (DC 22)
  Alchemist Extracts Prepared (CL 16th)
  6th—caging bomb admixtureUC OR giant form I
  5th—delayed consumptionAPG, overland flight, spell resistance
  4th—death ward, freedom of movement, spell immunity, 
  stoneskin (2)
  3rd—arcane sight, fly, haste, heroism (2), resinous skinUC
  2nd—barkskin (2), bull’s strength, invisibility, resist energy, 
  see invisibility
  1st—ant haulAPG, comprehend languages, detect secret doors, 
  disguise self, identify, shield
  TACTICS
  Before Combat Early in the infiltration, the alchemists 
  consume their mutagens and extracts of ant haul, barkskin, 
  comprehend languages, freedom of movement, heroism, 
  overland flight, resinous skin, see invisibility, spell resistance, 
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  19
  19
  and stoneskin, plus their extract of haste augmented by 
  delayed infusion. In addition, the alchemists are familiar 
  with the PCs’ common strategies, and the half-orcs consume 
  their extracts of resist energy and spell immunity to counter 
  common tactics. If anticipating combat, they consume their 
  extracts of arcane sight, bull’s strength, invisibility, and shield, 
  plus their potion of bear’s endurance. One of the alchemists 
  has prepared caging bomb admixture, whereas the other has 
  prepared giant form I.
  During Combat The alchemists activate their stored extracts 
  of haste. One focuses on disabling foes with thrown bombs, 
  using caging bomb admixture if needed. The other focuses 
  on assisting Zurnzal in melee combat, ideally consuming their 
  extract of giant form I to transform into a troll.
  Morale The alchemists fight to the death.
  Base Statistics Without their mutagen, barkskin, bear’s 
  endurance, bull’s strength, comprehend languages, freedom 
  of movement, heroism, overland flight, resinous skin, shield, 
  spell resistance, and stoneskin, the alchemist’s base statistics 
  are Senses darkvision 60 ft., see invisibility; AC 18, touch 11, 
  flat-footed 17; hp 123; Fort +15, Ref +16, Will +11; Defensive 
  Abilities orc ferocity; DR none; Immune poison; SR none; 
  Speed 30 ft.; Melee +2 falchion +18/+13/+8 (2d4+8); Ranged 
  bomb +15/+10/+5 (8d6+4 cold, 8d6+4 fire, 8d4+4 force, 
  or dispel); Str 18, Dex 14, Con 12; CMB +16; CMD 28; Skills 
  Appraise +15, Craft (alchemy) +15 (+31 to create alchemical 
  items), Disable Device +22, Knowledge (arcana) +23, 
  Perception +19, Sense Motive +5, Sleight of Hand +20, Spellcraft 
  +23, Use Magic Device +18; Languages Common, Draconic, 
  Giant, Goblin, Orc
  STATISTICS
  Str 30, Dex 18, Con 22, Int 18, Wis 10, Cha 8
  Base Atk +12; CMB +24 (+26 grapple); CMD 36 (40 vs. disarm)
  Feats Brew Potion, Critical Focus, Improved Critical (falchion), 
  Improved Iron Will, Iron Will, Point-Blank Shot, Precise Shot, 
  Sickening Critical, Throw Anything, Toughness
  Skills Appraise +17, Craft (alchemy) +17 (+33 to create 
  alchemical items), Disable Device +26, Knowledge (arcana) 
  +25, Perception +21, Sense Motive +7, Sleight of Hand +24, 
  Spellcraft +25, Stealth +21, Use Magic Device +20; Racial 
  Modifiers +2 Intimidate
  Languages Common, Draconic, Giant, Goblin, Orc; 
  comprehend languages
  SQ alchemy (alchemy crafting +16), discoveries (dispelling bomb, 
  fast bombs, force bomb, frost bomb, grand mutagen, greater 
  mutagen, infusion, precise bombs [4 squares]), mutagen 
  (+8/+6/+4/–2, +6 natural armor, 16 hours), orc blood, poison 
  use, swift alchemy
  Combat Gear potion of bear’s endurance; Other Gear +2 chain 
  shirt, +2 falchion, cloak of resistance +4, headband of vast 
  intelligence +2, seducer’s baneUE, vest of stable mutationUE, 
  formula book (contains all prepared extracts), masterwork 
  thieves’ tools, 395 gp
  ZURNZAL 
  CR 14
  Male half-orc assassin 9/brawler 6 (Pathfinder RPG Advanced 
  Class Guide 23)
  NE Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 26, touch 16, flat-footed 24 (+5 armor, +3 deflection, +2 Dex, 
  +1 dodge, +5 natural)
  hp 144 (15 HD; 9d8+6d10+66)
  Fort +16, Ref +17, Will +12; +4 vs. poison
  Defensive Abilities improved uncanny dodge, orc ferocity
  OFFENSE
  Speed 30 ft.; fly 60 ft.
  Melee unarmed strike +24/+19/+14 (1d8+11/19–20) or
  unarmed strike flurry of blows +22/+22/+17/+12 (1d8+11/19–
  20) or
  mwk short sword +19/+14/+9 (1d6+6/19–20)
  Ranged mwk composite shortbow +15/+10/+5 (1d6+5/×3)
  Special Attacks brawler’s flurry, brawler’s strike (magic), close 
  weapon mastery, death attack (DC 23), knockout 1/day (DC 
  19), maneuver training (dirty trick +1), martial flexibility 6/day, 
  quiet death, sneak attack +5d6, swift death 1/day, true death 
  (DC 24)
  TACTICS
  Before Combat Zurnzal consumes an allied alchemist’s extracts of 
  barkskin and fly and drinks his potion of invisibility.
  During Combat Zurnzal endeavors to kill or disable multiple 
  targets using a combination of his swift death and knockout 
  abilities. He regularly uses his Quick Dirty Trick feat to blind 
  foes before striking them repeatedly with unarmed strikes. If 
  presented with a vulnerable target, he uses martial flexibility to 
  gain Power Attack for additional damage.
  Morale Once committed to the battle, Zurnzal fights to the death.
  Base Statistics Without barkskin and fly, Zurnzal’s statistics are AC 
  21, flat-footed 19; Speed 30 ft.
  STATISTICS
  Str 23, Dex 14, Con 16, Int 18, Wis 14, Cha 8
  Base Atk +12; CMB +18 (+23 dirty trick, +20 disarm, +20 grapple, 
  +20 trip); CMD 34 (37 vs. dirty trick, 36 vs. disarm, 36 vs. trip)
  Feats Combat Expertise, Disarming StrikeAPG, Greater Dirty TrickAPG, 
  Improved Critical (unarmed strike), Improved Dirty TrickAPG, 
  Improved Disarm, Improved Trip, Improved Unarmed Strike, 
  Quick Dirty TrickUC, Toughness, Weapon Focus (unarmed strike)
  Skills Acrobatics +20, Climb +16, Disguise +17, Intimidate +19, 
  Knowledge (local) +22, Perception +16, Sense Motive +20, 
  Stealth +20, Swim +17; Racial Modifiers +2 Intimidate
  Languages Common, Giant, Orc, Varisian
  SQ brawler’s cunning, hidden weapons, hide in plain sight, martial 
  training, orc blood, poison use
  Combat Gear alchemical silver arrows (10), cold iron arrows 
  (20), potion of cure serious wounds, potion of invisibility, 
  quick runner’s shirtUE, sandals of the lightest stepUE, antitoxin, 
  tanglefoot bag (2); Other Gear +2 brawling studded leatherUE, 
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  mwk composite shortbow (+5 Str), mwk short sword, amulet 
  of mighty fists +3, belt of physical might +4 (Str, Con), Charon’s 
  debt, cloak of resistance +5, fog-cutting lenses, headband of 
  vast intelligence +4, ring of protection +3, disguise kit, 7 gp
  SPECIAL ABILITIES
  Charon’s Debt This cracked leather glove originally had four 
  polished steel studs along the knuckles. When an assassin 
  wearing the glove attempts a death attack with an unarmed 
  strike, the target must roll the Fortitude saving throw twice and 
  use the worse result. Each use of the glove causes a knuckle 
  stud to rust and crack, and the glove crumbles after four uses. 
  The glove has two uses remaining.
  Exceptional Zurnzal has the wealth of a PC of his level, and he is 
  built using 25-point buy to determine his ability scores. These 
  adjustments increase his Challenge Rating by 1.
  Fog-Cutting Lenses These goggles are made of polished rock 
  crystal, with frames of polished brass and a simple leather 
  strap and buckle. The goggles allow the wearer to see through 
  magical and normal fogs, mists, and similar obscurement. 
  However, the goggles distort and skew vision strangely, 
  imposing a –4 penalty on Perception checks. This item appears 
  in Pathfinder RPG Monster Codex.
  SUBTIER 17–18 (CR 21)
  GRANDMASTER’S ALCHEMISTS (4) 
  CR 15
  Half-orc alchemist 16 (Pathfinder RPG Advanced Player’s Guide 26)
  CN Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft., see invisibility; Perception +21
  DEFENSE
  AC 35, touch 14, flat-footed 31 (+6 armor, +4 Dex, +11 natural, +4 
  shield)
  hp 203 (16d8+128)
  Fort +22, Ref +20, Will +13 (+5 resistance vs. enchantment)
  Defensive Abilities freedom of movement, orc ferocity; DR 10/
  adamantine (150 points), 5/piercing; Immune poison; SR 28
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee +2 falchion +26/+21/+16 (2d4+17/15–20)
  Ranged bomb +19/+14/+9 (8d6+4 cold, 8d6+4 fire, 8d4+4 force, 
  or dispel)
  Special Attacks bomb 20/day (DC 22)
  Alchemist Extracts Prepared (CL 16th)
  6th—caging bomb admixtureUC OR giant form I OR walk 
  through spaceUC
  5th—delayed consumptionAPG, overland flight, spell resistance
  4th—death ward, freedom of movement, spell immunity, 
  stoneskin (2)
  3rd—arcane sight, fly, haste, heroism (2), resinous skinUC
  2nd—barkskin (2), bull’s strength, invisibility, resist energy, 
  see invisibility
  1st—ant haulAPG, comprehend languages, detect secret doors, 
  disguise self, identify, shield
  TACTICS
  Before Combat Early in the infiltration, the alchemists consume 
  their mutagens and extracts of ant haul, barkskin, comprehend 
  languages, freedom of movement, heroism, overland flight, 
  resinous skin, see invisibility, spell resistance, and stoneskin, 
  plus their extract of haste augmented by delayed infusion. In 
  addition, the alchemists are familiar with the PCs’ common 
  strategies, and the half-orcs consume their extracts of resist 
  energy and spell immunity to counter common tactics. If 
  anticipating combat, they consume their extracts of arcane 
  sight, bull’s strength, invisibility, and shield, plus their potion of 
  bear’s endurance. Two of the alchemists have prepared caging 
  bomb admixture, whereas another has prepared giant form I, 
  and the fourth has prepared walk through space.
  During Combat The alchemists activate their stored extracts 
  of haste. Two focus on disabling foes with thrown bombs; 
  they use caging bomb admixture if needed, and one favors 
  readying an action to disrupt enemy spellcasting. The third 
  alchemist focuses on assisting Zurnzal in melee combat, 
  ideally consuming their extract of giant form I to transform 
  into a troll. The fourth alchemist prefers to pin down ranged 
  threats with melee attacks, jumping across the battlefield with 
  walk through space.
  Morale The alchemists fight to the death.
  Base Statistics Without their mutagen, barkskin, bear’s 
  endurance, bull’s strength, comprehend languages, freedom 
  of movement, heroism, overland flight, resinous skin, shield, 
  spell resistance, and stoneskin, the alchemist’s base statistics 
  are Senses darkvision 60 ft., see invisibility; AC 18, touch 11, 
  flat-footed 17; hp 123; Fort +15, Ref +16, Will +11; Defensive 
  Abilities orc ferocity; DR none; Immune poison; SR none; 
  Speed 30 ft.; Melee +2 falchion +18/+13/+8 (2d4+8); Ranged 
  bomb +15/+10/+5 (8d6+4 cold, 8d6+4 fire, 8d4+4 force, 
  or dispel); Str 18, Dex 14, Con 12; CMB +16; CMD 28; Skills 
  Appraise +15, Craft (alchemy) +15 (+31 to create alchemical 
  items), Disable Device +22, Knowledge (arcana) +23, 
  Perception +19, Sense Motive +5, Sleight of Hand +20, Spellcraft 
  +23, Use Magic Device +18; Languages Common, Draconic, 
  Giant, Goblin, Orc
  STATISTICS
  Str 30, Dex 18, Con 22, Int 18, Wis 10, Cha 8
  Base Atk +12; CMB +24 (+26 grapple); CMD 36 (40 vs. disarm)
  Feats Brew Potion, Critical Focus, Improved Critical (falchion), 
  Improved Iron Will, Iron Will, Point-Blank Shot, Precise Shot, 
  Sickening Critical, Throw Anything, Toughness
  Skills Appraise +17, Craft (alchemy) +17 (+33 to create 
  alchemical items), Disable Device +26, Knowledge (arcana) 
  +25, Perception +21, Sense Motive +7, Sleight of Hand +24, 
  Spellcraft +25, Stealth +21, Use Magic Device +20; Racial 
  Modifiers +2 Intimidate
  Languages Common, Draconic, Giant, Goblin, Orc; 
  comprehend languages
  SQ alchemy (alchemy crafting +16), discoveries (dispelling bomb, 
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  21
  21
  fast bombs, force bomb, frost bomb, grand mutagen, greater 
  mutagen, infusion, precise bombs [4 squares]), mutagen 
  (+8/+6/+4/–2, +6 natural armor, 16 hours), orc blood, poison 
  use, swift alchemy
  Combat Gear potion of bear’s endurance; Other Gear +2 chain 
  shirt, +2 falchion, cloak of resistance +4, headband of vast 
  intelligence +2, seducer’s baneUE, vest of stable mutationUE, 
  formula book (contains all prepared extracts), masterwork 
  thieves’ tools, 395 gp
  ZURNZAL 
  CR 18
  Male advanced half-orc assassin 10/brawler 8 (Pathfinder RPG 
  Advanced Class Guide 23, Pathfinder RPG Bestiary 294)
  NE Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 34, touch 19, flat-footed 29 (+8 armor, +4 deflection, +4 Dex, 
  +1 dodge, +7 natural)
  hp 227 (18 HD; 10d8+8d10+134)
  Fort +22, Ref +22, Will +16; +5 vs. poison
  Defensive Abilities improved uncanny dodge, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +34/+29/+24 (1d10+16/19–20 plus 1d6 
  acid) or
  unarmed strike flurry of blows +32/+32/+27/+27/+22 
  (1d10+16/19–20 plus 1d6 acid) or
  mwk short sword +28/+23/+18 (1d6+10/19–20)
  Ranged mwk composite shortbow +22/+17/+12 (1d6+10/×3)
  Special Attacks brawler’s flurry, brawler’s strike (magic), close 
  weapon mastery, death attack (DC 26), knockout 1/day (DC 
  24), maneuver training (dirty trick +2), martial flexibility 7/day, 
  quiet death, sneak attack +5d6, swift death 1/day, true death 
  (DC 25)
  TACTICS
  Before Combat Zurnzal consumes an allied alchemist’s extract 
  of barkskin and extract of heroism, then drinks his potion 
  of invisibility.
  During Combat Zurnzal endeavors to kill or disable multiple 
  targets using a combination of his swift death and knockout 
  abilities. He regularly uses his Quick Dirty Trick feat to blind 
  foes before striking them repeatedly with unarmed strikes. If 
  presented with a vulnerable target, he uses martial flexibility to 
  gain Power Attack for additional damage.
  Morale Once committed to the battle, Zurnzal fights to the death.
  Base Statistics Without barkskin and heroism, Zurnzal’s statistics 
  are AC 29, flat-footed 24; Fort +20, Ref +20, Will +14; Melee 
  unarmed strike +32/+27/+22 (1d10+16/19–20 plus 1d6 acid), 
  or unarmed strike flurry of blows +30/+30/+25/+25/+20 
  (1d10+16/19–20 plus 1d6 acid) or mwk short sword 
  +26/+21/+16 (1d6+10/19–20); Ranged mwk composite 
  shortbow +20/+15/+10 (1d6+10/×3); CMB +25 (+31 dirty 
  trick, +27 disarm, +27 grapple, +27 trip); Skills Acrobatics +25, 
  Climb +31, Disguise +22, Intimidate +24, Knowledge (local) 
  +27, Perception +21, Sense Motive +25, Stealth +25, Swim +31, 
  Use Magic Device +22.
  STATISTICS
  Str 30, Dex 18, Con 22, Int 22, Wis 18, Cha 12
  Base Atk +15; CMB +27 (+33 dirty trick, +29 disarm, +29 grapple, 
  +29 trip); CMD 44 (48 vs. dirty trick, 46 vs. disarm, 46 vs. trip)
  Feats Combat Expertise, Disarming StrikeAPG, Greater Dirty TrickAPG, 
  Improved Critical (unarmed strike), Improved Dirty TrickAPG, 
  Improved Disarm, Improved Trip, Improved Unarmed Strike, 
  Pummeling ChargeACG, Pummeling StyleACG, Quick Dirty TrickUC, 
  Toughness, Weapon Focus (unarmed strike)
  Skills Acrobatics +27, Climb +33, Disguise +24, Intimidate +26, 
  Knowledge (local) +29, Perception +23, Sense Motive +27, 
  Stealth +27, Swim +33, Use Magic Device +24; Racial Modifiers 
  +2 Intimidate
  Languages Common, Giant, Orc, Varisian
  SQ angel of death, brawler’s cunning, hidden weapons, hide in 
  plain sight, martial training, orc blood, poison use
  Combat Gear alchemical silver arrows (10), cold iron arrows (20), 
  deliquescent glovesUE, potion of cure serious wounds, potion 
  of invisibility, quick runner’s shirtUE, sandals of the lightest 
  stepUE, antitoxin, tanglefoot bag (2); Other Gear +5 brawling 
  studded leatherUE, mwk composite shortbow (+10 Str), mwk 
  short sword, amulet of mighty fists +4, belt of physical might 
  +6 (Str, Con), Charon’s debt, cloak of resistance +5, fog-cutting 
  lenses, headband of vast intelligence +4, ring of protection +4, 
  disguise kit, 47 gp
  SPECIAL ABILITIES
  Charon’s Debt This cracked leather glove originally had four 
  polished steel studs along the knuckles. When an assassin 
  wearing the glove attempts a death attack with an unarmed 
  strike, the target must roll the Fortitude saving throw twice and 
  use the worse result. Each use of the glove causes a knuckle 
  stud to rust and crack, and the glove crumbles after four uses. 
  The glove has two uses remaining.
  Exceptional Zurnzal has the wealth of a PC of his level, and he is 
  built using 25-point buy to determine his ability scores. These 
  adjustments increase his Challenge Rating by 1.
  Fog-Cutting Lenses These goggles are made of polished rock 
  crystal, with frames of polished brass and a simple leather 
  strap and buckle. The goggles allow the wearer to see through 
  magical and normal fogs, mists, and similar obscurement. 
  However, the goggles distort and skew vision strangely, 
  imposing a –4 penalty on Perception checks. This item appears 
  in Pathfinder RPG Monster Codex.
  Treasure: A scroll of true resurrection resides within the 
  bookshelves in the northeast corner of the repository, 
  hidden within a stack of old Pathfinder Chronicles. A PC 
  who succeeds at a DC 28 Perception check can uncover the 
  hidden scroll, and Zurnzal may have mentioned the exact 
  location as a negotiating tactic. PCs who are venture-captains 
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  automatically know about this scroll’s location. In Subtier 14–
  15, the bookshelf also contains a hidden manual of bodily health 
  +1; in Subtier 17–18, it is instead a manual of bodily health +2.
  Development: If the PCs opt not to battle Zurnzal here, then 
  they have some time to explore and retrieve items as listed 
  above. If Zurnzal is allowed to depart, he informs the PCs of 
  several useful items in the chamber, suggesting the PCs take 
  what they can if they intend to pursue Vahlo into Skyreach.
  If the PCs instead fight and slay Zurnzal here, then they can 
  discover a quickly sketched set of orders within the chamber. 
  In addition to telling Zurnzal and his allies to search the 
  Repository for any “items of interest”, these orders indicate 
  that Torch was pursuing Vahlo to Skyreach.
  Rewards: If the PCs do not defeat or converse with Zurnzal 
  and defeat the optional encounter (if you chose to include 
  it), reduce each PCs’ gold earned by the following amount. 
  Reduce the value by half as much if the PCs do not find the 
  hidden items on the bookshelf.
  Subtier 12–13: Reduce each PC’s gold earned by 2,200.
  Out of Subtier (Low): Reduce each PC’s gold earned by 3,100.
  Subtier 14–15: Reduce each PC’s gold earned by 4,000.
  Out of Subtier (High): Reduce each PC’s gold earned by 6,000.
  Subtier 17–18: Reduce each PC’s gold earned by 8,000.
  ENCOUNTER: VAHLO’S REACH
  Depending on how much time remains in the session, a second 
  encounter may take place within the Repository. In this event, 
  Vahlo has sent minions to clean up the remainder of Torch’s 
  forces within the Repository, incorrectly assuming that Torch 
  remains within and has yet to pursue him to Skyreach.
  Sealed Repository: Vahlo uses devices in Skyreach to 
  remotely shut down the Repository’s hidden entrance, 
  which manifests as the stairway the PCs used to enter area 
  A suddenly filling in with stone. If any creatures are on the 
  stairway when this occurs, they’re harmlessly pushed to the 
  foot of the stairs in area A. Along with this, the entire area 
  becomes affected by a forbiddance-like effect that temporarily 
  prevents teleportation into or out of the Repository, but 
  does not affect movement within area A. All of these effects 
  end once the PCs defeat Vahlo’s summoned allies. Venture-
  captain PCs have not heard of this sealing method—the 
  existence and function of the sealing devices is a secret 
  known only to the Decemvirate.
  If the PC allowed Zurnzal to depart and did not follow 
  him out, this event occurs before the PCs decide to leave 
  the Repository, but after they’ve had some time to secure 
  any items within. If the PCs defeated Zurnzal without 
  requiring a lot of time, this event occurs immediately after 
  that encounter. In that case, Zurnzal and his allies hang back 
  from the encounter, joining the fight to help the PCs only if it 
  seems that the PCs may lose to the nightshade. Their ultimate 
  goal is self-preservation. 
  Creatures: When the Repository shuts down, a single 
  nightshade appears within the area, summoned by Vahlo’s 
  magic and commanded to hunt down and destroy any living 
  creatures that are in the area. Vahlo’s summoning has also 
  imbued the nightshade with the extrasensory ability to seek 
  out living targets, reducing the impediment caused by the 
  remaining magical fog in the area. Note that as summoned 
  creatures, the nightshades cannot activate their ability to 
  summon shadows.
  SUBTIER 12–13 (CR 14)
  NIGHTWING 
  CR 14
  hp 195 (Pathfinder RPG Bestiary 2 204; see page 41)
  Senses darksight
  TACTICS
  During Combat The nightwing uses its most powerful spell-like 
  abilities first before switching to its bite. 
  Morale The summoned nightshade fights until destroyed.
  SPECIAL ABILITIES
  Darksight (Ex) This nightshade has particularly keen senses. It can 
  see clearly through both magical and mundane fog. Additionally, 
  it gains true seeing in dim light and darkness. Regardless of light 
  conditions, it can detect living creatures and their health within 
  60 feet, as blindsight with deathwatch continuously active. Mind 
  blank and nondetection prevent the deathwatch effect but not 
  the nightshade’s true seeing. This ability replaces darksense.
  SUBTIER 14–15 (CR 16)
  NIGHTWALKER 
  CR 16
  hp 241 (Pathfinder RPG Bestiary 2 202; see page 40)
  Senses darksight
  TACTICS
  During Combat The nightwalker uses its most powerful spell-like 
  abilities first before switching to its bite. It casts a quickened 
  cone of cold on the first three rounds of combat.
  Morale The summoned nightshade fights until destroyed.
  SPECIAL ABILITIES
  Darksight (Ex) This nightshade has particularly keen senses. It can 
  see clearly through both magical and mundane fog. Additionally, 
  it gains true seeing in dim light and darkness. Regardless of light 
  If the PCs successfully negotiated with Zurnzal and let the 
  assassin leave, or if the combat only took one to two rounds, 
  then this encounter takes place. Alternatively, if you are 
  running this scenario on a strict time limit, then remove 
  this encounter if there are not at least two and a half hours 
  remaining in which to complete the scenario.
  Optional Encounter
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  23
  23
  For a group of four PCs, make the following adjustments in 
  all subtiers. Reduce its DR to 10. It has already used each of 
  its 3/day spell-like abilities twice today, meaning it can only 
  use each once more.
  For a group that has elected to take on a greater 
  challenge, add another nightshade to the encounter. All 
  nightshades cast both haste and invisibility before the first 
  round of combat.
  Scaling the Optional 
  Encounter
  conditions, it can detect living creatures and their health within 
  60 feet, as blindsight with deathwatch continuously active. Mind 
  blank and nondetection prevent the deathwatch effect but not 
  the nightshade’s true seeing. This ability replaces darksense.
  SUBTIER 17–18 (CR 19)
  DEVOURING NIGHTCRAWLER 
  CR 19
  Variant nightcrawler (Pathfinder RPG Bestiary 2 200)
  CE Gargantuan undead (extraplanar, nightshade)
  Init +6; Senses darksight, darkvision 120 ft., detect magic, low-
  light vision, tremorsense 120 ft.; Perception +35
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 37, touch 10, flat-footed 33 (+4 Dex, +27 natural, –4 size)
  hp 362 (25d8+250)
  Fort +18, Ref +14, Will +25
  DR 15/good and silver; Immune cold, undead traits; SR 30
  Weaknesses light aversion
  OFFENSE
  Speed 30 ft., burrow 90 ft.
  Melee bite +34 (4d10+17/19–20 plus 4d6 cold and grab), sting 
  +34 (4d6+17/19–20 plus 4d6 cold and poison)
  Space 20 ft.; Reach 20 ft.
  Special Attacks channel negative energy (9d6, DC 33, 9/day), 
  energy drain (1 level, DC 30), swallow whole (4d10+22 
  bludgeoning plus energy drain, AC 23, 36 hp)
  Spell-Like Abilities (CL 19th; concentration +27)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 22), deeper darkness, greater dispel 
  magic, invisibility, unholy blight (DC 22)
  3/day—quickened cone of cold (DC 23), confusion (DC 22), 
  haste, hold monster (DC 23)
  1/day—finger of death (DC 25), mass hold monster (DC 27), 
  plane shift (DC 25), summon (level 8, 6 greater shadows)
  TACTICS
  During Combat The nightwing uses its most powerful spell-like 
  abilities first before switching to its bite. It casts a quickened 
  unholy blight on the first three rounds of combat. 
  Morale The summoned nightshade fights until destroyed.
  STATISTICS
  Str 45, Dex 14, Con —, Int 20, Wis 25, Cha 27
  Base Atk +18; CMB +39 (+43 grapple); CMD 53 (can’t be tripped)
  Feats Combat Expertise, Command Undead, Critical Focus, Greater 
  Vital Strike, Improved Critical (bite), Improved Critical (sting), 
  Improved Initiative, Improved Vital Strike, Iron Will, Power 
  Attack, Quicken Spell-Like Ability (cone of cold), Staggering 
  Critical, Vital Strike
  Skills Intimidate +36, Knowledge (arcana) +35, Knowledge 
  (planes) +32, Knowledge (religion) +35, Perception +35, Sense 
  Motive +35, Spellcraft +35, Stealth +20 (+28 in darkness), Swim 
  +42; Racial Modifiers +8 Stealth in dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Darksight (Ex) This nightshade has particularly keen senses. It 
  gains true seeing in dim light and darkness. Regardless of light 
  conditions, it can detect living creatures and their health within 
  60 feet, as blindsight with deathwatch continuously active. Mind 
  blank and nondetection prevent the deathwatch effect but not 
  the nightshade’s true seeing. This ability replaces darksense.
  Desecrating Aura (Su) All nightshades have a 30-foot-radius 
  emanation equivalent to a desecrate spell centered on a 
  shrine of evil power. Undead within this radius (including the 
  nightshade) gain a +2 profane bonus on attack and damage 
  rolls and saving throws, as well as +2 hit points per die, and 
  the save DC of channeled negative energy is increased by +6 
  (these adjustments are included in the nightshade’s statistics). 
  This aura can be negated by dispel evil, but a nightshade can 
  reactivate it on its turn as a free action. A desecrating aura 
  suppresses and is suppressed by consecrate or hallow; both 
  effects are negated within any overlapping area of effect.
  Energy Drain (Su) A creature that has been swallowed whole by a 
  nightcrawler gains 1 negative level each round.
  Poison (Su) Sting—injury; save Fort DC 30; frequency 1/round for 
  6 rounds; effect 1d4 Constitution drain and 1 negative level; 
  cure 3 consecutive saves. The save DC is Charisma-based.
  Development: Once the PCs defeat the nightshade, the fog 
  in the Repository dissipates and the PCs can freely continue 
  to explore. Moments later, the stairway that led out of the 
  Repository is cleared of obstacles and the magical warding 
  that temporarily prevented teleportation fades. The PCs can 
  now make their way to Skyreach to confront Vahlo.
  B. BATTLE ATOP SKYREACH (CR 17, CR 19, 
  OR CR 22)
  Even if the PCs weakened his ritual, Vahlo can inflict 
  considerable damage from his vantage point atop Skyreach. He 
  is perched atop one of the towers on the keep’s western side. 
  The roof of each tower has a range of elevation indicated on 
  the map; the tile roof of each tower slopes gently downward 
  from a central peak without impeding movement, descending 
  
  B. Battle Atop Skyreach
  1 square = 5 feet
  +120
  +120
  +150
  +100
  +100
  +220 - +230
  +150 - +170
  +150 - +170
  +150
  +170
  +0
  PATHFINDER SOCIETY SCENARIO
  24
  24
  5 feet for every 10 feet the tile roof extends horizontally. Flatter 
  roofs over the main keep support simple walkways lined with 
  grisly gargoyles in the shape of fearsome beasts. A lower roof 
  spans the gap between the two larger towers; only two 15-by-15 
  foot sections of this lower roof are visible on the map, with a 
  height of 100 feet. But this roof slopes up under the walkways, 
  reaching a height of 120 feet at the north edge of the map. All 
  elevations noted on the map are relative to the ground and 
  measured in feet.
  In order to reach the tower, the PCs can fly or climb up the 
  side of Skyreach, teleport there directly, or enter the keep and 
  climb the stairs. Skyreach’s exterior walls are slick from the rain, 
  so scaling them requires a series of DC 30 Climb checks. The 
  interior stairwells are twisting and uneven at the best of times, 
  and Vahlo has filled them with a combination of garbage, scrap 
  metal, and other obstacles to make climbing them as tedious as 
  possible. As a result, it takes approximately 15 minutes to climb 
  the stairs to the walkway to reach the central tower. PCs who 
  succeed at a DC 25 Acrobatics check can shorten this time to 10 
  minutes, or to 5 minutes if they succeed by 10 or more. Beyond 
  potentially exhausting several of the PCs’ ongoing spells, taking 
  the stairs provides Vahlo time to overcome the initial strain 
  of the ritual, negating the sickened condition he might have 
  sustained (see Creatures, below).
  Hazard: The developing ritual has caused storm clouds 
  to gather over Absalom, drawing worried shouts from 
  citizens. Periodic bursts of sheet lightning illuminate 
  the clouds as the wind gusts violently, stripping tiles off 
  Skyreach’s tall towers. A deep red, horizontal disk hovers 
  5 feet above the peak of the west tower. The disk is about 5 
  feet across, but it slowly grows as it draws energy from the 
  storm. This is the focal point of the ritual.
  This ritual stirs up severe winds (Pathfinder Core Rulebook 
  439), making ranged attacks and flight difficult. On the 
  second round, sheeting rain begins to fall, imposing an 
  additional –2 penalty on ranged attacks. In addition, a 
  massive thunderclap shakes the area at the beginning of 
  the second round, deafening all of the creatures in the area 
  for 1d6 rounds (Fortitude DC 25 negates). A creature who 
  is more than 250 feet above the ground when this happens 
  is struck by a bolt of lightning from the disk, taking an 
  amount of damage equal to 1d6 × the table’s APL (Reflex 
  DC 25 for half ), half of which is electricity damage, and the 
  other half results from divine power and is not subject to 
  resistance to electricity-based attacks.
  The hazard also advances the encounter in the event 
  Vahlo is destroyed (see Development).
  Creatures: With an excellent view from this tower, Vahlo 
  is channeling the power of his two artifacts to complete the 
  ritual, even if doing so weakens or destroys him. First, if 
  the PCs disabled the Pylons in Event 3 (see page 10), reduce 
  Vahlo’s starting hit points by 10% and apply the sickened 
  
  Vahlo Huovar
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  25
  25
  condition to him, representing the additional strain he is 
  under to complete the ritual. Second, unless one of the 
  PCs has the Nemesis of Torch boon, Vahlo briefly clashed 
  with Grandmaster Torch, suffering a painful stab wound 
  that glows with emerald green energy (an extension of 
  Torch’s sage jewel) and refuses to heal. Reduce his starting 
  hit points by an additional 10%.
  Vahlo has assumed his typical guise with disguise self, 
  appearing as a Taldan man in his iconic Triple-Spire 
  Helm. He sees little benefit in revealing his undead form 
  to anyone—even Pathfinders who believe they know the 
  truth of his identity. Instead, during combat he angrily 
  dresses them down for daring to attack a member of the 
  Decemvirate, suggesting that the ritual he’s performing is 
  for Absalom’s defense. The more that he knows (and you as 
  the GM know) of the PCs’ past accomplishments, the more 
  Vahlo claims—whether it’s truth or gaslighting—ways in 
  which he’s helped shape their advancement through the 
  Society, ranging from missions for which he selected them, 
  times he pulled strings to get them resurrected, and more. 
  He’s also not above taking credit for some of the Society’s 
  more admirable actions over the course of the campaign, 
  from allying with Mendev to battle the Worldwound to 
  devastating the Aspis Consortium. There’s considerable 
  truth to his claims, even if his reason for encouraging these 
  events was ultimately to weaken the Society and secure key 
  artifacts for his use.
  One of the Whispering Tyrant’s most powerful servants, 
  Vahlo is a seal-breaker antipaladin using rules from 
  Pathfinder Campaign Setting: Inner Sea Combat. This replaces 
  his aura of cowardice, aura of despair, and aura of vengeance 
  with three auras described in full as special abilities in 
  his statistics. At all Subtiers, Vahlo casts nondetection. This 
  does not stack with the nondetection benefit provided by his 
  helm, but his spell has a higher caster level and is therefore 
  harder to bypass.
  Vahlo isn’t alone. He has recruited one or more daemons 
  loyal to Norgorber to ensure no one interferes in his ritual. 
  The daemons find the ritual delightful and eagerly await 
  the thousands of anguished deaths that would result. 
  These fiends eagerly defend him, if only for a chance to 
  watch Absalom burn.
  SUBTIER 12–13 (CR 17)
  CRUCIDAEMON 
  CR 15
  hp 212 (Pathfinder RPG Bestiary 3 62, see page 40)
  TACTICS
  Before Combat The crucidaemon keeps watch invisibly atop the 
  central tower.
  During Combat The daemon uses air walk to approach and harass 
  a significant ranged threat, shredding the target with full attacks 
  before using Spring Attack to skirmish with other enemies.
  VAHLO HUOVAR 
  CR 16
  Male halfling graveknight antipaladin of Norgorber (seal breaker) 
  13/rogue 2 (Pathfinder Campaign Setting: Inner Sea Combat 
  43, Pathfinder RPG Advanced Player’s Guide 118, Pathfinder 
  RPG Bestiary 3 138)
  CE Small undead (augmented humanoid, halfling)
  Init +7; Senses darkvision 60 ft.; Perception +25
  Aura aura of death, aura of rebirth, aura of the grave (DC 22), 
  sacrilegious aura (30 ft., DC 23)
  DEFENSE
  AC 34, touch 14, flat-footed 31 (+9 armor, +3 Dex, +7 natural, +4 
  shield, +1 size)
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  To accommodate a group of four PCs, remove the daemons 
  from the encounter.
  For a group that has elected to take on a greater challenge, 
  make the following changes.
  Subtier 12–13: Add an additional crucidaemon to the 
  encounter. The crucidaemons have pre-cast all of their 
  greater glyphs of warding tied to a targeted greater 
  dispel magic spell, cued to trigger on a non-evil creature 
  who enters the warded area. Place these spells atop the 
  platforms where combat is likely to occur. Vahlo begins the 
  encounter with 50 temporary hit points and can activate his 
  aura of rebirth as a move action. When Vahlo channels his 
  touch of corruption through Ensanguined Envy, its damage 
  becomes divine damage that cannot be reduced. He can 
  channel his touch of corruption through that blade twice per 
  round, rather than only once per round as typical for the 
  conductive property. Vahlo’s long time as a graveknight has 
  woven additional protections into his armor, allowing him 
  to add his armor bonus to his touch AC. His touch AC is 23. 
  Subtier 14–15: Add an additional astradaemon to the 
  encounter. The astradaemons used devour soul to feed upon 
  a powerful Pathfinder earlier in the day, granting them a 
  +2 profane bonus on attacks, saving throws, and checks for 
  24 hours. Vahlo begins the encounter with 60 temporary 
  hit points and can activate his aura of rebirth as a swift 
  action. When Vahlo channels his touch of corruption through 
  Ensanguined Envy, its damage becomes divine damage that 
  cannot be reduced. He can channel his touch of corruption 
  through that blade twice per round, rather than only once 
  per round as typical for the conductive property. Vahlo’s long 
  time as a graveknight has woven additional protections into 
  his armor, allowing him to add his armor bonus to his touch 
  AC. His touch AC is 24. 
  Subtier 17–18: Add an additional advanced astradaemon 
  to the encounter. The astradaemons used devour soul to 
  feed upon a powerful Pathfinder earlier in the day, granting 
  them a +3 profane bonus on attacks, saving throws, and 
  checks for 24 hours. Vahlo begins the encounter with 80 
  temporary hit points and can activate his aura of rebirth as 
  a free action; when he does so, the mohrg he creates gains 
  a +10 profane bonus on attack rolls, saving throws, and skill 
  checks, and the save DC of its paralysis ability increases to 
  25. When Vahlo channels his touch of corruption through 
  Ensanguined Envy, its damage becomes divine damage that 
  cannot be reduced. He can channel his touch of corruption 
  through that blade twice per round, rather than only once 
  per round as typical for the conductive property. Vahlo’s long 
  time as a graveknight has woven additional protections into 
  his armor, allowing him to add his armor bonus to his touch 
  AC. His touch AC is 24. 
  Scaling Encounter B
  hp 220 (15 HD; 2d8+13d10+135)
  Fort +25, Ref +21, Will +23; +2 vs. fear
  Defensive Abilities channel resistance +4, evasion, rejuvenation; 
  DR 10/magic; Immune cold, electricity, fire, undead traits; SR 27
  OFFENSE
  Speed 20 ft.; fly 60 ft.
  Melee Ensanguined Envy +27/+22/+17 (1d4+12/17–20 plus 3d6 
  fire and 1 bleed) or
  slam +22 (1d3+9 plus 3d6 fire)
  Ranged dart +20 (1d3+7 plus 3d6 fire)
  Special Attacks channel destruction (3d6 fire), channel negative 
  energy 6/day (DC 28, 7d6), devastating blast (10d6 fire, DC 23, 
  3/day), smite good 5/day (+6 attack and AC, +13 damage), 
  sneak attack +1d6, undead mastery (75 HD, DC 23)
  Antipaladin Spell-Like Abilities (CL 13th; concentration +19)
  At will—detect good
  Antipaladin Spells Prepared (CL 10th; concentration +16)
  4th—greater invisibility
  3rd—defile armorAPG, nondetection
  2nd—blindness/deafness (DC 18), invisibility (2), silence (DC 18)
  1st—command (DC 17), death knell (DC 17), inflict light wounds 
  (3, DC 17)
  TACTICS
  Before Combat Vahlo casts nondetection and drinks his potion 
  of barkskin. He also locks Ensanguined Envy in his gauntlet 
  and applies an oil of keen edge before beginning the ritual. If 
  he detects the PCs’ approach, he activates his fiendish boon 
  to grant his sword the unholy weapon properties, activates 
  his winged boots, casts defile armor and greater invisibility, 
  and hides up on the central rooftop. The benefits of the potion 
  of barkskin, the oil of keen edge, and the winged boots are 
  included in his statistics.
  During Combat Vahlo is familiar with the PCs’ capabilities and 
  takes advantage of their weaknesses where able. He prefers 
  to engage an unaware, good-aligned foe in melee, using 
  smite good and his conductive weapon to deliver his touch of 
  corruption and disarm dangerous foes. He applies his cruelties 
  to targets that he strikes with his corrupting touch, often 
  selecting the stunned cruelty (DC 27 Fortitude negates). He 
  revels in any opportunity to use his aura of rebirth.
  Morale Vahlo fights until destroyed, at which point his 
  rejuvenation activates (see Development).
  Base Statistics Without the potion of barkskin, the oil of 
  keen edge, and the winged boots, Vahlo’s statistics are AC 
  31, flat-footed 28; Speed 20 ft.; Melee Ensanguined Envy 
  +27/+22/+17 (1d4+12/19–20 plus 3d6 fire and 1 bleed
  STATISTICS
  Str 20, Dex 17, Con —, Int 18, Wis 18, Cha 22
  Base Atk +14; CMB +18 (+22 disarm); CMD 31 (33 vs. disarm)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, Disarming 
  StrikeAPG, Greater Disarm, Improved Disarm, Improved InitiativeB, 
  Lucky HalflingAPG, Mounted CombatB, Ride-by AttackB, Staggering 
  Critical, ToughnessB
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
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  27
  Skills Acrobatics +4, Bluff +24, Climb +10, Disable Device +19, 
  Disguise +24, Intimidate +32, Knowledge (religion) +11, 
  Perception +25, Ride +10, Sense Motive +22, Spellcraft +13, 
  Stealth +24, Use Magic Device +15; Racial Modifiers +2 
  Acrobatics, +2 Climb, +8 Intimidate, +8 Perception, +8 Ride
  Languages Abyssal, Common, Dwarven, Elven, Halfling, Varisian
  SQ cruelties (cursed, sickened, staggered, stunned), fiendish 
  boon (weapon +3, 3/day), graveknight armor, phantom 
  mount, rogue talent (honeyed words 1/dayAPG), ruinous 
  revivification (fire), touch of corruption 12/day (6d6), 
  trapfinding +1
  Combat Gear oil of keen edge (3), potion of barkskin (CL 6); 
  Other Gear +3 mithral breastplate, +3 buckler, Ensanguined 
  Envy (+5 conductive wounding short sword, see sidebar), 
  darts (6), cloak of resistance +2, headband of mental prowess 
  +2 (Int, Cha), Triple-Spire Helm (see sidebar) winged boots, 
  locked gauntlet, masterwork thieves’ tools
  SPECIAL ABILITIES
  Aura of Death (Su) This aura’s effects are weaker than and do not 
  stack with Vahlo’s sacrilegious aura. 
  Aura of the Grave (Su) Mindless undead within 10 feet of Vahlo 
  will not attack him unless directly ordered to, and even then 
  only after succeeding at a DC 22 Will save. The save DC is 
  Charisma-based.
  Aura of Rebirth (Su) If a living creature is slain within 10 feet of 
  Vahlo, he can spend two uses of his smite good ability at the 
  start of his next turn as a standard action to summon the spirit 
  of a dead murderer to reanimate the corpse as a mohrg. The 
  mohrg immediately rises and attacks Vahlo’s foes, acting under 
  his command. After 1 minute, the murderer’s soul leaves the 
  body, which collapses, again lifeless.
  Channel Destruction (Su) Vahlo’s weapons seethe with profane 
  fire, dealing an additional 3d6 points of fire damage.
  Devastating Blast (Su) Three times per day, Vahlo can unleash a 
  30-foot cone of fire as a standard action. This blast deals 10d6 
  points of fire damage (DC 23 Reflex for half). The save DC is 
  Charisma-based.
  Phantom Mount (Su) Once per hour, a graveknight can summon 
  a skeletal horse similar to a phantom steed (CL 17). This mount 
  is more real than a typical phantom steed and can carry one 
  additional rider. A graveknight’s mount looks distinctive and 
  always appears the same each time it is summoned. If the 
  mount is destroyed, he can summon it again with full hit points 
  1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  Ruinous Revivification (Su) At the time of its creation, the 
  graveknight chooses one of the following energy types: acid, 
  cold, electricity, or fire. Vahlo chose fire, which influences 
  several of his other abilities.
  Sacrilegious Aura (Su) A graveknight constantly exudes an aura 
  of intense evil and negative energy in a 30-foot radius. This 
  aura functions as the spell desecrate and uses the graveknight’s 
  armor as an altar of sorts to double the effects granted. The 
  graveknight constantly gains the benefits of this effect, which 
  are included in his statistics. The increased difficulty of saving 
  throws against negative energy has been added to his channel 
  negative energy DC. In addition, this miasma of fell energies 
  hinders the channeling of positive energy. Any creature that 
  attempts to summon positive energy in this area—such as 
  through a cleric’s channel energy ability, a paladin’s lay on 
  hands, or any spell with the healing subtype—must make a DC 
  23 concentration check. If the check fails, the effect is expended 
  but does not function. The DC of the concentration check is 
  Charisma-based.
  Undead Mastery (Su) As a standard action, a graveknight can 
  attempt to bend any undead creature within 50 feet to its will. 
  The targeted undead must succeed at a Will save or fall under the 
  graveknight’s control. This control is permanent for unintelligent 
  undead; an undead with an Intelligence score is allowed an 
  additional save every day to break free from the graveknight’s 
  control. A creature that successfully saves cannot be affected 
  again by the same graveknight’s undead mastery for 24 hours. 
  He can control up to 75 HD worth of undead at a time.
  SUBTIER 14–15 (CR 19)
  ASTRADAEMON 
  CR 16
  hp 212 (Pathfinder RPG Bestiary 2 63, see page 39)
  TACTICS
  Before Combat The astradaemon keeps watch atop the central 
  tower, trying to stay out of sight.
  During Combat The daemon uses energy drain against an 
  imposing combatant before chasing down and grappling a 
  significant ranged or spellcasting threat. It endeavors to use its 
  devour soul ability early on.
  VAHLO HUOVAR 
  CR 18
  Male halfling graveknight antipaladin of Norgorber (seal breaker) 
  15/rogue 2 (Pathfinder Campaign Setting: Inner Sea Combat 
  43, Pathfinder RPG Advanced Player’s Guide 118, Pathfinder 
  RPG Bestiary 3 138)
  CE Small undead (augmented humanoid, halfling)
  Init +8; Senses darkvision 60 ft.; Perception +25
  Aura aura of death, aura of rebirth, aura of sin, aura of the grave 
  (DC 24), sacrilegious aura (30 ft., DC 25)
  DEFENSE
  AC 38, touch 14, flat-footed 31 (+10 armor, +4 Dex, +9 natural, +4 
  shield, +1 size)
  hp 266 (17 HD; 2d8+15d10+170)
  Fort +28, Ref +24, Will +25; +2 vs. fear
  Defensive Abilities channel resistance +4, evasion, rejuvenation; 
  DR 10/magic; Immune cold, electricity, fire, undead traits; SR 29
  
  PATHFINDER SOCIETY SCENARIO
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  The short sword Vahlo wields is a potent and evil artifact that 
  the Pathfinder Society recovered centuries ago.
  EnsanguinEd Envy (Minor artifact)
  Aura strong enchantment and necromancy; CL 20th; Slot 
  none; Weight 2 lbs.
  DESCRIPTION
  Passed down for generations by Zura’s mortal family, this 
  once lavishly decorated short sword grew increasingly 
  tarnished and more powerful as her relatives learned of 
  and disavowed Zura’s blood-soaked feasts and demonic 
  transformation. Once the last of her family had changed 
  their names and abandoned their noble estates out of 
  shame, the sword passed between cults of Zura as a 
  grim souvenir of her abyssal ascension. It was among the 
  treasures recovered by Durvin Gest from Azlant and spent 
  several decades in various Pathfinders’ hands before the 
  newly formed Decemvirate decided it was too treacherous 
  not to seal away.
  Ensanguined Envy is a +5 conductiveUE wounding short 
  sword. Whenever the wielder uses Ensanguined Envy to 
  successfully confirm a critical hit against a creature, the 
  wielder can choose to awaken the target’s repressed and 
  sinful desires; the target must succeed at an Average Will save 
  or be affected by song of discord for 3 rounds. While holding 
  the sword, the wielder can detect any dying creatures or 
  those taking bleed damage within 30 feet as per blindsight. 
  Ensanguined Envy also vampirically absorbs spells cast on 
  the wielder. When the wielder is hit with a targeted spell 
  that would harm them, the spell is instead drawn into the 
  blade. When the wielder hits a target with Ensanguined 
  Envy, they can immediately cast the absorbed spell on the 
  target as a free action. Ensanguined Envy cannot store more 
  than one spell at a time; targeted spells cast when a spell is 
  already stored affect the wielder normally. 
  The short sword bestows one permanent negative level 
  (Core Rulebook 562) on any non-evil creature attempting to 
  wield it. The negative level remains as long as the weapon 
  is in hand and disappears when the weapon is no longer 
  wielded. This negative level cannot be overcome in any way 
  (including restoration spells) while the weapon is wielded.
  DESTRUCTION
  Ensanguined Envy crumbles if the names of each of Zura’s 
  disgraced family members are rediscovered and written onto 
  the blade with cold iron-infused ink. Alternatively, if Zura is 
  permanently destroyed, the sword can be sundered as if it 
  were a mundane weapon.
  Vahlo’s Blade
  OFFENSE
  Speed 20 ft.; fly 60 ft.
  Melee Ensanguined Envy +29/+24/+19/+14 (1d4+12/17–20 plus 
  5d6 fire and 1 bleed) or
  slam +24 (1d3+9 plus 4d6 fire)
  Ranged dart +22 (1d3+7 plus 4d6 fire)
  Special Attacks channel destruction (4d6 fire), channel negative 
  energy 7/day (DC 30, 8d6), devastating blast (10d6 fire, DC 25, 
  3/day), smite good 5/day (+7 attack and AC, +15 damage), 
  sneak attack +1d6, undead mastery (85 HD, DC 25)
  Antipaladin Spell-Like Abilities (CL 15th; concentration +22)
  At will—detect good
  Antipaladin Spells Prepared (CL 12th; concentration +19)
  4th—inflict serious wounds (DC 21), greater invisibility
  3rd—defile armorAPG (DC 20), dispel magic (2), nondetection
  2nd—blindness/deafness (DC 19), invisibility (2), silence (DC 19)
  1st—command (DC 18), death knell (DC 18), inflict light wounds 
  (3, DC 18)
  TACTICS
  Before Combat Vahlo casts nondetection and drinks his potion of 
  barkskin. He also locks Ensanguined Envy in his gauntlet and 
  applies an oil of keen edge before beginning the ritual. If he 
  detects the PCs’ approach, he activates his fiendish boon to grant 
  his sword the unholy weapon property, activates his winged 
  boots, casts defile armor and greater invisibility, and hides. The 
  effects of the potion of barkskin, the oil of keen edge, and the 
  winged boots have been factored into his statistics.
  During Combat Vahlo is familiar with the PCs’ capabilities and 
  takes advantage of their weaknesses where able. He prefers to 
  engage an unaware, good-aligned foe in melee, using smite 
  good and his conductive weapon to deliver his corrupting touch 
  and disarm dangerous foes. He applies his cruelties to targets 
  that he strikes with his corrupting touch, often selecting the 
  stunned cruelty (DC 27 Fortitude negates). He revels in any 
  opportunity to use his aura of rebirth.
  Morale Vahlo fights until destroyed, at which point his 
  rejuvenation activates (see Development).
  Base Statistics Without the potion of barkskin, the oil of 
  keen edge, and the winged boots, Vahlo’s statistics are AC 
  35, flat-footed 28; Speed 20 ft.; Melee Ensanguined Envy 
  +29/+24/+19/+14 (1d4+12/19–20 plus 5d6 fire and 1 bleed).
  STATISTICS
  Str 20, Dex 18, Con —, Int 18, Wis 18, Cha 24
  Base Atk +16; CMB +20 (+24 disarm); CMD 34 (36 vs. disarm)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, Disarming 
  StrikeAPG, Greater Disarm, Improved Disarm, Improved InitiativeB, 
  Lucky HalflingAPG, Lunge, Mounted CombatB, Ride-by AttackB, 
  Staggering Critical, ToughnessB
  Skills Acrobatics +5, Bluff +27, Climb +10, Disable Device +26, 
  Disguise +27, Intimidate +35, Knowledge (religion) +11, 
  Perception +25, Ride +11, Sense Motive +24, Spellcraft +13, 
  Stealth +27, Use Magic Device +18; Racial Modifiers +2 
  Acrobatics, +2 Climb, +8 Intimidate, +8 Perception, +8 Ride
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  29
  29
  Languages Abyssal, Common, Dwarven, Elven, Halfling, Varisian
  SQ cruelties (blinded, cursed, sickened, staggered, stunned), 
  fiendish boon (weapon +4, 3/day), graveknight armor, 
  phantom mount, rogue talent (honeyed words 1/dayAPG), 
  ruinous revivification (fire), touch of corruption 14/day (7d6), 
  trapfinding +1
  Combat Gear oil of keen edge (3), potion of barkskin (CL 6); 
  Other Gear +4 mithral breastplate, +3 arrow deflection buckler, 
  Ensanguined Envy (+5 conductive wounding short sword, see 
  sidebar), darts (6), cloak of resistance +2, headband of alluring 
  charisma +4, scarlet and blue ioun stone (Disable Device), 
  Triple-Spire Helm (see sidebar) winged boots, locked gauntlet, 
  masterwork thieves’ tools
  SPECIAL ABILITIES
  Aura of Death (Su) This aura’s effects are weaker than and do not 
  stack with Vahlo’s sacrilegious aura. 
  Aura of the Grave (Su) Mindless undead within 10 feet of Vahlo 
  will not attack him unless directly ordered to, and even then only 
  after succeeding at a DC 24 Will save. The DC is Charisma-based.
  Aura of Rebirth (Su) If a living creature is slain within 10 feet of 
  Vahlo, he can spend two uses of his smite good ability at the 
  start of his next turn as a move action to summon the spirit of a 
  dead murderer to reanimate the corpse as a mohrg. The mohrg 
  immediately rises and attacks Vahlo’s foes, acting under his 
  command. After 1 minute, the murderer’s soul leaves the body, 
  which collapses, again lifeless.
  Aura of Sin (Su) Vahlo’s weapons are treated as evil-aligned for 
  the purposes of overcoming damage reduction. Any attack 
  made against an enemy within 10 feet of him is treated as evil-
  aligned for the purposes of overcoming damage reduction. This 
  ability functions only while the antipaladin is conscious.
  Channel Destruction (Su) Vahlo’s weapons seethe with profane 
  fire, dealing an additional 4d6 points of fire damage.
  Devastating Blast (Su) Three times per day, Vahlo can unleash a 
  30-foot cone of fire as a standard action. This blast deals 10d6 
  points of fire damage (DC 25 Reflex for half). The save DC is 
  Charisma-based.
  Phantom Mount (Su) Once per hour, a graveknight can summon 
  a skeletal horse similar to a phantom steed (CL 17). This mount 
  is more real than a typical phantom steed and can carry one 
  additional rider. A graveknight’s mount looks distinctive and 
  always appears the same each time it is summoned. If the 
  mount is destroyed, he can summon it again with full hit points 
  1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  Ruinous Revivification (Su) At the time of its creation, the 
  graveknight chooses one of the following energy types: acid, 
  cold, electricity, or fire. Vahlo chose fire, which influences 
  several of his other abilities.
  Sacrilegious Aura (Su) A graveknight constantly exudes an aura 
  of intense evil and negative energy in a 30-foot radius. This 
  aura functions as the spell desecrate and uses the graveknight’s 
  armor as an altar of sorts to double the effects granted. The 
  graveknight constantly gains the benefits of this effect, which 
  are included in his statistics. The increased difficulty of saving 
  throws against negative energy has been added to his channel 
  negative energy DC. In addition, this miasma of fell energies 
  hinders the channeling of positive energy. Any creature that 
  attempts to summon positive energy in this area—such as 
  through a cleric’s channel energy ability, a paladin’s lay on 
  hands, or any spell with the healing subtype—must make a DC 
  25 concentration check. If the check fails, the effect is expended 
  but does not function. The DC of the concentration check is 
  Charisma-based.
  Undead Mastery (Su) As a standard action, a graveknight can 
  attempt to bend any undead creature within 50 feet to its will. 
  The targeted undead must succeed at a Will save or fall under the 
  graveknight’s control. This control is permanent for unintelligent 
  undead; an undead with an Intelligence score is allowed an 
  additional save every day to break free from the graveknight’s 
  control. A creature that successfully saves cannot be affected 
  again by the same graveknight’s undead mastery for 24 hours. 
  He can control up to 85 HD worth of undead at a time.
  SUBTIER 17–18 (CR 22)
  ADVANCED ASTRADAEMONS (2) 
  CR 17
  Pathfinder RPG Bestiary 2 292, 63
  NE Large outsider (daemon, evil, extraplanar) 
  Init +9; Senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +24
  Aura soul siphon (10 ft.)
  DEFENSE
  AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, 
  –1 size) 
  hp 246 each (17d10+153) 
  Fort +14, Ref +19, Will +16
  Defensive Abilities displacement; DR 10/good and silver; 
  Immune acid, death effects, disease, poison; Resist cold 10, 
  electricity 10, fire 10; SR 28
  OFFENSE
  Speed 90 ft., fly 90 ft. (good) 
  Melee bite +25 (2d6+7 plus energy drain and grab), 2 claws 
  +25 (1d8+7 plus energy drain), tail slap +20 (1d12+3 plus 
  energy drain) 
  Space 10 ft., Reach 10 ft. (15 ft. with tail) 
  Special Attacks devour soul, energy drain (1 level, DC 27) 
  Spell-Like Abilities (CL 17th; concentration +26)
  Constant—deathwatch, displacement, true seeing 
  At will—enervation, fear (DC 23), greater teleport (self plus 50 
  lbs. of objects only), vampiric touch 
  3/day—locate creature, plane shift (DC 26) 
  
  PATHFINDER SOCIETY SCENARIO
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  Vahlo’s Decemvirate helm has unique powers.
  triplE-spirE HElM (Minor artifact)
  Aura strong abjuration; CL 20th; Slot head; Weight 3 lbs.
  DESCRIPTION
  The members of the Pathfinder Society’s administrative 
  body, the Decemvirate, retain their anonymity by wearing 
  close-faced, magically empowered helmets while fulfilling 
  their official roles. These Decemvirate helms, which include 
  the Triple-Spire Helm, not only mask the wearers’ faces, but 
  also function as helms of telepathy combined with amulets 
  of proof against detection and location. The wearer of a 
  Decemvirate helm can use disguise self at will and benefits 
  from discern lies and true seeing at all times. The helm 
  provides 100% protection from all gaze attacks and all forms 
  of magical control. 
  Like the rest of the Decemvirate helms, the Triple-Spire 
  Helm originated from Azlant. It was designed to wither 
  aquatic life and any aberrations that might be hiding 
  among them. Five times per day as a standard action, 
  the wearer can create a 30-foot-radius burst of negative 
  energy that deals 15d6 negative energy damage to all 
  creatures in the area (DC 25 Will save for half). The wearer 
  can activate this ability as a free action when a critical hit 
  or sneak attack is scored on them, but doing so reduces 
  the damage to 10d6.
  The Triple-Spire Helm has attuned itself so closely to Vahlo 
  Huovar that it’s considered part of his graveknight armor, 
  allowing him to rejuvenate so long as the helm survives. If 
  another creature is wearing the helm after Vahlo’s rejuvenation 
  concludes, they must succeed at a DC 30 Fortitude save to 
  avoid being transformed into Vahlo (consuming the victim’s 
  mind and utterly destroying their body).
  DESTRUCTION
  Whatever their original purpose, Decemvirate helms seem 
  designed to function as mantles of office. If one of these helms 
  is worn by five or more individuals in one 24-hour period, it 
  ceases to function for 1 day. If it is again worn by five or more 
  individuals within 24 hours of regaining its properties, the 
  helm permanently loses its magic properties.
  Vahlo’s Helm
  1/day—energy drain (DC 26), finger of death (DC 26), summon 
  (level 6, 1d3 derghodaemons 50%)
  TACTICS
  Before Combat The astradaemons keep watch atop the central 
  tower, trying to stay out of sight until they are ready to strike.
  During Combat The daemons split up to pin down major ranged 
  and spellcasting threats, preferring to use their devour soul 
  ability early on. If needed, one of the daemons breaks off to 
  assist Vahlo against a particularly difficult foe or devastate the 
  PCs with spell-like abilities.
  STATISTICS
  Str 25, Dex 29, Con 28, Int 18, Wis 19, Cha 28
  Base Atk +19; CMB +25; CMD 45
  Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, 
  Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
  Skills Acrobatics +26 (+50 jump), Escape Artist +29, Fly +31, 
  Intimidate +29, Knowledge (planes) +24, Perception +24, Sense 
  Motive +24, Stealth +25, Survival +24
  Languages Abyssal, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Devour Soul (Su) As a standard action, an astradaemon that 
  begins its turn with a grappled opponent can attempt to draw 
  out and consume the soul of its victim, killing it instantly. This 
  ability only works on living creatures, which may resist with a 
  DC 25 Fortitude saving throw. The save is Constitution-based. 
  For every 5 HD of the slain creature, the daemon gains a +1 
  profane bonus on attacks, saving throws, and checks for 24 
  hours. This ability does not consume all of the soul, and pieces 
  of it still exist after the daemon completes its feast (enough to 
  be able to resurrect the slain victim normally). 
  Soul Siphon (Su) If a Small or larger living creature dies within 
  10 feet of an astradaemon, the daemon gains 1d8 temporary 
  hit points and a +2 bonus to Strength for 10 minutes. These 
  bonuses stack with themselves. Incorporeal undead and living 
  spirits traveling outside the body (such as a person using astral 
  projection or magic jar) take 1d8 points of damage each round 
  within the daemon’s aura.
  VAHLO HUOVAR 
  CR 21
  Male halfling graveknight antipaladin of Norgorber (seal breaker) 
  18/rogue 2 (Pathfinder Campaign Setting: Inner Sea Combat 
  43, Pathfinder RPG Advanced Player’s Guide 118, Pathfinder 
  RPG Bestiary 3 138)
  CE Small undead (augmented humanoid, halfling)
  Init +8; Senses darkvision 60 ft.; Perception +26
  Aura aura of death, aura of depravity, aura of rebirth, aura of sin, 
  aura of the grave (DC 27), sacrilegious aura (30 ft., DC 28)
  DEFENSE
  AC 39, touch 14, flat-footed 32 (+11 armor, +4 Dex, +9 natural, +4 
  shield, +1 size)
  hp 332 (20 HD; 2d8+18d10+220)
  Fort +32, Ref +26, Will +28; +2 vs. fear
  Defensive Abilities channel resistance +4, evasion, fortification 
  50%, rejuvenation; DR 10/magic, 5/good; Immune cold, 
  electricity, fire, undead traits; SR 32
  OFFENSE
  Speed 20 ft.; fly 60 ft.
  Melee Ensanguined Envy +33/+28/+23/+18 (1d4+12/17–20 plus 
  5d6 fire and 1 bleed) or
  slam +27 (1d3+9 plus 5d6 fire)
  Ranged dart +25 (1d3+7 plus 5d6 fire)
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  31
  31
  Special Attacks channel destruction (5d6 fire), channel negative 
  energy 8/day (DC 33, 9d6), devastating blast (12d6 fire, DC 28, 
  3/day), smite good 6/day (+8 attack and AC, +22 damage), 
  sneak attack +1d6, undead mastery (100 HD, DC 28)
  Antipaladin Spell-Like Abilities (CL 18th; concentration +26)
  At will—detect good
  Antipaladin Spells Prepared (CL 18th; concentration +26)
  4th—inflict serious wounds (DC 22), greater invisibility (2), 
  resounding blowAPG (DC 22)
  3rd—vampiric touch, dispel magic (2), nondetection
  2nd—blindness/deafness (DC 20), invisibility (2), silence (2, 
  DC 20)
  1st—command (DC 19), death knell (2, DC 19), inflict light 
  wounds (3, DC 19)
  TACTICS
  Before Combat Vahlo casts nondetection and drinks his potion 
  of barkskin. He also locks Ensanguined Envy in his gauntlet 
  and applies an oil of keen edge before beginning the ritual. If 
  he detects the PCs’ approach, he activates his fiendish boon 
  to grant his sword the unholy weapon property, activates 
  his winged boots, casts extended greater invisibility and 
  resounding blow, and hides. The benefits of the potion of 
  barkskin, the oil of keen edge, and the winged boots are 
  included in his statistics.
  During Combat Vahlo is familiar with the PCs’ capabilities and 
  takes advantage of their weaknesses where able. He prefers to 
  engage an unaware, good-aligned foe in melee, using smite 
  good and his conductive weapon to deliver his corrupting touch 
  and disarm dangerous foes. He applies his cruelties to targets 
  that he strikes with his corrupting touch, often selecting the 
  stunned cruelty (DC 27 Fortitude negates). He revels in any 
  opportunity to use his aura of rebirth.
  Morale Vahlo fights until destroyed, at which point his 
  rejuvenation activates (see Development).
  Base Statistics Without the potion of barkskin, the oil of 
  keen edge, and the winged boots, Vahlo’s statistics are AC 
  36, flat-footed 29; Speed 20 ft.; Melee Ensanguined Envy 
  +33/+28/+23/+18 (1d4+12/19–20 plus 5d6 fire and 1 bleed)
  STATISTICS
  Str 20, Dex 18, Con —, Int 18, Wis 18, Cha 27
  Base Atk +19; CMB +23 (+27 disarm); CMD 34 (43 vs. disarm, 41 
  vs. sunder)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, Disarming 
  StrikeAPG, Greater Disarm, Improved Disarm, Improved InitiativeB, 
  Lucky HalflingAPG, Lunge, Mounted CombatB, Ride-by AttackB, 
  Staggering Critical, ToughnessB, Weapon Focus (short sword)
  Skills Acrobatics +5, Bluff +31, Climb +10, Disable Device +29, 
  Disguise +31, Intimidate +39, Knowledge (religion) +11, 
  Perception +26, Ride +11, Sense Motive +27, Spellcraft +13, 
  Stealth +30, Use Magic Device +21; Racial Modifiers +2 
  Acrobatics, +2 Climb, +8 Intimidate, +8 Perception, +8 Ride
  Languages Abyssal, Common, Dwarven, Elven, Halfling, Varisian
  SQ cruelties (blinded, cursed, diseased, sickened, staggered, 
  stunned), fiendish boon (weapon +5, 4/day), graveknight 
  armor, phantom mount, rogue talent (honeyed words 1/
  dayAPG), ruinous revivification (fire), touch of corruption 17/day 
  (9d6), trapfinding +1
  Combat Gear extend metamagic rod, oil of keen edge (3), potion 
  of barkskin (CL 6); Other Gear +5 moderate fortification mithral 
  breastplate, +3 arrow deflection buckler, Ensanguined Envy 
  (+5 conductive wounding short sword, see sidebar), darts (6), 
  bracers of the avenging knightUE, cloak of resistance +2, gloves 
  of duelingAPG, headband of alluring charisma +4, scarlet and 
  blue ioun stone (Disable Device), Triple-Spire Helm (see sidebar) 
  winged boots, locked gauntlet, masterwork thieves’ tools
  SPECIAL ABILITIES
  Aura of Death (Su) This aura’s effects are weaker than and do not 
  stack with Vahlo’s sacrilegious aura. 
  Aura of Depravity (Su) Vahlo gains DR 5/good. Each enemy 
  within 10 feet takes a –4 penalty on saving throws against 
  compulsion effects. This ability functions only while the 
  antipaladin is conscious.
  Aura of the Grave (Su) Mindless undead within 10 feet of Vahlo 
  will not attack him unless directly ordered to, and even then 
  only after succeeding at a DC 28 Will save. The save DC is 
  Charisma-based.
  Aura of Rebirth (Su) If a living creature is slain within 10 feet of 
  Vahlo, he can spend two uses of his smite good ability at the 
  start of his next turn as a move action to summon the spirit of a 
  dead murderer to reanimate the corpse as a mohrg. The mohrg 
  immediately rises and attacks Vahlo’s foes, acting under his 
  command. After 1 minute, the murderer’s soul leaves the body, 
  which collapses, again lifeless.
  Aura of Sin (Su) Vahlo’s weapons are treated as evil-aligned for 
  the purposes of overcoming damage reduction. Any attack 
  made against an enemy within 10 feet of him is treated as evil-
  aligned for the purposes of overcoming damage reduction. This 
  ability functions only while the antipaladin is conscious.
  Devastating Blast (Su) Three times per day, Vahlo can unleash a 
  30-foot cone of fire as a standard action. This blast deals 12d6 
  points of fire damage (DC 28 Reflex for half). The save DC is 
  Charisma-based.
  Channel Destruction (Su) Vahlo’s weapons seethe with profane 
  fire, dealing an additional 5d6 points of fire damage.
  Phantom Mount (Su) Once per hour, Vahlo can summon a 
  skeletal horse similar to a phantom steed (CL 20). This mount 
  is more real than a typical phantom steed and can carry one 
  additional rider. A graveknight’s mount looks distinctive and 
  always appears the same each time it is summoned. If the 
  mount is destroyed, he can summon it again with full hit points 
  1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  
  PATHFINDER SOCIETY SCENARIO
  32
  32
  Ruinous Revivification (Su) At the time of its creation, the 
  graveknight chooses one of the following energy types: acid, 
  cold, electricity, or fire. Vahlo chose fire, which influences 
  several of his other abilities.
  Sacrilegious Aura (Su) A graveknight constantly exudes an aura 
  of intense evil and negative energy in a 30-foot radius. This 
  aura functions as the spell desecrate and uses the graveknight’s 
  armor as an altar of sorts to double the effects granted. The 
  graveknight constantly gains the benefits of this effect, which 
  are included in his statistics. The increased difficulty of saving 
  throws against negative energy has been added to his channel 
  negative energy DC. In addition, this miasma of fell energies 
  hinders the channeling of positive energy. Any creature that 
  attempts to summon positive energy in this area—such as 
  through a cleric’s channel energy ability, a paladin’s lay on 
  hands, or any spell with the healing subtype—must make a DC 
  28 concentration check. If the check fails, the effect is expended 
  but does not function. The DC of the concentration check is 
  Charisma-based.
  Undead Mastery (Su) As a standard action, Vahlo can attempt to 
  bend any undead creature within 50 feet to its will. The targeted 
  undead must succeed at a DC 28 Will save or fall under the 
  graveknight’s control. This control is permanent for unintelligent 
  undead; an undead with an Intelligence score is allowed an 
  additional save every day to break free from the graveknight’s 
  control. A creature that successfully saves cannot be affected 
  again by the same graveknight’s undead mastery for 24 hours. 
  He can control up to 100 HD worth of undead at a time.
  Development: One round after Vahlo is destroyed, the 
  ritual begins spiraling out of control. Red lightning begins 
  arcing from Ensanguined Envy to Vahlo’s helm to nearby 
  creatures, causing an uncomfortable buzzing sensation 
  as the air pressure in the area drops precipitously. With a 
  successful Easy Knowledge (arcana) or Spellcraft check, a PC 
  recognizes that the ritual’s energy has become unstable and 
  is at risk of blasting from Skyreach in a random direction 
  with unpredictable results—but also that it might be possible 
  to take control of these wild energies. Once this process 
  begins, the PCs have one additional round to influence the 
  ritual before it concludes. In general, any action designed to 
  dissipate spells, form a solid barricade, manipulate elemental 
  energy, or understand magic could suffice, such as casting 
  dispel magic (CL = APL), attempting a Knowledge (arcana) 
  check (use the Hard DC + 3), accepting a point of burn as a 
  kineticist to draw off the excess energy, or casting wall of stone. 
  Tally the number of such successful actions. All the while, any 
  surviving daemons continue to fight.
  At the end of this round, the ritual’s energies dissipate 
  violently. The force draws all creatures, loose equipment, and 
  dozens of roof tiles within 150 feet toward the ritual’s focus 
  with great speed. Their bodies are momentarily vaporized 
  and hurled to the northwest, where Vahlo had tried to target 
  the ritual. Instead, the magic only extends as far as the edge of 
  the Grand Lodge, scattering the PCs and Vahlo’s remains near 
  the Wall of Names. This process destroys the daemons, whose 
  outsider essence is torn apart to feed the ritual, and it deals 
  5d6 bludgeoning damage and 5d6 electricity damage to each 
  of the PCs (Average Fortitude for half). Increase the damage 
  to 6d6 of each type in Subtier 14–15, and 7d6 of each type in 
  Subtier 17–18. For each of the mitigating actions the PCs took 
  to control the ritual, reduce each type of damage taken by 1d6 
  of each type (minimum no damage). If the PCs take damage, 
  they land prone. Distribute them at random across area C, 
  with no PC beginning within 30 feet of another.
  Vahlo’s helm strikes the Wall of Names with an indignant 
  clang before settling on the grass. The ritual’s dissipating 
  energy speeds his rejuvenation as the electricity arcs over his 
  speedily regenerating body. Within one round (during which 
  time the PCs can regain their senses and move about), he has 
  reformed entirely with sword in hand. However, the process 
  has temporarily shorted out many of his Decemvirate helm’s 
  powers of disguise, revealing his true form and making the 
  artifact easier to destroy.
  Roll initiative again and begin the Wall of Names encounter 
  immediately.
  Rewards: If the PCs do not defeat Vahlo for the first time, 
  reduce each PCs’ gold earned by the following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 2,750.
  Out of Subtier (Low): Reduce each PC’s gold earned by 3,875.
  Subtier 14–15: Reduce each PC’s gold earned by 5,000.
  Out of Subtier (High): Reduce each PC’s gold earned by 7,500.
  Subtier 17–18: Reduce each PC’s gold earned by 10,000.
  C. THE WALL OF NAMES (CR 16, CR 18, OR 
  CR 21)
  The Wall of Names was built and commemorated in 4330 
  ar in honor of Selmius Foster, one of the first explorers 
  published in the Pathfinder Chronicles before his sudden death 
  on the distant island of Bhopan. This curving wall of polished 
  dark stone bears the name of each Pathfinder who has died in 
  service to the Society. After nearly four centuries, the long wall 
  now bears thousands of inscriptions. The structure stands 
  atop a low, gentle hill, surrounded by manicured lawn, trees, 
  and shallow ponds.
  Creatures: The combination of so many names and 
  memories juxtaposed with the boundless ambitions of the 
  fallen Pathfinders have lent the Wall of Names increasing 
  psychic resonance over the years. In the presence of the 
  Ensanguined Envy, itself a blade empowered by the will 
  to erase past mistakes and memories, the Wall of Names 
  becomes a conduit for the spirits of restless Pathfinders. Roll 
  initiative once for all lost Pathfinder spirits. On this initiative 
  count, Ensanguined Envy’s magic draws the memory of dead 
  Pathfinders from the wall, causing the names to vanish from 
  the surface and spinning the psychic resentment into a 
  
  C. The Wall of Names
  1 square = 5 feet
  V = VAHLO
  V
  N
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  33
  33
  ghostly representation of one or more of the lost Pathfinders; 
  if one or more players have characters who were ever reported 
  as permanently dead, consider having the lost Pathfinders 
  resemble one or more of them (or even a contorted amalgam 
  of several at once). Distressed, confused, and above all bitter 
  that their careers were cut short, the spirits desperately try 
  to recapture their lost ambitions by regaling the living with 
  disjointed stories and draining the PCs’ own determination. 
  The rate at which these spirits appear varies by subtier. In 
  Subtier 12–13, one spirit appears on the first round, and an 
  additional spirit emerges at any point along the wall every 
  three rounds thereafter. In Subtiers 14–15 and 17–18, new 
  spirits appear every two rounds thereafter; in Subtier 17–18, 
  two spirits appear on the first round. Instead of appearing 
  in pre-defined places on the map, the spirits appear from 
  squares of the wall that are close to the PCs.
  In addition, Vahlo is prepared to fight in one final 
  showdown. He begins the encounter at full hit points and 
  freed from any ongoing negative conditions or other effects. 
  Any of his beneficial effects, such as barkskin or nondetection, 
  are only in effect if they were not dispelled earlier, though his 
  ongoing smite effects end due to his having been temporarily 
  destroyed. Vahlo does not regain any of his expended daily 
  abilities or spells. Death also disrupted his disguise, revealing 
  that he is actually a halfling rather than a Taldan human man.
  Finally, Grandmaster Torch and several of his remaining 
  bodyguards are in the vicinity when the fighting breaks out. 
  He spends the first round ascending to the roof of Starhall, 
  and on the second round he spots the battle and looses a 
  +1 corrosive arrow augmented by his sneak attack, which he 
  is able to perform at range thanks to the sniper goggles he’s 
  donned (Pathfinder RPG Ultimate Equipment 227). This arrow 
  strikes Vahlo right before the graveknight’s second turn, 
  dealing 6d6+3 piercing damage and 1d6 acid damage. Torch 
  then descends and begins moving toward the Wall of Names, 
  arriving after the battle (see Confronting Torch on page 35). If 
  the PCs are struggling with this encounter, Torch might show 
  up earlier, arriving with a bow in one hand and a glowing 
  emerald (a minor artifact known as the Emerald Sage Jewel) 
  in the other. He invokes the gem’s power, firing a beam that 
  staggers Vahlo for 1 round. On subsequent rounds he fires his 
  bow, dealing 15 additional damage per round while shouting 
  gruff encouragement to the PCs. He also carries a variety of 
  magic items, and he might use a scroll of breath of life or other 
  consumable item to aid a beleaguered PC.
  It’s possible that the PCs may choose to divert their 
  attention to attack Grandmaster Torch at this time. If they 
  do, he uses dimension door to retreat, certain that his presence 
  is acting as more of a hindrance than an aid toward his 
  ultimate goal of Vahlo’s destruction. He has used scrolls of 
  
  PATHFINDER SOCIETY SCENARIO
  34
  34
  To accommodate a group of four PCs, Vahlo is still reeling 
  from his violent destruction and reformation. He takes a –2 
  penalty on all d20 rolls and to his DCs.
  For a group that has elected to take on a greater challenge, 
  make the following changes.
  Subtier 12–13: Two Pathfinder spirits appear on the 
  first round. Vahlo can activate his aura of rebirth as a move 
  action. When Vahlo channels his touch of corruption through 
  Ensanguined Envy, its damage becomes divine damage that 
  cannot be reduced. He can channel his touch of corruption 
  through that blade twice per round, rather than only once 
  per round as typical for the conductive property. Vahlo’s long 
  time as a graveknight has woven additional protections into 
  his armor. The armor bonus from his breastplate also applies 
  to his touch AC. This increases his touch AC to 23. 
  Subtier 14–15: Two Pathfinder spirits appear on the 
  first round. Vahlo can activate his aura of rebirth as a swift 
  action. When Vahlo channels his touch of corruption through 
  Ensanguined Envy, its damage becomes divine damage that 
  cannot be reduced. He can channel his touch of corruption 
  through that blade twice per round, rather than only once per 
  round as typical for the conductive property. Finally, Vahlo’s 
  long time as a graveknight has woven additional protections 
  into his armor. The armor bonus from his breastplate also 
  applies to his touch AC. This increases his touch AC to 24.
  Subtier 17–18: Three Pathfinder spirits appear on the first 
  round. Vahlo can activate his aura of rebirth as a free action; 
  when he does so, the mohrg he creates gains a +10 profane 
  bonus on attack rolls, saving throws, and skill checks, and 
  the save DC of its paralysis ability increases to 25. When 
  Vahlo channels his touch of corruption through Ensanguined 
  Envy, its damage becomes divine damage that cannot be 
  reduced. He can channel his touch of corruption through that 
  blade twice per round, rather than only once per round as 
  typical for the conductive property. Vahlo’s long time as a 
  graveknight has woven additional protections into his armor. 
  The armor bonus from his breastplate also applies to his 
  touch AC. This increases his touch AC to 25.
  Scaling Encounter C
  fly for increased mobility, spell immunity to become immune 
  to dimensional anchor, and spell turning to protect himself 
  against all spells. He reappears again after the conclusion 
  of the battle. 
  SUBTIER 12–13 (CR 16)
  PATHFINDER SPIRIT 
  CR 13
  NE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +20
  Aura regale (60 ft., DC 23)
  DEFENSE
  AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
  hp 168 (16d8+96)
  Fort +10, Ref +10, Will +13
  Defensive Abilities channel resistance +4, incorporeal; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +15 (1d6 Charisma damage/19–20)
  STATISTICS
  Str —, Dex 17, Con —, Int 11, Wis 12, Cha 20
  Base Atk +12; CMB +15; CMD 30
  Feats Following StepAPG, Improved Critical (incorporeal touch), 
  Improved Initiative, Iron Will, Lightning Reflexes, Step Up, Step 
  Up and StrikeAPG, Toughness
  Skills Fly +30, Intimidate +24, Perception +20, Stealth +22
  Languages Common
  SQ wayfinder affinity
  SPECIAL ABILITIES
  Drain Ambition (Su) A Pathfinder spirit’s touch deals 1d6 points 
  of Charisma damage (DC 23 Will negates). A successful critical 
  hit causes 1d6 points of Charisma damage and 2 points of 
  Charisma drain (instead of double Charisma damage). With 
  each successful attack, the spirit gains 10 temporary hit points. 
  This is a mind-affecting emotion effect.
  Regale (Su) A Pathfinder spirit constantly speaks of its mortal 
  accomplishments, unfinished business, and bitter sense of 
  abandonment by the Society, creating a hypnotic, distracting 
  effect. Living creatures within 60 of the spirit must succeed 
  at a DC 23 Will save or become flat-footed for 1d4 rounds. A 
  creature that successfully saves against this effect is immune to 
  that Pathfinder spirit’s regale aura for 24 hours. This is a sonic, 
  mind-affecting compulsion effect.
  Wayfinder Affinity A Pathfinder spirit views living Pathfinders 
  with a mix of reverence and revulsion, coveting the living 
  colleagues’ lives yet loathe to violate the code against harming 
  other Pathfinders. Any creature wearing a wayfinder gains a 
  +5 deflection bonus to AC against the Pathfinder spirit’s attacks. 
  However, such creatures take a –2 penalty on saving throws 
  against the spirit’s drain ambition and regale abilities.
  VAHLO HUOVAR 
  CR 16
  hp 220 (see page 25)
  SUBTIER 14–15 (CR 18)
  PATHFINDER SPIRIT 
  CR 13
  hp 168 (see Subtier 12–13 above)
  VAHLO HUOVAR 
  CR 18
  hp 266 (see page 27)
  
  Vahlo Huovar
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  35
  35
  SUBTIER 17–18 (CR 21)
  PATHFINDER SPIRITS (2) 
  CR 13
  hp 168 each (see Subtier 12–13 on page 34)
  VAHLO HUOVAR 
  CR 21
  hp 332 (see page 30)
  Development: After being destroyed a second time, Vahlo’s 
  body slowly begins crumbling, and his rejuvenation does 
  not begin for another day. Although his first restoration 
  temporarily drained his Decemvirate helm of some of its 
  power—treating it as though it had already been worn by five 
  different individuals 24 hours earlier for the purposes of its 
  destruction condition—the artifact remains impervious to 
  destruction by conventional means.
  The PCs have about one minute to recover before 
  Grandmaster Torch arrives, though with Vahlo’s 
  defeat, the adventure’s combat encounters are 
  effectively over. Even so, the PCs might feel 
  threatened by the approach of such an old 
  enemy of the Society and begin to prepare 
  for yet another clash.
  Rewards: If the PCs do not defeat Vahlo a 
  second time, reduce each PCs’ gold earned by 
  the following amount.
  Subtier 12–13: Reduce each PC’s gold 
  earned by 2,750.
  Out of Subtier (Low): Reduce each PC’s gold 
  earned by 3,875.
  Subtier 14–15: Reduce each PC’s 
  gold earned by 5,000.
  Out of Subtier (High): Reduce each 
  PC’s gold earned by 7,500.
  Subtier 17–18: Reduce each 
  PC’s gold earned by 10,000.
  CONFRONTING TORCH
  Shortly 
  after 
  Vahlo’s 
  defeat, 
  Grandmaster Torch arrives along 
  one of the trails to the Wall of 
  Names, hoping to confirm Vahlo’s 
  demise and parley with the PCs. 
  Unlike the previous times the PCs 
  likely met him, Torch’s burn scars 
  are much less severe and his eyes 
  glow faintly with green energy, both 
  effects of the Emerald Sage Jewel in 
  his possession, which has partially 
  healed 
  his 
  cursed 
  wounds. 
  Read or paraphrase the 
  following.
  Carrying a bow, wearing a glowing green jewel around his 
  neck, and showing signs of having fought numerous battles, 
  Grandmaster Torch emerges near the Wall of Names with two 
  beleaguered half-orc bodyguards in chainmail. The infamous 
  information broker quickly examines the scene before tossing his 
  bow aside. “Hold! Whether you consider me friend or foe, I am 
  not here to fight, nor do I intend to flee. Stay your attacks until 
  our common enemy is defeated; he is fallen but not gone.” Torch 
  motions to the Decemvirate helm. “You know what we’re dealing 
  with, what must be done?”
  Torch listens to hear if any PCs voice key facts: that Vahlo 
  is a graveknight, that he will rejuvenate in time so long as 
  his armor survives, and that the Decemvirate helm is a part of 
  that armor. Torch confirms any of these points and supplies 
  the rest, observing that until the helm is destroyed, Vahlo will 
  always return and control the Society. But in his extensive 
  research of the Decemvirate, Torch has discovered how to 
  destroy a helm: by having at least five people wear it in short 
  succession, the badge of office will crumble entirely. Torch 
  remains tense until he knows Vahlo is utterly destroyed, 
  and he is willing to be one of the individuals who wears 
  the helm to destroy it (if the PCs desire). As predicted, 
  once the fifth person has donned the helm, it fractures 
  and breaks into several large pieces that swiftly lose their 
  magical aura.
  If any of the PCs earned the Nemesis of Torch 
  boon on their Chronicle sheets from #10–22: Who 
  Wears the Mask, Grandmaster Torch has additional 
  commentary. Ask the PCs what action they took 
  to earn that boon. He tells these PCs that he 
  respects their ingenuity and dedication, 
  giving an example of a way that their actions 
  harmed or hindered him. He then asks if 
  their desire to oppose him came primarily 
  from Vahlo’s directive or from their own 
  opinions of him. PCs who say that they did 
  so primarily at Vahlo’s behest earn a sad 
  shake of the head; “You see now why I have 
  gone so far to oppose the rot that festers 
  within the Decemvirate.” On the other 
  hand, PCs who directly repudiate Torch 
  from their own knowledge or experiences 
  earn his respect; “I’m glad you’ve come by 
  your opinion of me honestly. And I must 
  admit, I’ve been working hard to seem 
  a villain these past few years. Please, let me 
  explain, and then you can eliminate me if 
  that’s still what you want to do.”
  If the PCs want to attack 
  Torch 
  immediately 
  even 
  before they can hear what 
  he has to say, he sighs, and 
  
  Grandmaster 
  Torch
  PATHFINDER SOCIETY SCENARIO
  36
  36
  says “Will you wait a moment so I can remove my magical 
  safeguards first? If you’ll hear me out, you can kill me and 
  make it stick, but if you attack me now, you won’t 
  accomplish anything.”
  Once the PCs have destroyed the helm, Torch 
  sighs and at last expresses his fatigue from years 
  on the run, operating from the shadows. He 
  begins explaining himself while discarding his 
  wealth of magic items as a sign of good faith. 
  These items include a bounty of scrolls and 
  other valuable items. Throughout the speech 
  below and questions, Grandmaster Torch 
  addresses any former Shadow Lodge 
  agents by name and addresses 
  his agents as “you” rather than 
  “them.” For instance, when he says 
  “I couldn’t bear to see Vahlo wipe 
  out the agents who placed their 
  faith in me, even if I had to break 
  their faith to save them from 
  that fate,” he might instead say “I 
  couldn’t bear to see Vahlo kill you 
  after you placed your faith in me, 
  even if I had to break your faith to save you from that fate.”
  “This is where it ends,” Torch announces, while removing several 
  rings and tossing them onto the ground. “So many years ago, 
  I joined the Society and did the Decemvirate’s bidding, only to 
  be betrayed and abandoned rather than have the leaders admit 
  wrongdoing.” He unclasps his cloak and unbuckles a bandolier 
  of potions, adding them to the pile. “I worked independently 
  after that, as you know, trying to change the Society through 
  the Shadow Lodge.” He grunts derisively while upending a belt 
  pouch containing spell components, a half-dozen tub-shaped 
  feather tokens, and an ivory statue of himself. “Lost control of 
  those rebels, I admit, but the new Shadow Lodge that resulted? 
  What a magnificent thing that was! Together, we stood to reform 
  the Society from within!” He punctuates this point by dropping his 
  quiver and discarding a leather case brimming with scrolls. “Until 
  I realized that all the progress we seemed to make ceased the 
  moment the Decemvirate took an interest.” He unceremoniously 
  adds his sword to the growing hoard of magic items.
  “I’m a suspicious man, and I admit I jumped too swiftly to 
  blaming the Decemvirate. Yet, when the opportunity came 
  to discover their identities, I took it. My old nemesis Dorianna 
  Ouidda had secured the names, yet even she had yet to piece 
  together Vahlo’s motivations. But I recognized him from the tales, 
  recognized what his presence might mean, and knew what he 
  would do to anyone who stood a chance of knowing his true 
  identity. I killed Dorianna, I publicly betrayed the Society, and I no 
  doubt disappointed many of you. It was the only way I saw in the 
  moment to deflect blame from the Pathfinder agents and take it 
  on myself, becoming in the Decemvirate’s eyes the villain they 
  always assumed I would become. And to be fair, it worked for 
  those agents; instead of an inquisition, the Grand Lodge reached 
  out with an olive branch and special training. I couldn’t bear 
  to see Vahlo wipe out the agents who placed their faith 
  in me, even if I had to break their faith to save them 
  from that fate.”
  Torch sheds the last of his equipment except for 
  armor and his amulet, plus a candle and tindertwig 
  held in his hands. “For old time’s sake,” he notes with 
  a wry chuckle as he lights the candle and balances 
  it on the ground before concluding. “Since then, 
  I’ve done everything I can to unmask Vahlo 
  in a way that the Decemvirate couldn’t 
  laugh off. I’ve stolen, spied, and 
  even warmongered to that end, 
  but at last the worst of the Ten has 
  fallen. And by now my agents 
  have finished carrying off enough 
  evidence implicating two of the 
  other Decemvirate that I suspect 
  they’ll flee the Society once those 
  documents come to light.
  “I’ve done what I came to 
  do. I’ve finished what I set out to accomplish. What I’ve done, 
  I’ve always done for the Pathfinder Society and its agents. But 
  that’s not for me to judge. I’ll answer any of your questions, and 
  I’ll submit to your judgment. If I am to live or die, let it be the 
  decision of true Pathfinders, not the Ten.”
  As promised, Grandmaster Torch patiently and truthfully 
  answers any of the PCs’ questions while he stands next to 
  a lit candle of truth (more a formality, given he could easily 
  overcome the saving throw DC). He dismisses his remaining 
  spells augmenting his abilities, such that the only auras on 
  him are tied to his belt (a belt of physical perfection +4), his armor 
  (+4 improved shadow leather armor), and the Emerald Sage Jewel. 
  Likely questions and his answers follow. PCs may use Sense 
  Motive to attempt to discern if Torch is lying. If they receive 
  a result of at least 20 on their check, they recognize that he is 
  telling what he believes to be the truth. However, the extent 
  to which Torch’s account of his motivations is accurate and 
  the extent to which he may be rationalizing his behavior after 
  the fact is unclear. 
  How did you recognize Vahlo? “His name was on Dorianna 
  Ouidda’s list, and I knew it from some of the Shining Crusade 
  texts I had to study as an initiate. He was a bold paladin of 
  Chaldira Zuzaristan who perished during a rescue, and 
  those who died near the Whispering Tyrant became undead 
  themselves.” He chuckles. “History lessons came in handy. 
  Who knew?”
  Why didn’t you tell anyone about Vahlo? Torch sneers. 
  “When we’re deep in our cups, we all harbor our own 
  ludicrous fantasies about who the Decemvirate really are. I’d 
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  37
  37
  have been laughed off if I tried to explain that one of the Ten 
  was a secret agent of the Whispering Tyrant using the Society’s 
  resources to assemble an arsenal for the lich’s inevitable 
  return. And the few who did believe me would be isolated and 
  ultimately silenced—especially since the Decemvirate could 
  easily dismiss my claims or mark those agents as traitors. No, 
  the only options were unmasking Vahlo publicly or drawing 
  him into a trap.”
  Where did your agents go with the evidence? “I honestly 
  don’t know, and that’s the point. Each has scattered in a 
  different direction with instructions to employ the evidence 
  as they deem proper. I could probably track them down 
  eventually, but not before they will have done their damage.”
  Why did you betray your agents? “I had lost several agents 
  who sniffed too close to the Decemvirate’s secrets by that 
  point —particularly the one in the three-flanged helm—
  and when I saw Vahlo’s name, I knew he’d silence anyone 
  he considered a threat to his anonymity.” Torch pauses for 
  a moment and wistfully shakes his head. “I had already lost 
  so many agents. If playing the part of a villain could spare 
  the other Pathfinders in the room by making them seem 
  innocent, get the Ten to apologize to them and console them 
  instead, I’d happily do it again.”
  You ruined the Shadow Lodge! “More than once,” Torch 
  agrees irritably. “It was dragged through the mud when I 
  lost control and later when I became the Society’s worst 
  bogeyman. But if you’re upset that I ruined the Shadow Lodge, 
  then you’ve missed the point! It was always bigger than any 
  faction. In the past decade, deaths in the field dropped by an 
  estimated 44 percent, venture-captains were held to a higher 
  standard, and lost Pathfinders got rescued—actually rescued, 
  damnit! You don’t need an edgy shadow-flame insignia for 
  that. You just need to care.”
  Why did you kill Dorianna Ouidda? This refers to Torch’s 
  killing of Dorianna “The Spider” Ouidda during Pathfinder 
  Society Scenario #4-23: Rivalry’s End. “She knew Vahlo’s name, 
  even if she hadn’t determined its significance. But she 
  would talk, and if Vahlo’s identity got out, far more people 
  could have died. Killing her seemed the right move to keep 
  Pathfinders safe. And I admit I had a chip on my shoulder. 
  Dorianna usurped and corrupted the original Shadow Lodge, 
  which only lent the Decemvirate more authority and led to 
  countless deaths. I’d be lying if I said I didn’t appreciate the 
  moment of revenge.”
  Why did you steal the sage jewel? This refers to the green 
  gem Torch wears, which he secured during Pathfinder Society 
  Scenario #5-16: Destiny of the Sands, Part 3: Sanctum of the Sages. 
  “That was more an opportunity than a plan. Amenopheus had 
  once shown me his sage jewel and explained its significance, 
  and when I learned that several more had been unearthed—
  in the same ruins where I had been burned, no less—I took 
  pains to secure one. There was a certain satisfaction in at last 
  obtaining the artifact I’d failed to recover decades ago, and 
  it’s helped me understand and overcome some of my scars. 
  At this point its value is more sentimental, and I’m ready to 
  return it to the Jeweled Sages.”
  Why did you attack Absalom? or Why did you cooperate 
  with the Society’s enemies? This refers to Torch’s schemes in 
  Season 9 of the campaign (specifically during Pathfinder Society 
  Special #9-00: Assault on Absalom), during which he united four 
  other villains to harass the Society: the demon Koth’Vaul, the 
  assassin Muhlia al-Jakri, the demoniac Thurl, and the night 
  hag Aslynn. “The attack on Absalom was…fraught. The Society 
  had built an impressive list of enemies, and it was my hope 
  that by facilitating these villains’ private revenge fantasies, I 
  might provoke the Decemvirate into open action and draw 
  out Vahlo, all the while exposing these villains so you could 
  defeat them before they got too dangerous. It didn’t work as 
  intended. Certainly Muhlia managed to implicate Skyreach in 
  coordinating the invasion, which nearly drove the First Guard 
  to investigate the Grand Lodge. Thurl, on the other hand, was 
  too unpredictable. I had hoped he might create a few golems 
  and let them loose in the Grand Lodge; instead he turned up 
  with an army bent on utter conquest! In the chaos, though, 
  I infiltrated Skyreach and identified Vahlo’s sinister plans 
  for the construct known as Gulgamodh. I sent my agents to 
  disable the giant construct, but the Pathfinders managed to 
  beat us to it and use Gulgamodh in the city’s defense—far 
  better than Vahlo’s plan to unleash it on Eastgate. It seemed to 
  have worked as far as flushing out the other enemies as well. 
  Their resources sapped, they fell to you easily after that. In 
  fact, I am almost certain that time and resources spent on the 
  siege of Absalom were the only thing that stopped Koth’Vaul 
  from focusing on Deskari before the Society could defeat him. 
  Thurl and Koth’Vaul both had big plans with or without me. 
  The attack on Absalom was a major waste of their resources 
  for little return that ultimately ruined them. I regret the lives 
  lost that day, but far more would have suffered if they hadn’t 
  spent that energy attacking such a well-defended target.”
  Do you have regrets? Torch breathes in and sighs heavily. 
  “Almost every day I’ve questioned whether the Society might 
  have known peace if I hadn’t become a Pathfinder, hadn’t 
  gone to Osirion, hadn’t started the Shadow Lodge, hadn’t 
  investigated the Decemvirate, or hadn’t antagonized the 
  Society. I’ve done so many regrettable things. But no matter 
  what, Vahlo would have been ready to betray Absalom today, 
  and my decisions allowed me to be here to help stop him.”
  If we kill you, will you really die? Torch nods. “My 
  contingencies are done, my safeguards are disabled, and I even 
  ordered that the two clones I commissioned be destroyed. I 
  am the one, only, and potentially last Grandmaster Torch.”
  What would you do if we let you go? “I’ve spent years on the 
  run and planning for today. I rarely gave what would follow 
  any thought. It’s tempting to just retire somewhere warm and 
  relax for once.”
  True to his word, Grandmaster Torch is ready to live or 
  
  PATHFINDER SOCIETY SCENARIO
  38
  38
  die by the PCs’ hands. Give the players an opportunity to 
  discuss their decision and Torch’s merits. There is no special 
  Chronicle sheet reward for executing him, letting him go, 
  imprisoning him, or otherwise; this is instead the players’ 
  moment to judge one of the campaign’s most complicated 
  and controversial figures. Expect some players to reach this 
  scene with very strong opinions on Torch’s fate. Torch is 
  effectively defenseless and has a modest number of hit points 
  remaining. Any serious and uncontested attempt to execute 
  him succeeds. If the PCs kill him, Torch’s last words are “Asha, 
  it’s over…my sins…I fear I cannot join you…”
  Ideally, the PCs come to a consensus. If there’s a gridlock 
  between opposing viewpoints, consider skipping ahead to 
  the final scene without resolving Torch’s fate. You can always 
  record on each PC’s Chronicle sheet what their particular 
  decision was and treat that as the canonical ending for that 
  character’s story.
  Rewards: If the PCs do not reach the encounter with 
  Grandmaster Torch, reduce each PCs’ gold earned by the 
  following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 2,200.
  Out of Subtier (Low): Reduce each PC’s gold earned by 3,100.
  Subtier 14–15: Reduce each PC’s gold earned by 4,000.
  Out of Subtier (High): Reduce each PC’s gold earned by 6,000.
  Subtier 17–18: Reduce each PC’s gold earned by 8,000.
  CONCLUSION
  Shortly after the PCs resolve the situation with Torch—
  after enough time for Torch to depart if the PCs allow it, 
  but not so long that the PCs leave the Grand Lodge—Eliza’s 
  reinforcements arrive. Eliza herself is nowhere to be seen. 
  Instead, two Decemvirate members pull the PCs to the side, 
  thank them for their profound service to the Society, and ask 
  them to recount what has just happened. 
  One of these Decemvirate members is Shemis, though she 
  appears in physical form rather than via an illusion as before. 
  She wears the same heavily decorated ivory mask that she 
  wore in her previous conversation with the PCs. The other 
  Decemvirate member wears a mask of whorled black mesh 
  that wraps the head like a tangle of thorns. Whenever she 
  dons the mask, she speaks with a carefully generic Absalom 
  accent and a voice of middle pitch devoid of suggestions of 
  gender. This second Decemvirate member is actually Eliza 
  Petulengro, though very few people other than Shemis know 
  her identity. Once the PCs have given their account of what 
  has transpired within the Grand Lodge, read or paraphrase 
  the following. Even if the PCs refuse to share information, 
  Shemis and Eliza have deduced enough of the situation to 
  know of Vahlo’s fate.
  The Decemvirate member in a mask of whorled black 
  mesh steps forward, “With Vahlo’s destruction comes the 
  destruction of his helm, an irreplaceable artifact. And with 
  it, the Ten would become Nine. So much has changed in the 
  Decemvirate in just a decade—in spirit and in composition. It 
  seems fitting that its organization should change as well to 
  reflect its purged evils and a new era with new leadership.” 
  She takes her helm in both hands and removes it, her features 
  resolving into those of Venture-Captain Eliza Petulengro. 
  “It was the bravery of Pathfinders like you who convinced 
  the Decemvirate to accept me as one of their own. It’s past 
  time I honor their courage by serving the Society as an open 
  member of the Decemvirate.”
  “It is a bold move to become Unmasked,” observes the ivory-
  masked Decemvirate member. “You are weaker without the 
  artifact, and we are already weakened by becoming nine.”
  “You’re missing the point,” Eliza remarks. “What the 
  Decemvirate needs most is new talent, courage, insight, and 
  initiative.” She nods to the gathered Pathfinders and holds out 
  her helm. “I know that someone will rise to the challenge.”
  The ivory-masked figure chuckles warmly. “I doubt you’ll ever 
  cease to surprise me, Eliza.” She turns toward the assembled 
  Pathfinders. “Any one of you would be worthy of joining our 
  ranks and helping us ensure that nothing like this ever happens 
  again. What say you?”
  Eliza offers the helm to the PCs. At this stage, any of the 
  PCs can choose to don the mask. If more than one PC is 
  interested in the role, feel free to have the scenario fade to 
  black at this point. For the purposes of each PCs’ ongoing 
  story, any PC who wants the role can become a member of 
  the Decemvirate in their own personal story. 
  As long as the PCs defeated Vahlo, each player can choose 
  between the Advisor to the Ten boon and the One of the 
  Ten boon on their Chronicle sheets. These boons represent 
  refusing to join and joining the Decemvirate, respectively.
  If the PCs ask Shemis to remove her mask as well, she 
  assures them that she will introduce herself unmasked to 
  whoever takes up their own mask. Eliza vouches for the 
  other Decemvirate member, explaining that they have 
  worked together unmasked on several occasions and that 
  she confirmed her identity through various means before 
  coming to speak with the PCs.
  REPORTING CONDITIONS
  If the PCs spared Grandmaster Torch, check box A. If they 
  killed him, check box B. If the group could not decide on a 
  course of action regarding Torch, check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs defeat Vahlo and destroy his Decemvirate helm, 
  each PC earns 1 Prestige Point. 
  SECONDARY SUCCESS CONDITIONS
  If the PCs earned at least 10 Stabilization Points, each PC 
  earns 1 additional Prestige Point.
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  39
  39
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario. Their 
  statistics are presented below for the GM’s convenience.
  ARCHON, EXSCINDER
  This massive humanoid figure has no mouth, and carries a burning 
  sword that matches its flaming wings.
  EXSCINDER 
  CR 12
  Pathfinder RPG Bestiary 5 34
  LG Huge outsider (archon, extraplanar, good, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +28
  DEFENSE
  AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size; +2 
  deflection vs. evil)
  hp 147 (14d10+70)
  Fort +16, Ref +10, Will +16; +4 vs. poison
  DR 10/evil; Immune acid, cold, fire, electricity, petrification; SR 23
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee +3 flaming longsword +25/+20/+15 (3d6+15/19–20 plus 
  1d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks censor text
  Spell-Like Abilities (CL 15th; concentration +20)
  Constant—detect evil, true seeing
  At will—cure light wounds, detect thoughts (DC 17), discern lies 
  (DC 19), hold monster (DC 20), holy smite (DC 19), invisibility 
  (self only), locate creature, locate object, modify memory 
  (DC 19), protection from evil (DC 16), repress memory (DC 
  21), stabilize, zone of truth (DC 17)
  3/day—dispel evil (DC 20), fireball (DC 18), flame strike (DC 20), 
  plane shift (DC 20)
  1/day—discern location (DC 23), find the path (DC 21)
  STATISTICS
  Str 30, Dex 19, Con 20, Int 16, Wis 25, Cha 21
  Base Atk +14; CMB +26; CMD 40
  Feats Alertness, Cleave, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack
  Skills Intimidate +22, Knowledge (arcana, history, planes, religion) 
  +20, Knowledge (geography) +17, Linguistics +10, Perception 
  +28, Sense Motive +28, Spellcraft +10
  Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, 
  Elven, Gnome, Infernal; telepathy 100 ft., truespeech
  SQ change size, no breath
  Gear +3 flaming longsword
  SPECIAL ABILITIES
  Censor Text (Su) An exscinder can attempt to magically steal or 
  modify any text within 100 feet as a standard action. Against 
  an unattended text, it automatically succeeds. A creature in 
  possession of a text can attempt a DC 22 Will save to negate 
  this ability. A stolen text teleports directly into the exscinder’s 
  hand. A modified text is permanently revised according to the 
  exscinder’s wishes—this change is detectable with magic, but 
  can’t be dispelled or reversed short of a wish or miracle. The 
  save DC is Charisma-based.
  Change Size (Su) An exscinder can change its form to a Large, 
  Medium, or Small version of itself. This does not change its 
  ability scores; it adjusts only its size.
  Repress Memory This personal-only spell-like ability from 
  Pathfinder RPG Occult Adventures allows the archon to delete 
  pieces of knowledge from its own memory. When casting this 
  spell, it recounts one piece of knowledge it possesses (up to 
  a maximum of 50 words). This knowledge disappears utterly 
  from its mind, and it might not realize it forgot something. 
  The magic of the spell patches omissions in its memory with 
  indistinct haze. Repress memory protects against detect 
  thoughts, discern lies, zone of truth, and similar spells, though 
  careful questioning may reveal the gaps in its memory, or that 
  its memory has been affected by the spell.
  A repressed memory can be restored only by break 
  enchantment, psychic surgery (also from Occult Adventures), 
  limited wish, miracle, or wish. If it used this spell to negate 
  the memory of a magical compulsion, it doesn’t remove the 
  compulsion, nor does it remove procedural memories that 
  might affect its skills or class abilities.
  DAEMON, ASTRADAEMON
  Vaguely humanoid in shape, this gaunt fiend has the face of a hideous 
  fish and a body of lanky limbs and writhing tendrils.
  ASTRADAEMON 
  CR 16
  Pathfinder RPG Bestiary 2 63
  NE Large outsider (daemon, evil, extraplanar) 
  Init +7; Senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +22 
  Aura soul siphon (10 ft.)
  DEFENSE
  AC 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural,  
  –1 size) 
  hp 212 (17d10+119) 
  Fort +12, Ref +17, Will +14 
  Defensive Abilities displacement; DR 10/good and silver; 
  Immune acid, death effects, disease, poison; Resist cold 10, 
  electricity 10, fire 10; SR 27
  OFFENSE
  Speed 90 ft., fly 90 ft. (good) 
  Melee bite +23 (2d6+5 plus energy drain and grab), 2 claws 
  +23 (1d8+5 plus energy drain), tail slap +18 (1d12+2 plus 
  energy drain) 
  Space 10 ft., Reach 10 ft. (15 ft. with tail) 
  Special Attacks devour soul, energy drain (1 level, DC 25) 
  Spell-Like Abilities (CL 17th; concentration +24)
  Constant—deathwatch, displacement, true seeing 
  At will—enervation, fear (DC 21), greater teleport (self plus 50 
  
  PATHFINDER SOCIETY SCENARIO
  40
  40
  lbs. of objects only), vampiric touch 
  3/day—locate creature, plane shift (DC 24) 
  1/day—energy drain (DC 24), finger of death (DC 24), summon 
  (level 6, 1d3 derghodaemons 50%)
  STATISTICS
  Str 21, Dex 25, Con 24, Int 14, Wis 15, Cha 24 
  Base Atk +17; CMB +23; CMD 41 
  Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, 
  Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
  Skills Acrobatics +24 (+48 jump), Escape Artist +27, Fly +9, 
  Intimidate +27, Knowledge (planes) +22, Perception +22, Sense 
  Motive +22, Stealth +23, Survival +22 
  Languages Abyssal, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Devour Soul (Su) As a standard action, an astradaemon that 
  begins its turn with a grappled opponent can attempt to draw 
  out and consume the soul of its victim, killing it instantly. This 
  ability only works on living creatures, which may resist with a 
  DC 25 Fortitude saving throw. The save is Constitution-based. 
  For every 5 HD of the slain creature, the daemon gains a +1 
  profane bonus on attacks, saving throws, and checks for 24 
  hours. This ability does not consume all of the soul, and pieces 
  of it still exist after the daemon completes its feast (enough to 
  be able to resurrect the slain victim normally). 
  Soul Siphon (Su) If a Small or larger living creature dies within 
  10 feet of an astradaemon, the daemon gains 1d8 temporary 
  hit points and a +2 bonus to Strength for 10 minutes. These 
  bonuses stack with themselves. Incorporeal undead and living 
  spirits traveling outside the body (such as a person using astral 
  projection or magic jar) take 1d8 points of damage each round 
  within the daemon’s aura.
  DAEMON, CRUCIDAEMON
  Its body seemingly made of iron, this feminine form has wrists pierced 
  by chains that end in curved blades.
  CRUCIDAEMON 
  CR 15
  Pathfinder RPG Bestiary 3 62
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., deathwatch, detect good, true 
  seeing; Perception +23
  DEFENSE
  AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
  hp 212 (17d10+119)
  Fort +17, Ref +12, Will +13
  DR 10/good and silver; Immune acid, bleed, death effects, 
  disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
  OFFENSE
  Speed 50 ft.
  Melee daggers +29/+29/+24/+19/+14 (1d4+11/17–20 plus 
  bleed)
  Space 5 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), chained daggers, trap making
  Spell-Like Abilities (CL 16th; concentration +25)
  Constant—air walk, deathwatch, detect good, true seeing
  At will—fear (DC 23), greater teleport (self plus 50 lbs. of 
  objects only), invisibility
  3/day—greater glyph of warding (DC 25), hold monster (DC 24)
  1/day—insanity (DC 26), summon (level 4, 2 piscodaemons 
  50%), symbol of pain (DC 24)
  STATISTICS
  Str 28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
  Base Atk +17; CMB +26; CMD 42
  Feats Dodge, Improved Critical (daggers), Improved Initiative, 
  Lightning Reflexes, Mobility, Spring Attack, Stealthy, Step Up, 
  Weapon Focus (daggers)
  Skills Bluff +29, Craft (traps) +31, Disable Device +25, Escape Artist 
  +7, Intimidate +29, Knowledge (arcana, engineering) +11, 
  Perception +23, Sense Motive +16, Spellcraft +18, Stealth +29, 
  Use Magic Device +19; Racial Modifiers +8 Craft (traps)
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Chained Daggers (Su) A crucidaemon fights with the two daggers 
  chained to its wrists as if dual wielding daggers with a reach 
  of 10 feet (although it can also attack adjacent foes with no 
  penalty). It takes no penalty on attack or damage rolls while 
  wielding both of these daggers at once. These daggers are 
  considered to be +2 daggers that deal 2d6 points of bleed 
  damage. The daggers become nonmagical upon the daemon’s 
  death and cannot be disarmed. A crucidaemon may re-manifest 
  a destroyed dagger as a standard action.
  Trap Making (Ex) A crucidaemon can use Disable Device to disarm 
  magic traps. When it uses its greater glyph of warding spell-
  like ability to create a spell glyph, it may utilize any 6th-level 
  or lower spell from the cleric or the wizard spell list, even 
  though it otherwise can’t cast these spells. The Perception and 
  Disable Device DCs for any traps a crucidaemon creates gain a 
  +2 bonus.
  NIGHTSHADE, NIGHTWALKER
  This towering, night-black giant has demonic features, including a 
  huge pair of ram-like horns. Its arms end in massive blades.
  NIGHTWALKER 
  CR 16
  Pathfinder RPG Bestiary 2 201
  CE Huge undead (extraplanar, nightshade)
  Init +2; Senses darksense, darkvision 60 ft., detect magic, low-
  light vision; Perception +29
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
  hp 241 (21d8+147)
  Fort +14, Ref +11, Will +19
  DR 15/good and silver; Immune cold, undead traits; SR 27
  Weaknesses light aversion
  OFFENSE
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  41
  41
  Speed 40 ft.
  Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)
  Space 15 ft., Reach 15 ft.
  Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, 
  swift sundering
  Spell-Like Abilities (CL 16th; concentration +21)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 19), deeper darkness, greater dispel 
  magic, unholy blight (DC 19)
  3/day—confusion (DC 19), haste, hold monster (DC 20), 
  invisibility, quickened unholy blight (DC 19)
  1/day—cone of cold (DC 20), finger of death (DC 22), plane 
  shift (DC 22), summon (level 7, 4 greater shadows)
  STATISTICS
  Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21
  Base Atk +15; CMB +29; CMD 41
  Feats Combat Expertise, Command Undead, Greater Sunder, 
  Greater Vital Strike, Improved Critical (claws), Improved Disarm, 
  Improved Sunder, Improved Vital Strike, Power Attack, Quicken 
  Spell-Like Ability (unholy blight), Vital Strike
  Skills Intimidate +29, Knowledge (arcana) +29, Knowledge 
  (planes) +26, Knowledge (religion) +29, Perception +29, Sense 
  Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim 
  +33; Racial Modifiers +8 Stealth in dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Desecrating Aura (Su) All nightshades have a 30-foot-radius 
  emanation equivalent to a desecrate spell centered on a shrine 
  of evil power. Undead within this radius gain a +2 profane 
  bonus on attack and damage rolls and saving throws, as well 
  as +2 hit points per die, and the save DC of channeled negative 
  energy is increased by +6 (these adjustments are included 
  in the nightshade’s statistics). This aura can be negated by 
  dispel evil, but a nightshade can reactivate it on its turn as a 
  free action. A desecrating aura suppresses and is suppressed 
  by consecrate or hallow; both effects are negated within any 
  overlapping area of effect.
  Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 
  negates. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Swift Sundering (Su) A nightwalker can make a sunder attempt 
  as a swift action with one of its claws.
  NIGHTSHADE, NIGHTWING
  This enormous, bat-like creature is shaped from utter darkness, its 
  eyes tiny red stars in the blackest night.
  NIGHTWING 
  CR 14
  Pathfinder RPG Bestiary 2 203
  CE Huge undead (extraplanar, nightshade)
  Init +8; Senses darksense, darkvision 60 ft., detect magic, low-
  light vision; Perception +25
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size)
  hp 195 (17d8+119)
  Fort +12, Ref +11, Will +17
  DR 15/good and silver; Immune cold, undead traits; SR 25
  Weaknesses light aversion
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +23 (4d10+18/19–20 plus 4d6 cold and magic drain)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel energy (7d6, DC 28, 8/day)
  Spell-Like Abilities (CL 14th; concentration +19)
  Constant—detect magic, magic fang
  At will—contagion (DC 19), deeper darkness, unholy blight (DC 19)
  3/day—confusion (DC 19), greater dispel magic, haste, hold 
  monster (DC 20), invisibility
  1/day—cone of cold (DC 20), finger of death (DC 22), plane 
  shift (DC 22), summon (level 6, 2 greater shadows)
  STATISTICS
  Str 31, Dex 18, Con —, Int 18, Wis 21, Cha 21
  Base Atk +12; CMB +24; CMD 38
  Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Improved Sunder, 
  Power Attack, Snatch
  Skills Fly +24, Knowledge (arcana) +24, Knowledge (religion) +26, 
  Perception +25, Sense Motive +25, Spellcraft +24, Stealth +16 
  (+24 in darkness), Swim +27; Racial Modifiers +8 Stealth in 
  dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Desecrating Aura (Su) This aura is a 30-foot-radius emanation 
  equivalent to a desecrate spell centered on a shrine of evil 
  power. Undead within this radius gain a +2 profane bonus on 
  attack and damage rolls and saving throws, as well as +2 hit 
  points per die, and the save DC of channeled negative energy is 
  increased by +6 (these effects are included in the nightshade’s 
  statistics). Dispel evil can negate the aura, but a nightshade 
  can reactivate it on its turn as a free action. A desecrating aura 
  suppresses and is suppressed by consecrate or hallow; both 
  effects are negated within any overlapping area of effect.
  Magic Drain (Su) When a nightwing bites a foe, the victim must 
  make a DC 23 Will save or one spell effect currently affecting 
  him immediately ends—determine which spell is drained 
  randomly. The nightwing heals damage equal to twice the level 
  of the spell drained—hit points in excess of its maximum are 
  instead gained as temporary hit points that last for 1 hour. If 
  a nightwing attempts to sunder a magic item with its bite, its 
  bite renders the item nonmagical for 1d4 rounds (if the item is 
  a permanent magic item), drains 1d8 charges (if the item has 
  charges), or renders it permanently nonmagical (if the item is a 
  one-use item). The item (or its wielder, if the item is attended) 
  can resist this effect with a DC 23 Will save. Damage dealt to an 
  item is applied after the effects of magic drain. 
  
  PATHFINDER SOCIETY SCENARIO
  42
  42
  
  PASSING THE TORCH PART 2: WHO SPEAKS FOR THE TEN
  43
  43
  
  PATHFINDER SOCIETY SCENARIO
  44
  44
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
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  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
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  embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
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  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
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  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Soul Eater from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by David Cook.
  Pathfinder Society Scenario #10–23: Passing the Torch Part 2: Who Speaks for the 
  Ten © 2019, Paizo Inc.; Authors: John Compton and Thurston Hillman.
  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 #10-23: 
  Passing the Torch Part 2: 
  Who Speaks for the Ten
  
  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
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  Out of 
  Subtier
  Out of 
  Subtier
  12–13
  7,750
  5,500
  10,000
  20,000
  15,000
  15,500
  11,000
  20,000
  40,000
  30,000
  14–15
  17–18
  Pathfinder Society Scenario #10-23: 
  Passing the Torch Part 2: 
  Who Speaks for the Ten
  If you would like to discuss any of the decisions you made in this scenario, visit the thread #10-23: Passing the Torch 
  Part 2: Who Speaks for the Ten [SPOILERS] in the Pathfinder Society section of the forums on paizo.com.
  Advisor to the Ten: While you did not choose to join the Decemvirate, you are still a respected associate of the 
  Ten who knows the identity of at least one of its hidden members. You immediately gain 10 bonus Prestige on 
  this Chronicle sheet. This does not raise your Fame score. If it would increase your Prestige Point total to higher 
  then your Fame, you may immediately spend the excess on this Chronicle sheet.
  One of the Ten: When the dust settled after Vahlo’s destruction, Eliza Petulengro revealed herself as a member 
  of the Decemvirate and invited you to join the ranks of the society’s secretive leaders. What you do with this 
  power and influence is yours to decide. You can retire your character from regular adventuring to focus on 
  enacting your agenda from the top, or you can continue to participate in Pathfinder missions outside of your 
  secret role. You immediately gain 10 bonus Prestige on this Chronicle sheet. This does not raise your Fame score. 
  If it would increase your Prestige Point total to higher then your Fame, you may immediately spend the excess 
  on this Chronicle sheet. Additionally, you possess an official seal of the Decemvirate, which you can use to send 
  communications to any NPC. This does not allow you to force people to act in a certain way (for example, a letter 
  demanding that a venture-captain surrender all of their valuables to you is likely to be discounted), but it can 
  confer circumstance bonuses and other advantages at the GM’s discretion.
   ▫ ▫ ▫ ▫ Torch’s Bag of Contingencies: You cornered Grandmaster Torch. Whether you killed him or chose 
  to spare his life, you’ve acquired his handy haversack stuffed to the brim with backup plans. You gain a free handy 
  haversack. In addition, you can check a box that precedes this boon to declare that an item with a weight of up 
  to 5 lbs. and a value of up to 500 gp is present in the bag, adding it for free to the items you own. You can check 
  multiple boxes to increase the value and weight allowed; for example, you could acquire an item worth up to 
  1,000 gp that weighs up to 10 lbs if you check two boxes. 
  Core Campaign
  Subtier 12–13
  Subtier 17-18
  Subtier 14-15
  +4 improved shadow leather armor (31,360 gp)
  +5 conductive wounding short sword (128,310 gp; 
  Pathfinder RPG Ultimate Equipment 127, 149)
  belt of physical perfection +4 (64,000 gp)
  greater ring of energy resistance (40,000 gp)
  potion of barkskin (CL 6th; 600 gp, limit 1)
  scarab of protection (38,000 gp)
  scroll of dimension door (CL 18th; 1,800 gp, limit 1)
  scroll of true resurrection (28,285 gp)
  sniper goggles (20,000 gp; Ultimate Equipment 227)
  winged boots (16,000 gp; Ultimate Equipment 233)
  +5 conductive wounding short sword (128,310 gp; 
  Pathfinder RPG Ultimate Equipment 127, 149)
  +5 moderate fortification mithral breastplate (68,200 gp)
  belt of physical perfection +4 (64,000 gp)
  bracers of the avenging knight (11,500 gp; Ultimate 
  Equipment 272)
  +5 conductive wounding short sword (128,310 gp; 
  Pathfinder RPG Ultimate Equipment 127, 149)
  belt of physical perfection +4 (64,000 gp)
  greater ring of energy resistance (40,000 gp)
  potion of barkskin (CL 6th; 600 gp, limit 1)
  scarab of protection (38,000 gp)
  scroll of dimension door (CL 18th; 1,800 gp, limit 1)
  scroll of true resurrection (28,285 gp)
  sniper goggles (20,000 gp; Ultimate Equipment 227)
  winged boots (16,000 gp; Ultimate Equipment 233)
  gloves of dueling (15,000 gp; Ultimate Equipment 236)
  potion of barkskin (CL 6th; 600 gp, limit 1)
  scroll of dimension door (CL 18th; 1,800 gp, limit 1)
  scroll of true resurrection (28,285 gp)
  sniper goggles (20,000 gp; Ultimate Equipment 227)
  winged boots (16,000 gp; Ultimate Equipment 233)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-23 - Passing the Torch, Part 2 Who Speaks for the Ten.pdf