TEXT: ™
  
  ®
  ™
  Voice in the Void™
  Pathfinder Society Scenario 35
  Design: Rob McCreary
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Editorial Interns: Tyler Clark and Matthew Lund
  Senior Art Director: James Davis
  Layout: Crystal Frasier
  Interior Artist: Nicholas Cloister
  Cartographer: Corey Macourek, Mike Schley
  Vice President of Operations: Jeff Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 35: Voice in the Void is a Pathfinder Society Scenario designed for 1st to 7th level characters 
  (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be 
  adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use 
  with the Pathfinder Roleplaying Game.
  The OGL can be found on page 18 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). 
  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 
  2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are 
  registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder 
  Companion, Pathfinder Modules, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2009 Paizo 
  Publishing, LLC.
  
  3
  3
  AbsAlom
  This scenario takes place in the Wise District of Absalom, the 
  City at the Center of the World. For further information about 
  this vibrant city, see the Pathfinder Chronicles Campaign 
  Setting or Pathfinder Chronicles: Guide to Absalom.
  of an aberrant sorcerer named Kubburum Ishme-
  dagan. Roused from millennia of torpor by Imrizade, 
  Kubburum’s telepathic whispers awakened that part of 
  Imrizade’s mind touched by the portal when she was a 
  child, and Kubburum possessed her. Used as a conduit 
  for Kubburum’s ghost brain, Imrizade effectively 
  became an aberrant sorcerer herself.
  Once in control of Imrizade, Kubburum directed 
  her back to Absalom and the dormant portal beneath 
  the Blakros Museum. Returning to the museum in 
  a deranged and manic state a few days ago, Imrizade 
  went straight to the secret chamber below the basement 
  library. Subsumed to the ghost brain’s will, Imrizade 
  began working to reactivate the Gate of Beyond. While 
  she has thus far been unable to fully open the portal to 
  the Dark Tapestry, Imrizade’s attempts have unleashed 
  horrifying aberrant energies from the planet Aucturn, 
  the farthest planet in Golarion’s solar system, as well as 
  attracted a variety of bizarre and dangerous creatures to 
  the museum.
  After not hearing from Imrizade for several days, 
  the museum’s curator, Nigel Aldain, sent some of the 
  museum’s watchmen to investigate. When they didn’t 
  return, Nigel contacted his old friend, Venture-Captain 
  Adril Hestram, to investigate the disappearances, 
  promising the Pathfinder Society access to the Blakros 
  Museum’s extensive library, as well as any of the relics 
  Imrizade brought with her from Osirion.
  SUMMARY
  At the behest of Venture-Captain Adril Hestram, the 
  PCs venture into the basement of the Blakros Museum 
  to find Imrizade Blakros and the missing watchmen, 
  and the cause of the disappearances. In the museum’s 
  Thousands of years ago, in Absalom’s early years, a mad 
  astrologer and wizard named Ralzeros the Overwatched 
  became obsessed with studying the distant worlds 
  beyond Golarion’s skies. Bargaining with strange 
  and otherworldly patrons for knowledge and power, 
  Ralzeros learned of an age-old magical portal buried 
  beneath Absalom called the Gate of Beyond, a doorway 
  to the Dark Tapestry, the lightless void between the stars. 
  After locating the portal, Ralzeros erected a basalt keep 
  and observatory over it, concealing the Gate in secret 
  chambers beneath the stronghold. Eventually, Ralzeros 
  disappeared, and knowledge of the Gate of Beyond 
  vanished with him. His mansion lay abandoned for long 
  years, and the hidden portal fell into disuse.
  Centuries later, the eccentric and immensely wealthy 
  Blakros family purchased the abandoned building, 
  first to use as a villa, and later as a museum for the 
  family’s huge collection of antiquities and curios from 
  across Golarion. Many of these articles were gifted 
  to the family as dowries or acquired by the family’s 
  adventuring daughters, and are displayed in the 
  museum’s exhibit halls.
  Twenty years ago, one of the Blakros daughters, a young 
  half-Osirian child named Imrizade Blakros, was playing 
  in the museum’s basement archives when she stumbled 
  upon a secret trapdoor. Investigating the hidden chamber 
  below, Imrizade found the Gate of Beyond. Although 
  the portal was broken and inactive after long centuries 
  of neglect, it somehow connected with her, insinuating 
  strange whispers in her young mind. In due time, 
  however, she grew bored with her “secret playroom” and 
  soon forgot the incident entirely.
  Recently, Imrizade, now a daring and successful 
  adventurer, discovered a strange metal cylinder inscribed 
  with peculiar hieroglyphs while exploring a forgotten 
  Osirian tomb. The canister was indescribably ancient, 
  older even than the tomb in which it lay. In fact, it 
  dated back to a time in Golarion’s distant past, when 
  the Gate of Beyond was originally constructed. Sealed 
  within the container for tens of thousands of years 
  was the preserved brain and ghostly consciousness 
  Voice in the Void™ 
  By roB Mccreary
  
  Pathfinder Society Scenario
  4
  storerooms, the PCs must fight through guardian statues 
  and taxidermy exhibits animated by the ghostly brain of 
  Kubburum Ishme-dagan. 
  Proceeding further into the basement, the PCs face 
  bizarre aberrations and oozes drawn to the museum by 
  the power the Gate of Beyond. In a dusty scriptorium, 
  the PCs can find clues as to the real nature of the threat, 
  and how to defeat it. Farther inside, the PCs discover 
  that the museum’s library has become home to a colony 
  of alien molds and fungi, including a disturbing variety 
  of intelligent, carnivorous fungus from the planet 
  Aucturn. Once they overcome these hazards, the PCs 
  discover the shaft leading to the hidden rooms beneath 
  the basement.
  After navigating the deep shaft, the PCs emerge into 
  an anteroom where they must contend with a trap placed 
  to deter intruders, before finally entering the hidden 
  chambers of the Gate of Beyond. There, in her sanctum, 
  the PCs face the aberrant sorcerer Imrizade Blakros, 
  connected to the Gate of Beyond by fungoid umbilicals. 
  To prevent Imrizade from opening the portal to the Dark 
  Tapestry and unleashing terrifying horrors on Absalom, 
  the PCs must defeat her zombie minions (the remains of 
  the museum’s unfortunate watchmen) and somehow end 
  Imrizade’s possession by her ghostly master Kubburum 
  Ishme-dagan.
  GETTING STARTED
  Read the following to get the adventure underway:
  “There’s trouble at the Blakros Museum again,” Venture-
  Captain Adril Hestram growled when you first entered the 
  meeting room in the Grand Lodge earlier this afternoon. “The 
  museum’s curator, Nigel Aldain, came to me this morning 
  asking for help. Apparently, a wayward daughter of his illustrious 
  patrons, the powerful Blakros family, has disappeared, along 
  with a few of the museum’s watchmen who went looking for 
  her. The Society has helped him in the past, and he wants us to 
  find her, before he loses his job, or worse. Now Nigel’s an old 
  friend, and a former Pathfinder, but this kind of missing person 
  case isn’t really our bailiwick. Normally I’d tell him to find the 
  district guard and leave the Society out of it. 
  “But then he made me an offer that was too good to pass 
  up. Not only will he allow the Society access to the Blakros 
  Museum’s extensive and very private library, but apparently this 
  same missing daughter just returned to Absalom with a pack 
  full of ancient relics collected throughout Osirion and northern 
  Garund. And Nigel promised the Society first pick of any of 
  those pieces that catch our fancy. I don’t need to tell you what 
  those kinds of things might be worth, so it looks like you’re 
  heading to the Blakros Museum tonight.
  “The missing daughter is named Imrizade Blakros—half-
  Osirian herself and a pretty successful adventurer and fortune-
  hunter by all accounts. She just arrived in Absalom out of the blue 
  a few days ago, after a couple of years’ worth of tomb-raiding in 
  the Osirian deserts, and carrying an odd metal cylinder covered 
  in hieroglyphs, like nothing Nigel has ever seen before. Nigel 
  says she went straight to the basement of the museum to do 
  some research in the family’s library, muttering something 
  about ‘whispers in the dark’ and ‘old tapestries,’ or something. 
  He didn’t hear from her for a couple of days, which isn’t unusual 
  when someone is deep into their research in the archives, but 
  he got worried when strange noises started coming from the 
  basement. He sent a watchman down there to investigate, and 
  when he didn’t return, Nigel sent a few more. That was last 
  night, and they haven’t come back up either.
  “Go to the museum and find out what happened to Imrizade 
  Blakros and the watchmen. Nigel would prefer them alive, 
  of course, especially the Blakros woman, but the Society is 
  more interested in what she brought back with her. I’ve got a 
  hunch it wasn’t just grave goods and pretty jewelry. Whatever 
  she found, the Society wants it, or at the very least some 
  information about it.”
  Before heading to the Blakros Museum, the PCs may 
  wish to briefly investigate or recall information about 
  the history of the Blakros Museum and its original 
  owner, Ralzeros, as well as the Blakros family itself. This 
  knowledge can provide important clues about future 
  events in this scenario. Let the PCs make the following 
  checks, and consult the information below.
  Knowledge (history)
  10+: In the early days of Absalom, the Blakros Museum 
  was originally the stronghold of an eccentric wizard. 
  Abandoned for centuries, it was later bought by the Blakros 
  family, who turned it into a museum for their impressive 
  collection of curiosities from across Golarion. 
  15+: The mad astrologer Ralzeros the Overwatched 
  built what is now the Blakros Museum thousands of 
  years ago, as an observatory to study distant worlds (and 
  some say, to be studied by them). He later disappeared 
  following a mage-duel with another of Absalom’s early 
  wizards.
  25+: Ralzeros carved his stronghold from a single 
  block of volcanic stone with the help of fell powers 
  granted to him by otherworldly patrons, supposedly 
  to hide some powerful artifact secreted in the 
  catacombs beneath the keep. However, neither the 
  secret tunnels nor Ralzeros’s hidden treasure have ever 
  been discovered. In addition, some stories claim that 
  Ralzeros’s disappearance was actually an abduction at 
  the hands of the alien monsters from the worlds he had 
  studied so obsessively.
  
  blAkros museum
  The Blakros family is a large, powerful, and wealthy clan of 
  eccentrics, known for their beautiful and eligible daughters, 
  and for their love of secrets and exotic objets d’art, many of 
  which are displayed in Absalom’s Blakros Museum. For more 
  information on the Blakros family and the aboveground 
  portions of the Blakros Museum, see Pathfinder Society 
  Scenario #5: “Mists of Mwangi.”
  Voice in the Void
  5
  Blakros family, it houses and displays an assortment of 
  antiques and oddities the family has collected over the 
  years. The museum’s basement primarily consists of 
  storage rooms containing those pieces of the Blakros 
  family’s vast collection that are not on display in the 
  museum above. The basement also holds the family’s 
  private archives, an impressive compilation of scrolls, 
  manuscripts, and correspondence, as well as a scriptorium 
  where texts can be copied.
  The basement’s walls are hewn stone, 
  carved from basalt, and mirror the gothic 
  architecture found in the rest of the 
  museum, though of a simpler design. 
  Unless otherwise noted, the basement’s ceilings 
  are 15 feet high and all doors are strong wood and 
  unlocked. The basement is unlit unless otherwise 
  noted, so the party will need to bring their own 
  light sources with them.
  1. Ramp
  A 50-foot-long stone ramp concealed beneath 
  the miniature ziggurat in the museum’s 
  North Exhibit Hall descends 25 feet to the 
  basement. Wide enough to accommodate a 
  draft horse moving large exhibits to and from the 
  basement storerooms, the ramp ends at two sets 
  of double doors, facing each other to the east and 
  west. Wooden placards on the doors are marked 
  “Storeroom 1” and “Storeroom 2.”
  2. Hall of  
  Forgotten Monuments  
  (CR 2 or CR 5 or CR 8)
  The doors open onto a vast hall draped in shadowy 
  cobwebs and filled with haphazardly placed 
  statues. The air is heavy with dust. Any noise 
  echoes hollowly among the figures, some 
  swathed in thick coverings like misshapen 
  beasts, others bare and uncovered, all coated 
  in a thick layer of dust. Leering visages 
  Knowledge (local) or Diplomacy 
  (gather information)
  10+: The wealthy and prominent Blakros family is a large, 
  extended clan of eccentrics with trade contacts rivaling 
  those of the Aspis Consortium who make most of their 
  money selling valuable antiquities across the Taldor-
  Qadira border. Their daughters are known far and wide 
  for their beauty, and marrying a Blakros woman is a sure 
  path to power and riches. 
  15+: Rumored to be originally Taldan by blood, the 
  Blakros have since intermingled with bloodlines from 
  all over Golarion, by marrying daughters to a succession 
  of Qadiran trade princes, Vudran rajahs, and even the 
  occasional Tian noble and Mwangi chief. Gifts from 
  these foreign potentates (and the sale of illicitly gained 
  secrets) provide the foundation for the Blakros fortune 
  and their famous collections.
  20+: In reality, it is the many daughters who bear 
  the Blakros name that are responsible for 
  the family’s wealth. Although beautiful 
  and amazingly fertile, wedding a Blakros 
  daughter has significant conditions—the 
  daughters always keep their maiden name, all 
  children must be raised as Blakroses, and the 
  husband’s family must offer a considerable dowry 
  for the privilege of marriage. Once married, the 
  Blakros daughters join an unparalleled spy 
  network that keeps the family well supplied 
  in secrets and priceless artifacts.
  BlAkRoS MUSEUM: 
  ThE BASEMENT lEvEl
  Once the PCs are finished with Adril 
  Hestram, they can proceed to the Blakros 
  Museum where they are greeted by a clearly 
  f lustered Nigel Aldain, the curator of the 
  museum. He ushers the PCs straight away 
  to the North Exhibit Hall and opens a secret 
  door in the ziggurat there to reveal a ramp 
  down into the library below. He’ll answer 
  any questions that he can, but he has no idea 
  what’s going on beneath his museum—only 
  what Adril Hestram revealed to the PCs in the 
  introductory text above.
  The Blakros Museum 
  Basement
  The Blakros Museum is a private museum 
  located in Absalom’s Wise Quarter. Owned 
  by the far-reaching and influential 
  
  One square = 5 feet
  Blackros Museum
  T
  Shaft up to Area 6
  Shaft Down to Area 8
  Ramp Up
  The Gate of Beyond
  B
  S2
  S1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Basement Level
  Chambers of the Gate of Beyond
  One square = 5 feet
  Blackros Museum
  TT
  Shaft up to Area 6
  Shaft Down to Area 8
  Ramp Up
  The Gate of Beyond
  B
  S2
  S1
  B
  S2
  S1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Basement Level
  Chambers of the Gate of Beyond
  Ramp Up
  Ramp Up
  of Beyond
  of Beyond
  8
  Pathfinder Society Scenario
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  Voice in the Void
  7
  normally. Weapons that take any amount of damage in excess 
  of their hardness gain the broken quality.
  Statue (Ex) A caryatid column can stand perfectly still, emulating 
  a statue (usually one that is holding up the ceiling, like a carved 
  column). An observer must succeed on a DC 20 Perception 
  check to notice the caryatid column is alive.
  Tier 3–4 (CR 5)
  Vudran Temple Guardians (2) 
  CR 3
  Caryatid column (Pathfinder RPG Bonus Bestiary 8)
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 14, touch 9, flat-footed 14; (–1 Dex, +5 natural)
  hp 36 (3d10+20)
  fort +1, Ref +0, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune construct 
  traits, magic
  OffEnSE
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+6/19–20)
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
  SQ statue
  Gear masterwork longsword
  SpECIAl ABIlITIES
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 3d6 points of damage. Apply the weapon’s hardness 
  normally. Weapons that take any amount of damage in excess 
  of their hardness gain the broken quality. 
  Tier 6–7 (CR 8)
  Vudran Temple Guardians (2) 
  CR 6
  Advanced gargoyle (Pathfinder RPG Bestiary 137)
  N Large monstrous humanoid (earth)
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 17, touch 10, flat-footed 16; (+1 Dex, +7 natural, –1 size)
  hp 84 each (8d10+40)
  fort +7, Ref +7, Will +7
  DR 10/magic
  OffEnSE
  Speed 40 ft., fly 60 ft. (average)
  Melee Large +1 longsword +14 (2d6+7), bite +13 (1d6+6), gore +13 
  (1d6+6)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat The temple guardians use their freeze ability to 
  attack with surprise on the first round.
  loom out of the darkness, fearsome wooden and stone 
  faces carved in grimaces and scowls.
  This room has a 20-foot-high ceiling and holds a 
  dazzling collection of sculptures, effigies, and statues 
  of different sizes, some draped in sheets, others coated 
  with a thick layer of dust. Unlit oil lamps hang from 
  brackets in the center of each wall. A wooden sign on a 
  door in the southern wall reads “Scriptorium—Quiet 
  Please.” 
  Creatures: In response to the magical energies unleashed 
  during Imrizade’s attempts to open the Gate of Beyond, 
  a winged statue of a demon commonly found guarding 
  temples in distant Vudra (two statues at higher tiers) has 
  come to life. Appearing as normal statues, they flank 
  the door to area 5 in the southern wall, only animating 
  to attack the PCs once they reach the middle of the room. 
  They fight until destroyed.
  Tier 1–2 (CR 2)
  Small Vudran Temple Guardian 
  CR 2
  Young caryatid column (Pathfinder RPG Bonus Bestiary 8)
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 15, touch 12, flat-footed 14; (+1 Dex, +3 natural, +1 size)
  hp 26 (3d10+10)
  fort +1, Ref +2, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune construct 
  traits, magic
  OffEnSE
  Speed 20 ft.
  Melee mwk longsword +6 (1d6+3/19–20)
  STATISTICS
  Str 14, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +4; CMD 15 (cannot be disarmed)
  SQ statue
  Gear masterwork longsword
  SpECIAl ABIlITIES
  Immunity to Magic (Ex) A caryatid column is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below. A transmute rock to 
  mud spell deals 1d6 points of damage per caster level to a 
  caryatid column, with no saving throw. Transmute mud to 
  rock, on the other hand, heals any lost hit points. A stone to 
  flesh spell does not actually change the column’s structure 
  but negates its damage reduction and immunity to magic 
  for 1 full round. 
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 2d6 points of damage. Apply the weapon’s hardness 
  
  Pathfinder Society Scenario
  8
  STATISTICS
  Str 23, Dex 12, Con 20, Int 6, Wis 12, Cha 7
  Base Atk +8; CMB +15; CMD 26
  feats Improved Initiative, Improved Natural Armor, Skill Focus 
  (Fly, Stealth)
  Skills Fly +11, Perception +6, Stealth +11 (+17 in stony areas); Racial 
  Modifiers +2 on Stealth (+6 in stony environs)
  SQ freeze
  Gear Large +1 longsword
  SpECIAl ABIlITIES
  freeze (Ex) A gargoyle can hold itself so still it appears to be a 
  statue. A gargoyle that uses freeze can take 20 on its Stealth 
  check to hide in plain sight as a stone statue.
  Treasure: When destroyed, the temple guardians 
  crumble to rubble, revealing a fist-sized opal inside each 
  statue (250 gp each). For Tiers 3–4 and 6–7 only, PCs 
  searching the storeroom with a DC 20 Perception check 
  find a small gold-plated statue of a many-armed Vudran 
  goddess (500 gp Tier 3–4 and 1,000 gp Tier 6–7).
  Mission Notes: A cursory search of the storeroom turns 
  up a statue of the archdevil Mephistopheles that should 
  interest PCs of the Cheliax faction. A DC 15 Perception 
  check reveals a secret compartment in the statue’s base 
  containing a dozen black vellum scrolls sealed with 
  crimson wax and molten silver, which must be collected 
  to achieve their mission. Taldor faction PCs who recover 
  a piece of one of the statues that weighs at least 10 pounds 
  and return it to Baron Jacquo accomplish their bonus 
  faction mission.
  Rewards: If the PCs destroy the guardians and search 
  the storeroom, reward each tier thusly:
  Tier 1–2: 
  Give each player 43 gp.
  Tier 3–4: 
  Give each player 219 gp.
  Tier 6–7: 
  Give each player 722 gp.
   
  3. Bones of the Past  
  (CR 2 or CR 4 or CR 8)
  The doors open with a grinding creak, revealing a large room 
  filled with monsters of all shapes and sizes. Giant skeletons 
  and stuffed taxidermic monstrosities are frozen in poses 
  of snarling ferocity, while mummified corpses lie in sedate 
  repose in ornately carved sarcophagi. As silent as a tomb, the 
  air in the hall is stale and musty.
  This chamber has a 20-foot-high ceiling and contains 
  the assembled skeletons and taxidermic specimens of a 
  variety of beasts, dinosaurs, and other monstrosities. Two 
  large wooden signs lean against one wall, inscribed with 
  the captions “Hunting the Beasts of Legend” and “The 
  Honored Dead.” Unlit oil lamps hang from brackets in 
  the center of each wall. A door in the southern wall holds 
  a sign labeled “Storeroom 3.” 
  Creatures: The ghostly consciousness of the aberrant 
  sorcerer Kubburum Ishme-dagan has animated some of 
  the displays in the hall as undead guardians to prevent 
  anyone from reaching the Chambers of the Gate of 
  Beyond. For Tier 1–2, a stuffed owlbear has come to life. 
  For Tier 3–4, a stuffed chimera with a blue dragon’s head 
  and moth-eaten wings guards the room. For Tier 6–7, the 
  ancient assembled skeleton of a huge tyrant lizard attacks 
  intruders. The skeletons stand in the center of the room 
  and attack anyone entering the room.
  Tier 1–2 (CR 2)
  Taxidermic Owlbear 
  CR 2
  Owlbear skeleton (Pathfinder RPG Bestiary 250)
  NE Large undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 13, touch 11, flat-footed 11; (+2 Dex, +2 natural, –1 size)
  hp 22 (5d8)
  fort +1, Ref +3, Will +4
  DR 5/bludgeoning; Immune cold, undead traits
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +5 (1d6+3), bite +5 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  STATISTICS                            
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +7; CMD 19
  feats Improved Initiative
  Tier 3–4 (CR 4)
  Taxidermic Chimera 
  CR 4
  Chimera skeleton (Pathfinder RPG Bestiary 250)
  NE Large undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 13, touch 11, flat-footed 11; (+2 Dex, +2 natural, –1 size)
  hp 40 (9d8)
  fort +3, Ref +5, Will +6
  DR 5/bludgeoning; Immune cold, undead traits
  OffEnSE
  Speed 30 ft.
  Melee 2 bites +6 (1d8+1), gore +6 (1d8+1), 2 claws +6 (1d6+1)
  
  optionAl encounter
  Area 4 is an optional encounter. If you are running short on 
  time, you can skip the encounter or deal with it on the way 
  back up from below. In this case, the room is simply an empty 
  storeroom, filled with uninteresting boxes. To spice it up a little 
  and draw the PCs forward, the dead body of one the museum’s 
  watchmen can be found near the door to the Scriptorium (area 
  5), the cause of death unclear.
  Voice in the Void
  9
  Tier 6–7: 
  Give each player 520 gp.
  4. Strange Visitors  
  (CR 3 or CR 5 or CR 8)
  This musty storeroom is filled with boxes and crates stacked 
  in disorganized piles, some only a few boxes high and others 
  reaching all the way to the ceiling. Small puddles stand on 
  the floor, and the occasional drip of water echoes in the 
  darkness.
  This room is filled with boxes and crates, in some cases 
  stacked to the ceiling. A single unlit oil lamp hangs from 
  a bracket to the right of the northern door. A wooden sign 
  on a door in the western wall is marked “Scriptorium—
  Quiet Please.” Concealed behind a stack of cartons to the 
  south is another door, labeled with a small sign reading 
  “Archives—Private.” 
  Creatures: The Gate of Beyond’s otherworldly 
  vibrations have attracted bizarre oozes and aberrations 
  to the Blakros Museum, which have taken up residence 
  in this disused storeroom. For Tier 1 –2, a yellow musk 
  creeper sits in the middle of the room. For Tier 3–4, a 
  gibbering mouther lurks behind some boxes. For Tier 
  6–7, the gibbering mouther is joined by a black pudding 
  clinging to the ceiling above the western door.
  Tier 1–2 (CR 3)
  Yellow Musk Creeper 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 285)
  Tier 3–4 (CR 5)
  Gibbering Mouther 
  CR 5
  hp 46 (Pathfinder RPG Bestiary 153)
  TACTICS
  During Combat The mouther begins gibbering as soon as it spots 
  fresh prey. It focuses its attacks on the smallest opponent it sees, 
  first firing its spittle at that character, and then attempting to grab 
  and swallow it whole. It uses its ground manipulation ability to 
  hinder other foes so it can devour its chosen prey in peace.
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 13, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +6; CMB +8; CMD 20
  feats Improved Initiative
  Tier 6–7 (CR 8)
  Taxidermic Tyrannosaurus 
  CR 8
  Tyrannosaurus skeleton (Pathfinder RPG Bestiary 250)
  NE Gargantuan undead
  Init +6; Senses low-light vision, scent; Perception +0
  DEfEnSE
  AC 13, touch 7, flat-footed 12 (+1 Dex, +6 natural, –4 size)
  hp 81 (18d8)
  fort +6, Ref +8, Will +11
  DR 5/bludgeoning; Immune cold, undead traits
  OffEnSE
  Speed 40 ft.
  Melee bite +22 (2d8+26)
  Space 20 ft.; Reach 20 ft.
  STATISTICS
  Str 36, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +12; CMB +30; CMD 42
  feats Improved Initiative
  SQ powerful bite
  SpECIAl ABIlITIES
  powerful Bite (Ex) A taxidermic tyrannosaurus applies twice its 
  Strength modifier to bite damage.
  Treasure: PCs searching the room can find the skeleton 
  of an ancient dwarven warrior of Tar Taargadth dressed 
  in worthless rotting armor and bearing a rusted shield 
  covered in decaying metal spikes. For Tier 6–7 only, he is 
  still dressed in his battle gear: a masterwork breastplate, 
  masterwork warhammer, and a spined shield.
  Mission Notes: Taldor faction PCs can make a DC 
  15 Perception check to locate the preserved corpse of 
  Galitian Maramaxus among the skeletons stored here. 
  The royal brooch they need to complete their mission 
  is still pinned to the ancient warrior’s breast. Qadira 
  faction PCs who make a successfully flawless rubbing 
  of the spined shield of Tar Taargadth succeed on their 
  bonus faction mission. In order to get a flawless rubbing, 
  they must take the charcoal and paper provided by their 
  faction leader and use it to make a DC 12 Sleight of Hand 
  or Dexterity check. Failure means they’ve ruined the 
  paper and fail at their mission.
  Rewards: If the PCs defeat the skeleton, reward each 
  tier thusly:
  Tiers 1–2 and 3–4:
  There are no rewards for area 3.
  
  Pathfinder Society Scenario
  10
  Morale Irresistibly drawn here by the Gate of Beyond, the 
  gibbering mouther fights to the death.
  Tier 6–7 (CR 8)
  As Tier 3–4, but the gibbering mouther is joined by a 
  black pudding.
  Black pudding 
  CR 7
  hp 105 (Pathfinder RPG Bestiary 35)
  TACTICS
  Before Combat The black pudding clings to the ceiling above the 
  western door, dropping down to attack the first victim to come 
  within reach.
  Development: A DC 15 Perception check reveals a 
  normal door hidden behind a stack of cartons against 
  the southern wall. The door leads to area 6, but the thick 
  fungal bed on the opposite side blocks the door, which 
  requires a DC 20 Strength check to open.
  Mission Notes: PCs from the Osirion faction who spend 
  at least 15 minutes searching this room and succeed on 
  a successful DC 15 Perception check find the scroll of 
  Ancient Pharaohs in a dusty, cobweb-ridden box.
  Rewards: There are no rewards for area 4.
  5. Scriptorium
  This dark, vaulted chamber serves as a scriptorium, 
  where texts from the archives next door may be read or 
  copied at leisure. Bare wooden shelves, empty except for 
  some extra writing supplies (sheets of parchment, bottles 
  of ink, and quills), line the eastern wall, and three desks 
  with high stools stand in the center of the room between 
  six columns. A small sign on the southern door reads 
  “Archives—Private.”
  A body lies slumped in the southwestern corner, still 
  clutching a club. Its legs have been eaten away by acid, 
  and the corpse is already showing signs of putrefaction, 
  with patches of mold on the skin. A broken lantern lies 
  next to the body, its oil spilled on the floor. These are 
  the remains of Hodd, one of the museum’s unfortunate 
  watchmen sent to investigate the basement. After falling 
  prey to statues in area 2, he dragged himself into this 
  room, but perished from his wounds before he could 
  go for more help. His corpse has now become home to 
  spores from the alien mold in area 6. Although the mold 
  is harmless, it provides a clue about what the PCs will face 
  in the Archives.
  The two northern desks each contain small, empty 
  candelabra, two bottles of dried ink, and old quill pens. 
  The southern desk has been used more recently—the 
  candelabrum holds the stubs of half-burnt candles, the 
  ink bottles are still wet, and fresh ink stains the quill 
  pens. A handful of books and scrolls, treatises on the solar 
  system and the empty space beyond, lie open on the desk. 
  Underlined passages and marginalia written in Osiriani 
  refer to the “the Dark Tapestry” and the “Dominions of the 
  Black,” as well as something called the “Gate of Beyond,” a 
  long-lost portal to these otherworldly realms. References 
  to an ancient aberrant sorcerer named Kubburum Ishme-
  dagan and the mad wizard Ralzeros the Overwatched are 
  also highlighted. Characters who spend time reading 
  through the notes can make a Knowledge (history) check 
  with a +2 circumstance bonus to gain more information 
  about Ralzeros and his studies (see below).
  A DC 15 Perception check turns up a sheet of parchment 
  that fell beneath the desk and was forgotten. Written in 
  Osiriani, it contains some of Imrizade’s notes as well as 
  sketches and diagrams of the Gate of Beyond and the 
  brain canister she found in Osirion. The notes provide 
  an important clue to the final battle in area 9. A DC 25 
  Linguistics check is needed to decipher the notes, which 
  detail how the brain canister is the key to opening 
  the portal, how it can be attached to the Gate, and the 
  revelation that destroying the cylinder while it is attached 
  to the Gate will demolish the portal as well.
  Mission Notes: PCs of the Cheliax faction should 
  be interested in Hodd’s club. They’ll need to return it 
  intact to their faction leader to succeed on their bonus 
  faction mission.
  6. The Fungal Bloom  
  (CR 2 or CR 4 or CR 6)
  This chamber contains several tall wooden bookshelves 
  reaching to the ceiling, almost bursting with the weight of 
  books and scrolls filling the shelves. The shelves and their 
  contents are encrusted with thick growths of brightly colored 
  fungus and glistening mold. Many tomes have fallen from the 
  shelves, their open pages forming a base for more fungi and 
  large mushrooms which carpet the floor. The air here is damp 
  and close, and several of the fungal growths pulse with an 
  eerie purple light that dimly lights the room.
  Tall wooden bookshelves, bursting with books and scrolls 
  and encrusted with a profusion of brightly colored mold 
  and fungal growths, fill this library. The westernmost door 
  in the north wall has a sign reading “Scriptorium—Quiet 
  Please.” Two large iron candelabra, full of unlit candles, 
  hang from the vaulted ceiling. Several varieties of the 
  fungi glow dimly with pulsing purple bioluminescence, 
  providing the room with shadowy illumination.
  The museum library and Blakros family archives are 
  located in this room. When Imrizade began her attempts to 
  open the Gate of Beyond, otherworldly spores managed to 
  slip through the portal and infest this chamber, which has 
  
  Voice in the Void
  11
  Tier 6–7 (CR 6)
  Cerebric fungus (3) 
  CR 3
  hp 30; fast healing 2 (see Appendix)
  Development: The shriekers’ or cerebric fungi’s 
  screams attract the creatures from area 4, who arrive 
  in 1d6 rounds if they have not yet been dealt with. 
  The shrieks also alert Imrizade in area 9 below to the 
  presence of intruders. While she does not come up to 
  investigate, she is prepared for attackers and is unlikely 
  to be surprised.
  Treasure: A backpack lies in the central northern corner 
  of the archives, dropped by Imrizade and forgotten in her 
  eagerness to open the Gate of Beyond. Half overgrown 
  with mold, a DC 15 Perception check is required to spot it. 
  The backpack holds a collection of canopic jars, jeweled 
  death masks, gilded ushabti, and other valuable Osiriani 
  relics acquired by Imrizade (worth 150 gp Tier 1–2, 500 gp 
  Tier 3–4, and 1,000 gp Tier 6–7). Also inside is a scrap of 
  paper with the phrase “The Eye is always vigilant” written 
  on it. This is the password to the stone of alarm in area 8. 
  For Tiers 3–4 and 6–7, the backpack is a handy haversack, 
  and also contains a chime of opening, scrolls of detect secret 
  doors and gaseous form, and a whip feather token.
  Mission Notes: Andoran faction PCs who spend at 
  least 15 minutes searching the archives and succeed 
  on a DC 15 Perception check can discover a couple of 
  logbooks detailing the Blakros family’s illegal activities 
  smuggling slaves and other contraband throughout 
  the Inner Sea region. PCs of the Qadira faction who 
  succeed on a DC 20 Perception check while searching 
  the archives find a map outlining the secret trade routes 
  used by the Blakros family’s agents to cross the Taldor-
  Qadira border.
  Rewards: If the PCs find Imrizade’s backpack, reward 
  each tier thusly:
  Tier 1–2: 
  Give each player 25 gp.
  Tier 3–4: 
  Give each player 575 gp.
  Tier 6–7: 
  Give each player 658 gp.
  7. Shaft
  Hidden beneath a thick layer of fungus, a circular, 10-foot-
  diameter shaft drops 40 feet from the archives to the level 
  below. A narrow flight of stone steps spirals down along 
  the shaft’s circumference, coated with slime and mold. 
  The steps are slippery, requiring a DC 10 Acrobatics 
  check to traverse at half speed (DC 15 to move at normal 
  speed or greater). The walls are slippery as well, and can 
  now been overrun by a colony of alien mold and fungus. The 
  fungal growths cover nearly every exposed surface, feeding 
  on the strange energies leaking from the Gate of Beyond.
  The northeastern door to area 4 is blocked by the 
  particularly thick fungal bed on the floor, requiring a DC 
  20 Strength check to open. In the eastern portion of the 
  room, hidden beneath a thick layer of fungus behind the 
  last bookshelf, is a secret trapdoor that covers the shaft 
  (area 7) leading down to area 8. A DC 25 Perception check 
  is required to discover the trapdoor, which requires a DC 
  16 Strength check to open.
  Hazards: For all tiers, a 5-foot patch of dangerous 
  brown mold grows in the square marked “B” on the map. 
  In addition, the 20-foot-by-20-foot eastern portion of the 
  room is covered in a particularly thick and slimy mat of 
  mold, turning that part of the room into difficult terrain. 
  For all tiers, a shrieker stands in the square marked “S1” 
  on the map. For Tier 6–7, a second shrieker is located in 
  the square marked “S2” on the map.
  Creatures: While the majority of the molds and fungi 
  growing here are relatively harmless, more deadly 
  varieties have infested the archives as well. For Tier 3–4, 
  a single cerebric fungus, an intelligent fungus creature 
  from the planet Aucturn, also lurks in the southeast 
  corner of the room. For Tier 6–7, three cerebric fungi are 
  spread throughout the room. The cerebric fungi are not 
  immediately hostile, but their alien minds are incapable 
  of understanding most questions or giving accurate 
  answers, making communication next to impossible. 
  They have no knowledge of Imrizade Blakros, the Gate of 
  Beyond, or the level below.
  Tier 1–2 (CR 2)
  See hazards above.
  Tier 3–4 (CR 4)
  Cerebric fungus 
  CR 3
  hp 30; fast healing 2 (see Appendix)
  TACTICS
  Before Combat The cerebric fungus scans the minds of the PCs 
  with detect thoughts, projecting its unsettling appearance. 
  It approaches the PCs curiously at first, telepathically asking 
  nonsensical questions like “Do fingernails sing?”, “How do 
  elves sporulate?”, or “Can the circumference of the moon 
  dream of rain and fish?”
  During Combat If attacked, the cerebric fungus counterattacks 
  with its tendrils, attempting to pull opponents closer to use its 
  bite. It uses touch of madness and touch of idiocy against other 
  enemies not in its tendrils. 
  Morale If reduced to below 6 hit points, the fungus unleashes its 
  star-shriek and attempts to flee until its fast healing can return it 
  to full health.
  
  Abysium
  The skymetal Abysium, also called feverstone, can be a 
  source of great power, but those who spend too much time 
  in close proximity to the otherworldly stone frequently 
  display symptoms of a strange illness and soon die. For 
  more information on Abysium and other skymetals found on 
  Golarion, see “Into the Black” in Pathfinder Adventure Path #14: 
  “Children of the Void.”
  Pathfinder Society Scenario
  12
  be climbed with a DC 25 Climb check. Failing any of these 
  checks results in a fall to the bottom of the shaft.
  8. The Shocking Truth  
  (CR 1 or CR 3 or CR 6)
  The shaft deposits you in an alcove at the far end of an 
  antechamber, free of the riotous growths of fungi and 
  mold that choke the shaft and archives above. The simple, 
  clean lines of the basement’s basalt walls give way here to a 
  disturbing, organic style of architecture that makes it seem 
  like you are walking through the gullet of some monstrous 
  behemoth. At the far end of the hall, a large, ornate arch that 
  looks disconcertingly like the beast’s toothed maw stands in 
  the wall, covered by a heavy black curtain with sickly green 
  light from the chamber beyond shining around the edges. A 
  plain iron box sits on the floor in the middle of the room. 
  The architecture of this hallway is markedly different from 
  the basement level above, the dark basalt carved in a strange 
  organic style. The passage expands as it extends to the 
  north, its ceilings increasing from 10 feet to 20 feet high, 
  and widening from 10 feet to 35 feet across. The hallway 
  ends in a large, ornate arch that resembles a toothed maw 
  15 feet high. The corridor is dark, but light issuing from the 
  archway provides dim light for the northern 15 feet of the 
  room.
  This room is nothing more than an antechamber 
  leading to the chamber of the Gate of Beyond. Imrizade 
  has placed a simple deterrent against unwanted intruders 
  in the middle of the hallway—an unlocked iron box with 
  magic aura cast on it to trick the unwary into opening it. 
  The box is a last line of defense to delay attackers and give 
  Imrizade final warning before they reach her sanctum. 
  Creatures: For Tiers 1–2 and 3–4, the iron box holds 
  a swarm of spiders. For Tier 6–7, the box contains a 
  centipede swarm instead. The swarms attack as soon as 
  anyone opens the box.
  Traps: For Tiers 3–4 and 6–7, opening the iron box also 
  triggers an electricity arc trap. Successful Perception and 
  Disable Device checks can locate and disable the electricity 
  trap, but the insect swarms cannot be disabled. The only 
  way to avoid them is to refrain from opening the box. 
  A stone of alarm has also been attached to the box. Touching 
  the box in any way triggers the stone, which emits a high-
  pitched alarm that alerts Imrizade in area 9, unless the 
  password “The Eye is always vigilant” is first spoken.
  Tier 1–2 (CR 1)
  Spider Swarm 
  CR 1
  hp 9 (Pathfinder RPG Bestiary 258)
  TACTICS
  During Combat The swarm envelops the character opening the 
  box and as many other adjacent opponents as it can reach.
  Tier 3–4 (CR 3)
  As Tier 1–2, but opening the box also triggers an 
  electricity arc trap.
  Minor Electricity Arc Trap 
  CR 1
  Type mechanical; perception DC 20; Disable Device DC 18
  EffECTS
  Trigger touch; Reset none
  Effect electricity arc (2d6 electricity damage, DC 18 Reflex save for 
  half damage); multiple targets (all targets in a 30-ft. line)
  SpECIAl
  Triggering the trap also activates the stone of alarm attached to 
  the box.
  Tier 6–7 (CR 6)
  Centipede Swarm 
  CR 4
  hp 31 (Pathfinder RPG Bestiary 43)
  TACTICS
  During Combat The swarm envelops the character opening the 
  box and as many other adjacent opponents as it can reach.
  Electricity Arc Trap 
  CR 4
  Type mechanical; perception DC 25; Disable Device DC 20
  EffECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for 
  half damage); multiple targets (all targets in a 30-ft. line)
  SpECIAl
  Triggering the trap also activates the stone of alarm attached to 
  the box.
  Treasure: The stone of alarm may be removed from the 
  box with the password “The Eye is always vigilant,” which 
  may be found in Imrizade’s backpack in area 6.
  Rewards: If the PCs open the box or disable the trap, 
  reward each tier thusly:
  All Tiers: 
  Give each player 225 gp.
  
  Voice in the Void
  13
  iron (hardness 10, 30 hp). For Tier 6–7, the cylinder is 
  mithral (hardness 15, 30 hp).
  For Tier 1–2, Imrizade and Kubburum are joined by 
  a zombie, the undead remains of one of the museum’s 
  unfortunate watchmen. The bodies of four other dead 
  watchmen litter the floor around the dais. For Tier 
  3–4, Imrizade and Kubburum are accompanied by five 
  zombies. For Tier 6–7, a yellow musk creeper grows in 
  the square directly in front of the Gate of Beyond, and 
  the five watchmen have been animated as yellow musk 
  zombies by the strange plant.
  Tier 1–2 (CR 3)
  Imrizade Blakros 
  CR 3
  Female human rogue 1/sorcerer 3 (aberrant)
  CE (formerly CN) Medium humanoid (human)
  Init +7; Senses Perception +6
  DEfEnSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 shield)
  hp 22 (1d8+3d6+4); fast healing 3
  fort +2, Ref +6, Will +2
  OffEnSE
  Speed 30 ft.
  Melee touch +5 (spell) or mwk rapier +6 (1d6/18–20)
  Ranged hand crossbow +5 (1d4/19–20) or ranged touch +5 (spell)
  Space 5 ft.; Reach 5 ft. (10 ft. when making melee touch attack)
  Special Attacks acidic ray (1d6+1 acid, 6/day), long limbs, sneak 
  attack +1d6
  Spells Known (CL 3rd)
  1st (6/day)—chill touch (DC 14), enlarge person, magic missile, 
  shocking grasp
  0 (at will)—acid splash, daze (DC 13), detect magic, read magic, 
  touch of fatigue (DC 13)
  Bloodline aberrant
  TACTICS
  Before Combat Imrizade uses her scroll of mage armor as soon 
  as she hears screeching from area 6. When the alarm in area 8 
  goes off, she uses her scroll of shield.
  During Combat Imrizade directs her zombie to engage opponents, 
  while she casts color spray from her wand to catch as many 
  approaching enemies as possible. She then stands behind 
  her zombie and uses her long limbs to deliver touch attacks, 
  particularly shocking grasp against foes wearing metal armor. 
  She targets spellcasters with magic missile to try to disrupt their 
  spells. If she runs out of spells or is forced into melee combat, 
  she uses her last 1st-level spell to cast enlarge person and 
  attempts to make sneak attacks with her enlarged rapier.
  Morale Possessed by the ghostly brain of Kubburum Ishme-
  dagan, Imrizade fights to the death. If Kubburum’s cylinder 
  is destroyed, however, Imrizade is freed from possession 
  and surrenders.
  Base Statistics AC 21, touch 13, flat-footed 18 (+3 Dex)
  9. Warp of the Dark Tapestry  
  (CR 3 or CR 5 or CR 9)
  The walls and ceiling of this chamber bulge outward, 
  continuing the grotesque architectural style of the 
  antechamber, as if you were standing in the leviathan’s 
  stomach. Queer, glowing nodules protrude from the walls at 
  seemingly random intervals, bathing the room in their sickly 
  green glow. A tall, free-standing, almost organic-looking 
  archway carved from a strange, glowing blue-green stone 
  stands atop a low dais in a wide alcove at the far end of the 
  chamber. The center of the arch is empty, revealing the wall 
  behind it, but the space occasionally flickers with curtains 
  of starry darkness, as if somewhere else lies just beyond the 
  portal. A susurrus of ghostly whispers seem to issue from 
  the gate, their language and meaning unclear, but fraught 
  with a sense of wrongness.
  The queer architectural style continues into this oddly 
  shaped chamber, with bulbous walls and a vaulted ceiling 
  that soars to 30 feet in height. Weird glowing nodules 
  along the walls illuminate the room with a sickly green 
  radiance. A wide alcove in the northern wall holds a 
  dais on which stands the Gate of Beyond, a 15-foot-tall 
  archway carved from a strange, glowing blue-green stone 
  called Abysium. This room is the sanctum of the aberrant 
  sorcerer Imrizade Blakros and her ghostly master, 
  Kubburum Ishme-dagan.
  This chamber, formerly the laboratory of Ralzeros 
  the Overwatched, is now the sanctum of the aberrant 
  sorcerer Imrizade Blakros and the ghostly mind of her 
  master, the ancient sorcerer Kubburum Ishme-dagan. 
  The 15-foot-tall archway in the alcove is the Gate of 
  Beyond, the inactive portal to the Dark Tapestry, carved 
  out of the strange skymetal known as Abysium. While it 
  is still sealed, Imrizade’s attempts to open the portal have 
  allowed certain otherworldly presences through, such as 
  the alien molds and fungi in area 6. The strange metal 
  cylinder containing Kubburum Ishme-dagan’s preserved 
  brain is attached to the Gate at the apex of the arch. 
  Creatures: Imrizade Blakros stands on the dais 
  before the arch, connected to the Gate of Beyond by 
  five disgusting, fleshy, fungoid umbilicals attached 
  to her hips, shoulders, and the base of her skull. She 
  is half-Osirian, with long, dark hair and light brown 
  skin, wearing a weathered explorer’s outfit. Under 
  Kubburum’s possession, her eyes are completely black, 
  showing no iris or whites. While Kubburum is unable to 
  directly attack the PCs, they can attack the metal cylinder 
  holding his brain. The canister counts as an object for 
  purposes of attacks, including hardness and resistance 
  to energy attacks. For Tiers 1–2 and 3–4, the cylinder is 
  
  Pathfinder Society Scenario
  14
  STATISTICS
  Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +2; CMB +2; CMD 15
  feats Combat Casting, Eschew Materials, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +10, Appraise +5, Bluff +7, Disable Device +7, 
  Knowledge (dungeoneering) +5, Linguistics +5, Perception +6, 
  Spellcraft +8 (+12 cast defensively), Stealth +10, Use Magic Device +7
  languages Common, Osiriani, Ancient Osiriani
  SQ fungoid umbilicals, trapfinding
  Combat Gear potion of cure light wounds, scroll of mage armor, 
  scroll of shield, wand of color spray, tanglefoot bag; Other 
  Gear masterwork rapier, hand crossbow with 10 bolts, cloak 
  of resistance +1, backpack, thieves’ tools, signet ring (50 
  gp), pouch with 20 gp, papyrus Aucturn Enigma scroll (see 
  Mission Notes)
  SpECIAl ABIlITIES
  fungoid Umbilicals (Ex) Five 20-foot-long fungoid umbilicals 
  connect Imrizade to the Gate of Beyond (and to the mind of 
  Kubburum Ishme-dagan), attached to her hips, shoulders, and 
  the base of her skull, cumulatively providing her with fast healing 
  3. The umbilicals may be individually attacked using the sunder 
  combat maneuver. Each umbilical has hardness 2 and 5 hit points. 
  Each severed umbilical inflicts 1d3 points of damage to Imrizade, 
  and her fast healing is reduced by 1 for every two severed 
  umbilicals. Severing all five umbilicals disconnects Imrizade from 
  the Gate but she remains possessed by Kubburum.
  Kuburrum Ishme-Dagan’s Brain Cylinder 
  CR — 
  CE Tiny iron cylinder (inanimate object)
  DEfEnSE
  AC 10, touch 10, flat-footed 10; (+5 deflection, –7 Dex, +2 size)
  hp 10; Break DC 25
  fort +3, Ref +3, Will +3
  Hardness 10; Vulnerability acid
  SpECIAl
  languages Ancient Osiriani; telepathy 60 ft.
  note: Detaching the cylinder from the arch (with a successful 
  Strength check) or severing the umbilicals connecting Imrizade 
  to the Gate of Beyond creates a magical backlash that removes 
  Kubburum’s deflection bonus, making his AC 5.
  fast Human Zombie 
  CR 1/2
  NE Medium undead (Pathfinder RPG Bestiary 289)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural)
  hp 12 (2d8+3)
  fort +0, Ref +1, Will +3
  Immune undead traits
  OffEnSE
  Speed 40 ft.
  Melee 2 slams +4 (1d6+3)
  Special Attacks quick strikes
  TACTICS
  During Combat The zombie attempts to block anyone from 
  reaching Imrizade or the Gate of Beyond.
  Morale The zombie fights until destroyed.
  STATISTICS
  Str 17, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 15
  feats Toughness
  Tier 3–4 (CR 5)
  As Tier 1–2, but increase the number of fast zombies to 
  five.
  Imrizade Blakros 
  CR 3
  Female human rogue 1/sorcerer 3 (aberrant)
  hp 22 (Use the stats from Tier 1–2)
  Gear As Tier 1–2, but add a scroll of ghoul touch, increase the 
  signet ring to 100 gp value, and increase the pouch to 40 gp.
  fast Human Zombies (5) 
  CR 1/2
  hp 12 each (Use the stats from Tier 1–2)
  Tier 6–7 (CR 9)
  Imrizade Blakros 
  CR 8
  Female human rogue 3/sorcerer 6 (aberrant)
  CE (formerly CN) Medium humanoid (human)
  Init +7; Senses Perception +11
  DEfEnSE
  AC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +4 shield)
  hp 45 (3d8+6d6+7); fast healing 5
  fort +5, Ref +9, Will +8
  Defensive Abilities evasion, trap sense +1
  OffEnSE
  Speed 30 ft.
  Melee touch +11 (spell) or unarmed strike +8 (1d3 plus spell) or 
  mwk rapier +9 (1d6/18–20)
  Ranged hand crossbow +8 (1d4/19–20) or ranged touch +8 (spell)
  Space 5 ft.; Reach 5 ft. (10 ft. when making melee touch attack)
  Special Attacks acidic ray (1d6+3 acid, 7/day), long limbs, sneak 
  attack +2d6
  Spells Known (CL 6th)
  3rd (4/day)—vampiric touch
  2nd (6/day)—ghoul touch (DC 16), see invisibility, spectral hand
  1st (7/day)—chill touch (DC 15), enlarge person, magic missile, 
  shield, shocking grasp
  0 (at will)—acid splash, daze (DC 14), detect magic, open/close, 
  read magic, ray of frost, touch of fatigue (DC 14)
  Bloodline aberrant
  TACTICS
  Before Combat Imrizade casts shield and spectral hand (losing 2 
  hit points) as soon as she hears the alarm from area 8. 
  
  Voice in the Void
  15
  During Combat Imrizade begins by casting black tentacles from 
  her scroll, then directs her zombies to engage grappled 
  opponents. She stays behind the zombies and delivers touch 
  spells with her spectral hand. She uses ghoul touch against 
  other spellcasters and against foes who come within range 
  of the yellow musk creeper’s attacks, and targets obvious 
  warriors (especially wearing metal armor) with shocking 
  grasp and ray of enfeeblement from her wand. If it looks like 
  enemies might get past her zombies, Imrizade creates more 
  undead from her robe of bones. If forced into melee, she 
  uses her long limbs to deliver unarmed strikes with touch 
  spells from beyond her opponents’ reach, making sneak 
  attacks if possible. Imrizade uses vampiric touch to replenish 
  her hit points as needed.
  Morale Possessed by the ghostly brain of Kubburum Ishme-
  dagan, Imrizade fights to the death. If Kubburum’s cylinder 
  is destroyed, however, Imrizade is freed from possession 
  and surrenders.
  Base Statistics AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex); 
  hp 47 (3d8+6d6+9); Melee touch +9 (spell).
  STATISTICS
  Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 19
  Base Atk +5; CMB +5; CMD 18
  feats Arcane Armor Training, Combat Casting, Eschew Materials, 
  Improved Initiative, Improved Unarmed Strike, Iron Will, 
  Weapon Finesse, Weapon Focus (melee touch)
  Skills Acrobatics +15, Appraise +7, Bluff +10, Disable Device +11, 
  Knowledge (dungeoneering) +7, Linguistics +7, Perception 
  +11, Spellcraft +13 (+17 cast defensively), Stealth +15, Use Magic 
  Device +10
  languages Ancient Osiriani, Common, Kelish, Osiriani, Tekritanin
  SQ combat trick, fungoid umbilicals, trapfinding
  Combat Gear potion of cure moderate wounds, scroll of black 
  tentacles, wand of ray of enfeeblement; Other Gear +1 mithral 
  shirt, masterwork rapier, hand crossbow and 10 bolts, cloak 
  of resistance +1, headband of alluring charisma +2, robe of 
  bones, backpack, masterwork thieves’ tools, signet ring (200 
  gp), pouch with 120 gp, papyrus Aucturn Enigma scroll (see 
  Mission Notes) 
  SpECIAl ABIlITIES
  fungoid Umbilicals (Ex) Five 20-foot-long fungoid umbilicals 
  connect Imrizade to the Gate of Beyond (and to the mind of 
  Kubburum Ishme-dagan), attached to her hips, shoulders, 
  and the base of her skull, cumulatively providing her with fast 
  healing 5. The umbilicals may be individually attacked using the 
  sunder combat maneuver. Each umbilical has hardness 5 and 10 
  hit points. Each severed umbilical inflicts 1d6 points of damage 
  to Imrizade, and reduces her fast healing by 1. Severing all five 
  umbilicals disconnects Imrizade from the Gate but she remains 
  possessed by Kubburum.
  Kuburrum Ishme-Dagan’s Brain Cylinder 
  CR — 
  CE Tiny mithral cylinder (inanimate object)
  DEfEnSE
  AC 10, touch 10, flat-footed 10; (+5 deflection, –7 Dex, +2 size)
  hp 15; Break DC 28
  fort +5, Ref +5, Will +5
  Hardness 15; Vulnerability acid
  SpECIAl
  languages Ancient Osiriani; telepathy 60 ft.
  note: Detaching the cylinder from the arch (with a successful 
  Strength check) or severing the umbilicals connecting Imrizade 
  to the Gate of Beyond creates a magical backlash that removes 
  Kubburum’s deflection bonus, making his AC 5.
  Yellow Musk Creeper 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 285)
  TACTICS
  During Combat The yellow musk creeper fires its pollen spray 
  at any creatures within range, hoping to entrance them 
  close enough to infect them with its seeds and turn them 
  into yellow musk zombies. It does the same to any helpless 
  creatures within reach (such as characters paralyzed by 
  Imrizade’s ghoul touch).
  fast Human Yellow Musk Zombies (5) 
  CR 1/2
  NE Medium undead (Pathfinder RPG Bestiary 285, 289)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural)
  hp 12 (2d8+3)
  fort +0, Ref +1, Will +3
  Immune plant traits
  OffEnSE
  Speed 40 ft.
  Melee 2 slams +4 (1d6+3)
  Special Attacks quick strikes
  TACTICS
  During Combat The zombie attempts to block anyone from 
  reaching Imrizade or the Gate of Beyond.
  Morale The zombie fights until destroyed.
  STATISTICS
  Str 17, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 15
  feats Toughness
  SpECIAl ABIlITIES
  plant Traits (Ex) This zombie’s animation is provided not by 
  necromancy but by the plant that grows throughout its body. 
  Yellow musk zombies lack undead traits, but gain plant traits. 
  They are treated as plants, not undead, for the resolution of 
  magical effects and attacks. Channel energy cannot harm a 
  yellow musk zombie, for example, nor does negative energy 
  heal a yellow musk zombie.
  Development: 
  Severing 
  the 
  fungoid 
  umbilicals 
  connecting Imrizade to the Gate of Beyond frees her from 
  
  Pathfinder Society Scenario
  16
  Kubburum’s direct control, but he still possesses a tenuous 
  hold on her mind. To completely free Imrizade of the ancient 
  sorcerer’s possession, the PCs must either kill Imrizade or 
  destroy Kubburum’s brain cylinder. Killing Imrizade but 
  leaving the cylinder intact leaves the dangerous aberrant 
  sorcerer free to possess someone else later and try again 
  to open the Gate of Beyond. Destroying the cylinder frees 
  the bonds holding Kubburum’s ghostly mind to this world, 
  and he goes to meet his long-delayed fate in Pharasma’s 
  Boneyard. Destroying the cylinder also weakens the Gate of 
  Beyond, which begins twisting and shaking itself apart over 
  1d6 rounds, until it finally disintegrates.
  Mission Notes: Osirion faction PCs should be 
  interested in the papyrus scroll Imrizade carries, written 
  in Ancient Osiriani, and labeled “The Aucturn Enigma.” 
  Acquiring this scroll will fulfill their faction mission. 
  Andoran faction PCs will want to recover whatever is left 
  of the brain cylinder. 
  Rewards: If the PCs defeat Imrizade, reward each tier 
  thusly:
  Tier 1–2: 
  Give each player 208 gp.
  Tier 3–4: 
  Give each player 232 gp.
  Tier 6–7: 
  Give each player 1,047 gp.
  CoNClUSIoN
  With the ancient aberrant sorcerer Kubburum Ishme-
  dagan destroyed, the Gate of Beyond is demolished and 
  Imrizade is freed from his control. She still retains her 
  aberrant bloodline, however, and is plagued afterward by 
  strange dreams of nightmare vistas and bizarre beings 
  from the Dark Tapestry. The PCs earn the gratitude of 
  Nigel Aldain, the powerful Blakros family, and Imrizade 
  herself, who happily turns over the Osirian artifacts she 
  collected, and grants the Pathfinder Society unrestricted 
  access to the Blakros family archives.
  If the PCs kill Imrizade, they earn the thanks of 
  Nigel, who is pleased that the threat to his museum 
  has been resolved. The Pathfinder Society eagerly 
  accepts any information the PCs acquired about the 
  Gate of Beyond, as well as any relics recovered from 
  the basement. But the PCs also gain the enmity of the 
  inf luential Blakros family, who hold them responsible 
  for their daughter’s death.
  If the PCs fail to defeat Imrizade, she finds herself 
  unable to fully open the Gate of Beyond, but more and 
  more aberrant energies leak from the portal, attracting 
  ever greater threats to the Blakros Museum. Eventually, 
  the portal is discovered, and the Wise Quarter’s Learned 
  Guard and wizards of the Arcanamirium are called in to 
  destroy it.
  FACTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who 
  find the logbooks in the archives in area 6 earn 1 
  Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction 
  who retrieve the scrolls hidden inside the statue of 
  Mephistopheles in area 2 earn 1 Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  acquire the “Aucturn Enigma” scroll from Imrizade in 
  area 9 earn 1 Prestige Award.
  Qadira Faction: PCs from the Qadira faction who discover 
  the map in the archives in area 6 earn 1 Prestige Award.
  Taldor Faction: PCs from the Taldor faction who 
  recover the royal brooch from the body in area 3 earn 1 
  Prestige Award.
  APPENDIX: NEW MoNSTER, 
  CEREBRIC FUNGUS
  A veiny, swollen bulb that bears a disturbing resemblance to 
  an oversized brain squats atop five ropy legs, haphazardly 
  encrusted with fungal shelves and bearing folds that resemble 
  gills. A wide orifice with chitinous, teeth-like ridges gapes at 
  the top of the creature, fringed with waving filaments and 
  two long tendrils that lash the air. Its form seems overlaid 
  with a confusing welter of rapidly changing, flickering images, 
  making it difficult to see clearly.
  Cerebric fungus 
   
   
         CR 3
  Xp 800
  N Medium plant
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
  Aura unsettling appearance (60 ft., DC 14)
  DEfEnSE
  AC 15, touch 10, flat-footed 15; (+5 natural)
  hp 30 (4d8+12); fast healing 2
  fort +7, Ref +1, Will +6
  Defensive Abilities otherworldly mind; Immune plant traits; 
  Resist cold 5; Vulnerability light, sonic
  OffEnSE
  Speed 30 ft.
  Melee 2 tendrils +5 (1d4+2 plus pull), bite +3 (1d6+1)
  Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
  Special Attacks pull (tendril, 5 ft.), star-shriek
  Spell-like Abilities (CL 4th)
  Constant—detect thoughts (DC 14)
  At will—touch of madness (DC 14)
  
  Voice in the Void
  17
  3/day—calm emotions (DC 14), touch of idiocy (DC 14)
  TACTICS
  During Combat A cerebric fungus attacks with its tendrils, 
  attempting to pull opponents closer to use its bite. It targets 
  melee attackers with touch of madness and troublesome 
  spellcasters with touch of idiocy. If surrounded by enemies, a 
  fungus unleashes its star-shriek, then casts calm emotions in 
  hopes of ending combat.
  Morale Alien almost beyond comprehension, cerebric fungi may 
  attack for a few rounds then wander off disinterestedly, flee or 
  attempt to surrender if wounded, or even fight to the death, all 
  for the sake of experience.
  STATISTICS
  Str 14, Dex 10, Con 16, Int 14, Wis 20, Cha 15
  Base Atk +3; CMB +5; CMD 15
  feats Improved Initiative, Multiattack
  Skills Bluff +9, Diplomacy +9, Perception +12, Stealth +7
  languages telepathy 100 ft. 
  ECOlOGY
  Environment Aucturn
  Organization solitary or colony (4–12)
  Treasure Value 800 gp
  SpECIAl ABIlITIES
  Otherworldly Mind (Ex) Any creature attempting to contact a 
  cerebric fungus’s mind or read its thoughts with a divination 
  spell or similar ability must make a DC 16 Will save or be 
  overwhelmed by the alien thoughts in the creature’s head. 
  Those who fail take 1d6 points of nonlethal damage, are 
  confused for 1d6 rounds, and their spell immediately ends. The 
  save is Charisma-based and includes a +2 racial bonus.
  Star-Shriek (Ex) When distressed, a cerebric fungus can unleash 
  a shrill scream of madness and despair that echoes the cold, 
  dark void between the stars. All creatures (except other 
  cerebric fungi) within 30 feet must make a DC 15 Will save or 
  be nauseated for 1d4 rounds. This ability can be used once per 
  day as a full-round action. This is a sonic, mind-affecting effect. 
  The save DC is Constitution-based. 
  Touch of Madness (Sp) The caster may daze one living creature 
  by making a successful touch attack. If the target creature does 
  not make a successful DC 14 Will save, its mind is clouded and 
  it takes no action for 1 round per caster level. The dazed subject 
  is not stunned (so attackers get no special advantage against 
  it). This is a mind-affecting enchantment, equivalent to a 2nd-
  level spell.
  Unsettling Appearance (Su) A cerebric fungus constantly scans 
  the minds of those around it, projecting around itself a 
  confusing collage of images gleaned from their thoughts. 
  Creatures within 60 feet that can see the fungus must succeed 
  on a DC 14 Will save or take a –2 penalty on attack rolls while 
  looking at the fungus. This is a mind-affecting phantasm. The 
  save is Charisma-based.
  Cerebric fungi are a race of carnivorous, intelligent fungi 
  native to the distant planet Aucturn. Although they are 
  one of the lowest life forms on that world, the fungi 
  still possess an alien intellect far beyond that of most 
  terrestrial creatures. Cerebric fungi rarely leave their 
  native planet, but display great curiosity about other 
  races and species when they visit other worlds, asking 
  endless, apparently senseless, questions and engaging in 
  disturbing experiments.
  Cerebric 
  fungi 
  cannot 
  speak, 
  but 
  they 
  can 
  telepathically communicate with any intelligent 
  creature, as well as inf luence them with their mental 
  powers. However, their extraterrestrial minds are so 
  alien that communication can be extremely difficult. 
  Those few mages or scientists that have managed to 
  contact the fungi claim to have been granted great 
  wisdom and knowledge of the Dark Tapestry between 
  the stars through the sibilant mental whispers of the 
  fungi, but only at the cost of their sanity.
  Although capable of fine manipulation with their 
  prehensile filaments, cerebric fungi normally forgo the 
  use of weapons in favor of their natural attacks. They 
  apparently feed on organic life in some way, though 
  virtually nothing is known of their ecology or society, if 
  they even have one.
  
  Pathfinder Society Scenario
  18
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  System Reference Document. Copyright 2000. Wizards of 
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  Pathfinder Society Scenario 35: Voice in the Void. Copyright 
  2009, Paizo Publishing, LLC; Author: Rob McCreary.
  
  Voice in the Void
  19
  Loyal Scion of Osirion,
  The gods only know how many priceless antiquities Imrizade Blackros plundered from our lands, 
  but we know she acquired certain relics we would prefer to keep in Osirion. Of greatest interest to 
  the Ruby Prince is an aged papyrus scroll referring to “The Aucturn Enigma.” It contains ancient 
  knowledge that could grant us supremacy over our rivals. Recover the scroll from the Blackros thief 
  and return it to me.
   
  While you are there, I would have you find yet another scroll. This one is known as the 
  scroll of Ancient Pharaohs and details some early lineages of our god-kings. The only known copy is  
  said to be resting in a dirty, cobweb-ridden box somewhere in  
  the Blackros basement. Find it and I will be in your debt.
  Delectable One,
  Before our first Infernal Majestrix Abrogail I ascended to her throne, the House of 
  Thrune’s palace in Westcrown was plundered by enemy agents. One of the objects 
  taken was a statue of Mephistopheles. While the statue itself has no real value, several 
  important contracts were hidden inside the sculpture and we believe the Blackros family 
  has it. Should you come across this statue while at the museum, retrieve the documents 
  inside. Be warned, my sweet, that the scrolls are not for your eyes. I might have to pluck 
  them out myself if I discover you’ve opened them.
    
  If you happen to see my man Hodd there, he’s quite overdue on delivering to me 
  his newest report of the museum’s activities. He keeps those reports in a hollowed out 
  club that he carries as a night watchman and delivers them to me weekly. Please take the 
  club from the filthy man, then tell him he’s fired.
  Paracountess Zarta Dralneen 
  Defender of Democracy,
  Rumors flow fast and furious about the exact nature of the Blakros trade across the Inner Sea. Officially, of 
  course, everything is completely legitimate, but we have reason to believe that the Blakros family is also involved 
  in trade of a darker nature. If you can find any documents proving these allegations, they would aid our cause 
  immensely. If they can also be used to point blame at either Taldor or Qadira, so much the better. Bring any such 
  papers you find to me at once.
  My agents tell me that Imrizade returned to Absalom with a small metal container. We have suspicions of its 
  dark origins and wish to hide it far from prying eyes. If she still carries it, take it from her and return to me and 
  you will have done all of humanity a great service.
     
  In Service to Freedom,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  In Your Ancestors’ Honor,
  Amenopheus, The Sapphire Sage
  
  Pathfinder Society Scenario
  20
  Loyal Servant of the Satrap,
  The Blakros family has long engaged in cross-border trade between Qadira 
  and Taldor. While the satrap remains indifferent to the specifics of the goods 
  they carry, he is keenly interested in the trade routes they regularly use and 
  have kept a family secret for generations. Do your utmost to discover any 
  details about these smuggling routes—journals, maps, or anything similar. 
  Our agents could use this knowledge to great effect against our enemies.
  While you’re in their museum, seek the corpse of famed dwarven warrior 
  Tar Taargadth. We have reason to believe that his spined shield has a map 
  carved into its surface. Take the enclosed charcoal and unique parchment 
  provided and carefully get a rubbing of the map. Be cautious! You get one 
  chance with the paper—if you tear it or rub the map incorrectly you’ll ruin it 
  and I’ll be quite displeased.
  Warmest Regards,
  Pasha Muhlia Al-Jakri
  Agent of the Empire,
  Recently, the grave of one of the Empire’s champions, Galitian Maramaxus, 
  hero of the Fourth Army of Exploration, was plundered by Andorens and 
  sold to the highest bidder. Our agents report the remains of this mighty 
  warrior were purchased by the treasonous Blakros family and added to their 
  museum’s collection. The chronicles report that he was buried with a brooch given to him 
  by Grand Prince Tralian V. Find Maramaxus’s body and recover the brooch, so that it 
  may be returned to Taldor and put on display in Oppara’s Memorial Park to inspire new 
  generations of Taldan soldiers.
   
  Speaking of statues, we have reason to believe the powers this Blakros woman is 
  meddling with can animate inanimate objects, such as statues, and turn them into living 
  things. If you happen to find something akin to a living statue, bring me back at least ten 
  pounds of it so our sorcerers might study its properties. What a boon if Memorial Park 
  were filled with living statues, don’t you think?
   
   
   
   
   
   
   
   
  For Emperor and Empire,
    
  Baron Jacquo Dalsine
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  
     
  Cloak of resistance +1 (1,000 gp)
  Stone of alarm (2,700 gp)
  Wand of color spray (750 gp)
  Chime of opening (3,000 gp)
  Feather token (whip) (500 gp)
  Handy haversack (2,000 gp)
  Scroll of gaseous form (375 gp)
  Scroll of ghoul touch (150 gp)
  Headband of alluring charisma +2 (4,000 gp)
  Large longsword +1 (2,330 gp)
  +1 mithril shirt (2,250 gp)
  Potion of cure moderate wounds (300 gp)
  Robe of bones (2,400 gp)
  Spined shield (5,580 gp)
  Scroll of black tentacles (700 gp)
  Wand of ray of enfeeblement (750 gp)
  1–2
  Scenario 35:  
  Voice in the Void
   
  player name  
  A.K.A.
   
  Character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOlD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final pA Total
  final Xp Total
  prestige Award
  EXpERIEnCE
  Gp Gained (GM OnlY)
  pA Gained (GM OnlY)
  Start Gp
  Starting pA
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  3–4
  6–7
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  3–4
  6–7
  501
  1,251
  3,172
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 01/Scenario 1-35 Voice in the Void.pdf