TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 5–9
  Pathfinder Society Scenario #3–12
  By Jonathan H. Keith
  Wonders in the Weave, Part I: 
  Wonders in the Weave, Part I: 
  The Dog  
  Pharaoh’s Tomb
  The Dog 
  Pharaoh’s Tomb
  
  WonDers in The Weave, ParT i: 
  The Dog Pharaoh’s Tomb
  Pathfinder Society Scenario #3–12
  Author • Jonathan H. Keith
  Contributing Artist • Jeff Carlisle, Miguel RegodÓn 
  Harkness, Ben Wooten, Kevin Yan, and Kieran Yanner
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Christopher Carey
  Editorial Assistance • Judy Bauer, Jason Bulmahn,  
  Rob McCreary, Stephen Radney-MacFarland,  
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz 
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  Pathfinder Society Scenario #3–12: Wonders in the Weave, Part I: The Dog Pharaoh’s Tomb is a Pathfinder Society Scenario 
  designed for 5th- to 9th-level characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. These rules can be found 
  online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
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  paizo.com/pathfindersociety
  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 
  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.)
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  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 Scenario #3–12: Wonders in the Weave, Part I: The Dog Pharaoh’s Tomb © 2011, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, 
  the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, 
  Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  The Dog Pharaoh’s Tomb takes place entirely within the Hao 
  Jin Tapestry, the physical copy of which is sitting in a well-
  guarded vault beneath of the Grand Lodge in Absalom. The 
  tapestry contains a pocket demiplane, created by the Tian 
  sorceress Hao Jin to hold her largest and most dangerous 
  treasures. While there is at least one other connection to 
  Golarion in this scenario (as evidenced by the presence of 
  the Aspis Consortium expedition), none of the action of 
  the adventure takes place there.
  After the exploration team has surveyed a location, 
  deemed it safe, and retrieved portable and valuable items, 
  other teams of Pathfinders come in to do the heavy lifting 
  of deciphering inscriptions, disabling dangerous artifacts, 
  and other tasks requiring a specialist’s touch.
  Unbeknownst to the Society, they are not the only group 
  that has found access to the plane. The Aspis Consortium 
  has found their own way into the museum world after their 
  plans to attain the tapestry themselves failed when they 
  didn’t win the Ruby Phoenix Tournament, and now they are 
  now involved in a similar process. Unlike the Pathfinder 
  Society, the Aspis Consortium hopes to loot the plane for 
  their own benefit and their agents are much less interested 
  in protecting knowledge or cataloging their finds—the 
  Aspis mantra in the plane is “find, grab, and get out.”
  One of the first discoveries the Society diviners made 
  about the demiplane is that it has a dynamic environment. 
  Whatever magical system Hao Jin put in place to protect all 
  her treasures in their native environments failed centuries 
  ago, and the plane has been self-regulating itself since that 
  time. The plane has reached a new homeostasis, with its 
  own weather patterns and natural cycles, resulting in the 
  erosion and destruction of some treasures and making 
  others inaccessible. One such out-of-place treasure is the 
  Dog Pharaoh’s Tomb, an ancient Osirian treasure-crypt 
  originally housed by Hao Jin, appropriately, in a desert 
  on the demiplane. Over the intervening centuries a major 
  river has changed its course, turning the desert into a 
  T
  he decennial Ruby Phoenix Tournament has once 
  again come and gone, and this year the champions 
  were none other than a team of Pathfinder 
  Society agents who had assembled specifically to win the 
  esteemed fighting championship. As a prize, the victors 
  were granted access to the legendary treasure vaults of 
  the Ruby Phoenix, the incomparable sorceress Hao Jin. 
  But as agents of the Decemvirate, the Pathfinders ceded 
  their choice to a member of the Ten, who arrived and 
  selected the prize in their place. To the surprise of all 
  present, the masked Decemvirate member bypassed the 
  fabulous wealth of gold, jewels, and objects of mystical 
  power, choosing instead a single, worn tapestry—one 
  reputedly woven by the old arcanist herself, but worth 
  little outside its historical value.
  What the Decemvirate knew, however, is that the Hao 
  Jin Tapestry has a powerful hidden ability—it acts as a 
  representation of, and a portal into, a fabulous museum 
  demiplane. In this pocket universe Hao Jin kept her 
  largest, most potent, and most dangerous treasures. 
  Entire cities exist on the plane, preserved by Hao Jin’s 
  magic at the height of their glory. Artifacts and ruins 
  too large to contain in any building rest in the spacious 
  confines of the demiplane’s constraints. In short, a whole 
  world exists in the tapestry, waiting for its secrets and 
  treasures to be tapped. The Decemvirate has called 
  together many of its strongest and most loyal Pathfinders 
  to join exploration teams that will enter the tapestry, 
  chart its treasures, and arrange for them to be studied or 
  used as the Ten decree.
  The exploration teams consist of Pathfinders who can 
  be counted on to overcome any surprises the demiplane 
  can throw at them—while the Society’s diviners have 
  used their magic to glean a lot of information about the 
  world within the tapestry, this tells the Decemvirate 
  little more than where the best treasures might be 
  hidden. They have set their priority list, starting with 
  the most promising locations and working downward. 
  Since no one else has access to the plane, they assume 
  that they have time to do the job methodically—a task 
  that could easily take decades.
  WonDers in The Weave, ParT i: 
  The Dog Pharaoh’s Tomb
  By Jonathan h. Keith
  
  Aram Zey
  PATHFINDER SOCIETY SCENARIO
  4
  dank marsh. The tomb now rests amid the stagnant water 
  of the great bog.
  Much of the truth behind the legend of the so-called 
  Dog Pharaoh remains lost to time, and the Pathfinder 
  Society eagerly hopes to discover who he was and why so 
  few records of his rule have survived to the present 
  day. Having unexpectedly found the tomb here 
  in Hao Jin’s demiplane, the Decemvirate has 
  marked it as one of the first targets for the 
  exploration teams. Handicapped by the 
  extremely limited overview of conditions 
  in the demiplane, the Decemvirate isn’t 
  yet aware that the tomb is moldering in a 
  swamp rather than the expected desert. To 
  further complicate the mission, the Aspis 
  Consortium has discovered the tomb as 
  well, aided by a local tribe of lizardfolk 
  they have subjugated by holding their 
  young hostage. The Aspis agents have 
  demanded the lizardfolk help them 
  strip the tomb of all wealth despite 
  the natives’ superstitions against the 
  location’s supposed curses.
  SUMMARY
  The PCs are among the first exploration parties sent into 
  the Hao Jin Tapestry. Their mission is to scout out the Dog 
  Pharaoh’s Tomb, springing the traps and defeating any 
  guardians or unexpected inhabitants as well as bringing 
  out any valuables and items of special merit.
  The PCs are not the first treasure-hunters to breach 
  the front entrance to the tomb. An ancient Osirian 
  tomb-robber made his way in, successfully opening the 
  front door before falling to his death through a pit trap 
  further inside.
  To reach the treasure room of the tomb, the party must 
  pass through a gauntlet of traps, puzzles, decoys and 
  undead minions designed to keep out intruders, as well 
  as creatures and obstacles introduced by the encroaching 
  swamp. When the party reaches the treasure room where 
  the Dog Pharaoh’s treasures should be, they find it 
  already ransacked, with a number of lizardfolk hauling 
  the last of the hoard out through an underwater tunnel 
  into the greater swamp beyond the tomb’s walls. Whether 
  the PCs kill or befriend the lizardfolk, they can use the 
  watery tunnel to exit the tomb and confront the Aspis 
  Consortium agent responsible for looting the burial 
  ground before them.
  GETTING STARTED
  Read the following to get the adventure underway.
  Deep beneath the Pathfinder Society’s headquarters in 
  Absalom’s Grand Lodge, an otherwise austere stone chamber 
  now teems with activity, as Pathfinder scholars scamper across 
  several levels of wooden scaffolding surrounding a large 
  tapestry laid out in the center of the floor. Some examine the 
  five-by-seven foot tapestry with magnifying glasses 
  or magical lenses, while others work diligently at 
  small work desks, consulting ancient tomes and 
  performing complex arcane mathematics. From 
  the crowd steps the Master of Spells, Aram Zey, 
  who motions to a relatively clear and quiet 
  corner of the room. Arriving in the corner, he 
  speaks in a hushed voice.
  “I am very busy, Pathfinders, so I’ll keep 
  this short. Before you lies the mythical Hao 
  Jin Tapestry, the result of all our efforts to win 
  the Ruby Phoenix Tournament in Goka this 
  year. I know it looks like a ragged piece of 
  abstractly woven cloth, but Pathfinders of your 
  experience should know that looks can be 
  deceiving. Within that rag lies an entire 
  world, a demiplane created by the sorceress 
  Hao Jin to hold the most massive and dangerous exhibits in her 
  world-renowned collection of wonders. In addition to housing 
  the extraplanar museum, the tapestry also acts as the sole 
  portal into that wondrous world. And now it is ours to explore 
  and research as much as we want with no risk of interference.
  “My scholars have been hard at work analyzing the tapestry 
  itself, and the Society’s diviners have located a number of 
  treasures within the demiplane that we want investigated 
  firsthand. Among them is the long-lost Dog Pharaoh’s Tomb, 
  for which we’ve been searching for decades. It turns out the 
  deserts of Osirion were the wrong place to look. Hao Jin moved 
  it into the tapestry a thousand years ago!
  “Your mission is to explore the tomb and recover any 
  treasures you might find particularly valuable from the Dog 
  Pharaoh’s doubtlessly substantial horde. Along the way, keep an 
  eye out for any information on the Dog Pharaoh’s life, as details 
  on him beyond his name are scarce. If you are successful, this 
  could be among the most significant finds in recent Pathfinder 
  history, so don’t disappoint me.
  “Any questions before you go into the tapestry?”
  Before heading into the Hao Jin Tapestry, allow the 
  PCs an opportunity to ask any questions they wish of 
  Aram Zey and the other scholars working on the project. 
  If they ask about the tapestry itself, you may share the 
  information in the Hao Jin Tapestry sidebar on page 5.
  Who was the Dog Pharaoh? “Little is known of the Dog 
  Pharaoh, aside from his epithet and rumors of a tomb 
  complex in the Sahure Waste. We now know that tomb 
  wasn’t lost to the sands, but taken whole cloth by Hao Jin 
  to add to her collection. The Dog Pharaoh was involved 
  
  THE HAO JIN TAPESTRY
  The Hao Jin Tapestry is a centuries-old tapestry, measuring 
  5 feet by 7 feet. It is dirty and quite worn around the 
  edges, though careful examination shows the wear to 
  be structurally stable—the tapestry is in no danger of 
  unraveling, and may have been woven that way on purpose 
  to deter potential thieves. The patterns of the tapestry are 
  highly abstract with lines, shapes, and patterns in a variety 
  of colors, none of which are attractive on their own or in 
  conjunction with each other.
  The Society scholars laboring to understand the tapestry 
  have determined that the seemingly abstract features of 
  the tapestry correspond with the actual features of the 
  demiplane held within it. Those who enter the plane 
  determine where they appear inside by which point on the 
  tapestry they are touching when they speak the command 
  words that activate it. The tapestry was meant to hang on 
  a wall, but the scholars have it laid out on a low table just 
  off the floor in the room for reasons having to do with 
  preservation and stability. Exploration teams have set an 
  elaborate scaffold over the table so that they can reach 
  down and touch the tapestry in the correct place without 
  accidentally brushing up against the edges.
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  5
  have been grinding away at its foundations for centuries. 
  What must have been an impressive wooden door has rotted 
  away to the point of nonexistence. Only giant rusted hinges 
  show that it once covered the dark entrance to the tomb. Mere 
  hints of intricately carved pillars and false arcades are barely 
  visible underneath the moss, creepers, and mildew that now 
  cover the structure. Two fetishes flank the tomb’s entrance, 
  each the skin of a fox or small wolf stretched over the flayed 
  fork of lashed bones and painted in strange pigments, topped 
  off with reptilian skulls carved with illegible writing.
  The tomb is in the ancient Osirian style but falls far 
  short of a great pyramid in terms of size. The tomb is 
  fairly small—merely 40 feet tall, 100 feet wide, and 200 
  feet long. It is ornately carved on the outside and highly 
  decorated on the inside, all in a style a PC could pinpoint 
  as being from approximately –2800 ar with a DC 20 
  Knowledge (engineering) check. The centuries spent in 
  the swampy damp have been unkind to the tomb. Most 
  of the external carvings have been worn away by the 
  elements or covered by the local plant life. The interior 
  decorations are in better shape, though often covered 
  by mildew or water-stains. Friezes and frescos that were 
  brightly colored are now quite faded, and PCs must stand 
  within 5 feet of them to make out their contents. Interior 
  stonework hasn’t suffered the erosion of the outside and 
  is still as sharp as when it was carved. Throughout the 
  in a power struggle with a rival pharaoh, who eventually 
  prevailed, and erased all records of his foe from the annals 
  of history, replacing his chosen name with that of the 
  “Dog Pharaoh.” Hopefully his tomb will present you more 
  information about him than his victor’s slander.”
  How do we get back from the tapestry demiplane 
  when we’re done exploring? “Our analysis indicates that 
  a creature entering the tapestry leaves a planar eddy 
  in its wake, which should be visible and usable only by 
  that creature as long as it remains alive. So return to the 
  location of your arrival and you should know what to do.”
  Can you tell us anything more about the demiplane? 
  “Only that it was created by the Ruby Phoenix Hao 
  Jin hundreds of years ago to store her most treasured 
  artifacts and those too large to keep in her vaults here 
  on the Material Plane. It should feel just like Golarion 
  in all ways, save that you won’t actually be on Golarion 
  at all. But it was intended to keep her wonders in their 
  natural habitats, so that should say something about the 
  environments within.”
  When the party is ready to proceed, Aram Zey escorts 
  them one by one onto the scaffold and instructs them to 
  place their finger just to the left of a beige chevron design 
  in the tapestry’s weave. Upon uttering a trigger word 
  provided by the Master of Spells, each PC disappears 
  from the Material Plane, whisked into the tapestry, and 
  Aram Zey turns to the next PC to repeat the process.
  Each PC arrives in Hao Jin’s demiplane instantaneously 
  upon uttering the command word while touching the 
  tapestry, and finds himself in a foot of cold, brackish, 
  standing water. The air is oppressively humid and smells 
  of decay and death. Behind each arriving creature floats 
  a 2-foot-diameter sphere of pulsing blue light, each 
  visible only by the creature whose journey to the tapestry 
  created it. A creature stepping into its own extraplanar 
  eddy is shifted back to the Material Plane, to the same 
  place it traveled from. If that space is occupied by another 
  creature, the teleported creature appears in the nearest 
  unoccupied square. Should a PC return to the Grand 
  Lodge, Aram Zey gives him a stern look and emphasizes 
  that this is a serious mission, and shuttling back and 
  forth between the Material Plane and the tapestry is 
  wasting everyone’s time.
  THE DOG PHARAOH’S TOMB
  The PCs arrive in Hao Jin’s realm a quarter-mile south 
  of their target, the Dog Pharaoh’s Tomb, which they can 
  see rising from the mire without the need for Perception 
  checks. As they approach, read the following to set the scene.
  A grimy sandstone building rises from the swampy water, 
  hemmed in by mossy, drooping trees whose roots look to 
  
  PATHFINDER SOCIETY SCENARIO
  6
  tomb, ceilings are 30 feet tall, with square doorways 10 
  feet tall and 10 feet wide. Where they aren’t covered in 
  water, floors in the tomb are scummy and slick.
  A DC 15 Knowledge (local) check allows a PC to 
  recognize the bone fetishes as lizardfolk wards meant 
  to warn of a curse and keep evil restrained within. The 
  fetishes are the result of mere superstition and have no 
  magical powers or effects other than psychological ones.
  Mission Notes: Taldor faction PCs may complete 
  their faction mission at any time while inside the Dog 
  Pharaoh’s Tomb, by placing the note given to them by 
  their faction leader in a safe, dry place without being 
  detected. As long as no PCs of another faction see the 
  Taldor faction member place the note, even if such a PC 
  locates it later while exploring the tomb, Taldor faction 
  PCs earn 1 Prestige Point.
  A1. The Entry Hall (CR 6 or CR 9)
  This cubic chamber is full of stagnant swamp water to a height 
  of a foot and a half. The walls are shallowly carved with a 
  complex Osirian motif, with hundreds of ancient pictograms 
  overlapping in an intricate pattern, the outlines of which can 
  barely be made out under the grime. A door in the north 
  wall is decorated with a scene in bas-relief: a jackal-headed 
  man holding two matching kukris, around whom a throng of 
  bestial warriors bow. There is no obvious mechanism to open 
  the door, but there is a gap between it and the wall as if it is 
  being held partially open. Water sluggishly trickles through 
  the gap, flowing deeper into the tomb. Empty doorways open 
  into two rooms to the east and west.
  The standing water and algae-covered stone floor make 
  all squares in this room slippery, requiring 2 squares of 
  movement to move through unless a creature succeeds at 
  a DC 15 Acrobatics check to keep its balance as it moves 
  at full speed. A creature failing its save by 5 or more 
  falls prone; otherwise, a failed check simply restricts a 
  creature to half movement. A search of the water where 
  the door is held open reveals a small statue of a humanoid 
  resembling the jackal-headed man on the bas-relief, in 
  the same pose and holding two similar kukris.
  With a successful DC 15 Perception check, a PC notices 
  that a portion of the bas-relief is strangely indented, 
  in a way that does not fit the rest of the sculpture. The 
  indentation is a lock that matches the bottom of the 
  statue propping open the door as well as the bases of the 
  statues in A2. Inserting any of the incorrect statues (any 
  in area A2) has no effect, as the door has already been 
  unlocked and the trap here bypassed. 
  The correct statue is the very one holding the door 
  open, left there by an ancient tomb robber who had 
  already used it to get through. The door can be fully 
  opened by inserting that statue into the lock, but it stays 
  open for only 1 minute before slowly closing over the 
  course of 3 rounds. The door can be propped open with 
  a strong bone or stick, or any of the statues, including 
  the one used to open it. Without using the key statue, a 
  PC can open the door fully with a DC 20 Strength check. 
  There is no handle or opening mechanism on the other 
  side of the door; the tomb was designed to be entered but 
  not exited.
  Creatures: While there are no creatures in this room 
  when the PCs arrive, the shambling mound in area A3 
  may move here and attack if the PCs attract its attention. 
  Note that the shocker lizards in area A3 do not move 
  from their nest, and only the shambling mound may be 
  encountered here.
  Trap: In the middle of the room, hidden by the water, is 
  a pit trap that drops into area A6. The tile collapses when 
  the first creature steps onto one of the affected squares.
  Subtier 5–6 (CR 6)
  Poisoned Pit Trap 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect 30-ft.-deep pit (3d6 falling damage); pit spikes (Atk 
  +10 melee, 1d4 spikes per target for 1d4+2 damage each 
  plus poison [large scorpion venom]); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Subtier 8–9 (CR 9)
  Poisoned Pit Trap 
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset none
  Effect 30-ft.-deep pit (3d6 falling damage); pit spikes (Atk 
  +15 melee, 1d4 spikes per target for 1d4+2 damage each 
  plus poison [large scorpion venom]); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Development: If the PCs trigger the pit trap, the water 
  on this level rushes down into the pit, leaving a small 
  stream from the outside the tomb flowing into the pit; 
  consequently, the rest of the rooms on this level (A2 and 
  A3) comparatively dry, thus eliminating the penalty 
  to movement due to the standing water. If the door is 
  opened without the pit trap being tripped, the stairway 
  beyond becomes a river of water rushing down into the 
  hole in the stairway, which acts as a bull rush combat 
  maneuver attempt on all PCs in the room (Subtier 5–6: 
  CMB +11; Subtier 8–9: CMB +15), knocking them prone 
  and pushing them 5 feet toward the hole in the stairwell 
  
  The Dog Pharaoh’s Tomb
  1 square = 5 feet
  A1
  T
  T
  T
  T
  A4
  A5
  A7
  S
  S
  A8
  A9
  B1
  A6
  A2
  A3
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  7
  
  PATHFINDER SOCIETY SCENARIO
  8
  (and the spiked pit below) plus an additional 5 feet per 
  every 5 points by which the check beats each PC’s CMD.
  Mission Notes: Grand Lodge Pathfinders must make 
  sure that the pit trap (along with the other three traps in 
  the tomb) is either sprung or disabled in order to earn 1 
  Prestige Point at the scenario’s conclusion.
  A2. The Statue Room
  This twenty-foot-square room is home to a foot and a half of 
  stagnant water that covers everything but a wide shelf on the 
  east wall. That shelf contains a score of fifteen-inch-tall statues 
  carved of shiny white stone, each of jackal-headed humanoids 
  in different poses and holding different accoutrements. 
  Ancient Osiriani hieroglyphs and jagged sigils cover the walls, in 
  jarring contrast to each other.
  The bases of the statues in this room are all the same 
  size and shape as the lock in the entry hall door in A1. 
  None of the statues present in this room unlock the 
  door, however, as the correct key was used to open it ages 
  ago and now holds the portal open by being wedged in 
  the doorjamb.
  A PC fluent in Ancient Osiriani or a PC succeeding 
  at a DC 25 Linguistics check can read the Ancient 
  Osiriani hieroglyphs on the walls; a PC who speaks 
  modern Osiriani receives a +5 bonus on this check. 
  The pictograms recount the rise to power of the Dog 
  Pharaoh, referring to him as the Jackal Pharaoh, and a 
  conflict between himself and a rival pharaoh known as 
  the Illumined Pharaoh. At the time of the engraving, 
  their conflict had apparently not been resolved, and 
  several references to ongoing feuding persist among the 
  historical accounting. 
  The jagged symbols are Abyssal characters which speak 
  of the Jackal Pharaoh’s armies of gnolls, jackalweres and 
  yaenit demons, and the characters can be deciphered by 
  nonfluent PCs with a DC 30 Linguistics check.
  Treasure: The alabaster statues of the Dog Pharaoh 
  are highly valuable as both historical artifacts and art 
  objects. As a set, the lot of them would sell for 1,500 gp.
  Mission Notes: Lantern Lodge faction PCs may make a 
  DC 20 Appraise check to notice that one of the alabaster 
  statues is one crafted from white jade, appearing nearly 
  identical to the rest. This is the Tian gift indicated in Amara 
  Li’s missive, and if a Lantern Lodge faction PC retrieves it, 
  all members of the faction earn 1 Prestige Point.
  Osirion faction PCs should be interested in deciphering 
  the Dog Pharaoh’s self-given name—the Jackal Pharaoh—
  from the carvings on the wall here. Those who translate 
  the writings can recognize the Illumined Pharaoh’s 
  name and with a DC 20 Knowledge (history) check can 
  recall that she rose to power after defeating “a rival 
  cur.” Piecing together that the Dog Pharaoh earned his 
  sobriquet after he was defeated by the Illumined Pharaoh 
  as a bit of revisionist history on the victor’s part earns 
  each member of the Osirion faction 1 Prestige Point.
  Silver Crusade faction PCs should be interested in 
  the Illumined Pharaoh’s identity as revealed in the 
  historical accounts here. As long as they can decipher 
  the hieroglyphics here, they can identify the Illumined 
  Pharaoh as the Dog Pharaoh’s rival, and with a DC 
  10 Knowledge (religion) check, they recognize veiled 
  references to her worship of Sarenrae among the 
  slanderous descriptions of her. Locating this information 
  constitutes half the Silver Crusade’s faction mission, and 
  in conjunction with the mission in area A9, earns faction 
  members 1 Prestige Point.
  Rewards: If the Pathfinders collect all the Dog Pharaoh 
  statue keys, award each PC 250 gp in both subtiers.
  A3. The Frieze Room (CR 7 or CR 10)
  Piles of slimy refuse fill the corners of this room, with a foot of 
  swamp muck with stagnant water in between. A once-grand 
  frieze dominates the west wall, its vibrant colors now faded. In 
  it, a jackal-headed man rides a dark chariot pulled by horse-
  sized dogs, at the head of an army of gnolls and dire hyenas. 
  Before him, a radiant ankh is engulfed in black flames.
  Creatures: This room is home to a shambling mound 
  and some shocker lizards who nest in the creature’s refuse 
  and subsist on the leftovers of its generally larger prey. If 
  the shambling mound did not detect the PCs earlier, it 
  attacks as soon as the first PC moves into this room. The 
  shocker lizards are less brazen, and when they feel their 
  territory is being invaded, they panic, releasing their 
  combined shock effect, which acts as both an attack on 
  the PCs and an augmentation for the shambling mound.
  Subtier 5–6 (CR 7)
  Shambling Mound 
  CR 6
  hp 67 (Pathfinder RPG Bestiary 246)
  Shocker Lizards (2) 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 248)
  Subtier 8–9 (CR 10)
  Shambling Mound 
  CR 8
  Advanced shambling mound (Pathfinder RPG Bestiary 246, 294)
  N Large plant
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +19
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  9
  walls and the faint outline of a 10-foot-tall doorway in 
  the center of the northern wall. 
  Creatures: Lurking beneath the surface of the water are 
  several leech swarms that attack if the party disturbs the 
  water. Draining the chamber by triggering either trap 
  sucks the leeches into area A6, where they drain through 
  the grates into the larger swamp surrounding the tomb.
  Subtier 5–6 (CR 7)
  Leech Swarm 
  CR 4
  hp 19 (Pathfinder RPG Bestiary 187)
  Subtier 8–9 (CR 10)
  Leech Swarms (4) 
  CR 4
  hp 19 (Pathfinder RPG Bestiary 187)
  Traps: Two pit trap tiles exist in the floor of this 
  chamber. It is difficult to trip them while the room is full 
  of water, though a long enough stick or spear might do the 
  trick. If the PCs trip one of the traps, the water in the room 
  quickly drains through the hole in the floor and down the 
  grate in A6. In Subtier 8–9, a patch of yellow mold has 
  taken hold in the center of the spikes in the northern trap 
  in this room. Should a PC trigger the trap and fall on the 
  spikes, the yellow mold bursts, covering all four squares 
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 95 (10d8+50)
  Fort +12, Ref +7, Will +7
  Immune electricity, plant traits; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slam +14 (2d6+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+10)
  STATISTICS
  Str 25, Dex 14, Con 21, Int 11, Wis 14, Cha 13
  Base Atk +7; CMB +15 (+19 grapple); CMD 27
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (slam)
  Skills Perception +19, Stealth +15 (+23 in swamps or forests), 
  Swim +15; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  Shocker Lizards (6) 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 248)
  A4. The Puzzle Room (CR 7 or CR 10)
  A 10-foot-wide stairway descends 20 feet before vanishing 
  into swampy water. Ten feet from the top of the stairs, a 
  10-foot-wide hole gapes, water trickling over its edge and 
  falling into darkness. This hole used to be a covered pit 
  trap and drops 20 feet to area A6. Any PC falling down 
  this hole takes 2d6 points of falling damage and lands on 
  the spiked pit below (+10 attack; 1d4 spikes per target for 
  1d4+2 points of damage each). The stairway opens into a 
  large chamber.
  The stairway descends into stagnant, murky water. The 
  north wall features two fifteen-foot-tall mosaics 
  of the Dog Pharaoh flanking a series of smaller 
  hieroglyphs arranged in rows and columns. The 
  east and west walls give glimpses of the top half 
  of faded and water-stained frescos depicting 
  pleasure slaves and vast wealth in a desert 
  oasis paradise.
  The water in this room is 10 feet deep 
  and too dark and murky too see through 
  to the floor. While there are no visible exits 
  from the room aside from the stairway to A1, 
  the north wall contains a puzzle that, when 
  solved, opens a submerged door to A5. 
  Should the PCs activate either of the pit 
  traps in this room, the water drains out, 
  exposing the frescoes on the east and west 
  
  PATHFINDER SOCIETY SCENARIO
  10
  of the pit and affecting all creatures in the 10-foot area, as 
  normal (see page 416 of the Pathfinder RPG Core Rulebook).
  Any creature swimming in the room when either trap 
  triggers may make a DC 15 Swim check to avoid being pulled 
  with the draining water onto the spikes below, replacing the 
  Reflex save normally required to avoid the trap.
  Spiked Pit Trap 
  CR 4
  Type mechanical; Perception DC 15; Disable Device DC 15
  EFFECTS
  Trigger location; Reset none
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 15 
  Reflex save avoids; multiple targets (all targets in a 10-ft.-
  square area if no water present, or all targets in the water if 
  the room is flooded)
  Development: Whether or not the PCs drain the room, 
  they can see a series of Ancient Osiriani hieroglyphs on 
  the north wall of the chamber, between the two images of 
  the Dog Pharaoh. The images above the waterline are as 
  follows (also presented in Handout #1 on page 22):
   Translated: 2 + 4 = 6 
  Translated: 8 – 1 = 7
   Translated: 5 × 2 = 10 
  Translated: 9 ÷ 3 = 3
  Under the waterline, visible only after the room is 
  drained, is the outline of a 10-foot-square door in the 
  stone wall, with the following hieroglyphs carved into its 
  algae-covered surface (also presented in Handout #2 on 
  page 23):
  Translated:  8 + 2 = 
  1 2 3 4 5  
  6 7 8 9 10
  Translated: 7 – 1 =
  1 2 3 4 5 
  6 7 8 9 10
  Translated: 3 × 3 =
  1 2 3 4 5 
  6 7 8 9 10
  Translated: 8 ÷ 2 =
  1 2 3 4 5 
  6 7 8 9 10
  A PC that speaks Osiriani or Ancient Osiriani can instantly 
  recognize five of the symbols as representing mathematical 
  functions (addition, subtraction, multiplication, division, 
  and equal, respectively). Characters not fluent in any form 
  of Osiriani may make a DC 15 Linguistics check to uncover 
  the symbols’ meaning:
   
  +   
  – 
  × 
  ÷ 
  =
  The other glyphs each represent a number between 1 
  and 10, but none are symbols that were used in Ancient 
  Osiriani or are currently used in the modern Osiriani 
  tongue. A PC who speaks either language may make a 
  DC 15 Linguistics check to decipher them, any PC may 
  make a DC 15 Intelligence check to figure them out, 
  or the players may use the sample equations above 
  the waterline to determine what number each symbol 
  represents. They are, from 1 to 10:
   
  1 
  2 
  3 
  4 
  5 
   
  6 
  7 
  8 
  9 
  10
  Once the PCs have deciphered the 15 symbols, they 
  may activate the door’s key, which is little more than an 
  elaborate combination lock. For each equation within the 
  frame of the door, the correct answer must be pressed, 
  insetting the glyph tile an inch into the wall. Pressing 
  a glyph a second time resets it to its original position. If 
  all four correct tiles (10, 6, 9, 4) are inset at the same time, 
  the door slides open, revealing a stairway up on the other 
  side, leading to A5.
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  11
  A6. Lower Corridor
  Water drips and cascades constantly from holes in the low 
  ceiling of this corridor. Metal grates topped with rusted spikes 
  periodically pierce the floor at uneven intervals.
  This is a 10-foot-wide corridor with 7-foot-high ceilings 
  that follows north under the main corridor and then 
  branches west, which contains the spikes at the bottom of 
  each pit trap in areas A1, A4, and A5. The spikes are affixed 
  to grates that allow water to flow through, so the lower 
  corridor never floods due to water falling from above. 
  From below, adventurers can easily trip any of the pit traps 
  with a long stick or bone, which could be useful in terms 
  of draining the water from A4. 
  The PCs can enter this corridor through any of 
  the traps, either by tripping any of the intact pit traps 
  or climbing down the hole in the stairway between 
  A1 and A4. The PCs can use the corridor to drain the 
  Puzzle Room by tripping either of the pit traps in that 
  room from underneath (and thus allowing the water to 
  cascade down through the grates). Opening a trap door 
  from below requires a DC 20 Disable Device check or a 
  DC 18 Strength check, and the character opening them 
  must have some means by which he can reach the doors, 
  some as high as 30 feet above the corridor floor (see trap 
  descriptions for falling distances).
  The spikes beneath the hole in the stairs support what 
  remains of a truly ancient corpse. Most of its clothing 
  has rotted away, and the body is largely a conglomeration 
  of bones held together by a husk of former armor. A pile 
  of mush that was once a backpack still houses an ancient 
  adventurer’s kit—torches, a glass vial, and a coil of rope 
  that seems to have withstood the millennia in good 
  order. A DC 20 Knowledge (history) check identifies what 
  clothing remains as being of ancient Osirian design.
  The next two pit traps, those below area A4, are 
  dripping, the first with a slow drip and the second 
  with a steady but light cascade of water. When either is 
  broken open, a cascade of water and leeches rains down 
  for a minute while the chamber above drains, filling the 
  corridor below with 4 feet of water. After that, the flood is 
  reduced to a slow drip, and the water level in the corridor 
  subsides as the water drains through the grates.
  Treasure: Among the bones of the corpse below the 
  stairs lie a rope of climbing and a potion of heroism.
  Mission Notes: Shadow Lodge faction PCs will likely 
  want to plant the wayfinder on this corpse to make it appear 
  as though it is the body of a Pathfinder. Doing so requires 
  a Sleight of Hand check opposed by any fellow PCs of 
  other factions who may be able to see them doing so. As 
  long as they can plant the wayfinder without being seen, all 
  members of the Shadow Lodge faction earn 1 Prestige Point.
  Alternatively, the PCs can bypass the combination with 
  a DC 30 Disable Device check in Subtier 5–6 or a DC 35 
  Disable Device check in Subtier 8–9.
  Mission Notes: Grand Lodge faction PCs must spring 
  or disable the two pit traps in this room in order to earn 
  1 Prestige Point at the scenario’s conclusion.
  A5. Forked Path (CR 6 or CR 9)
  A short stairway leads up to the center of a hallway with 
  identical doors at either end. The floor here is barely damp. 
  Each doorway features a simple stone handle. On the passage’s 
  northern wall are two figures in bas-relief: to the west, a 
  human man holding an ankh in one hand and a khopesh in 
  the other; to the east, a jackal-headed man double-wielding 
  twin kukris.
  The puzzle door in A4 opens to a 20-foot-long stairway 
  that rises 10 feet to a perpendicular hallway with a 
  doorway at each end. The carvings on the passage’s 
  north wall indicate the correct direction. Should the PCs 
  choose the east door, they find it locked but untrapped, 
  and passable with either a DC 20 Disable Device check or 
  a DC 18 Strength check. The western door is a decoy, and 
  even were the fake doors opened on their false hinges, 
  only a solid stone wall exists on the other side.
  Traps: The spiked pit trap in front of the false door at 
  the west end of the passage is different from the other pit 
  traps in the tomb. It isn’t triggered until someone tries 
  to open the door or tampers with its false lock, at which 
  point it triggers as normal.
  Subtier 5–6 (CR 6)
  Poisoned Pit Trap 
    
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d4+2 damage each plus 
  poison [giant wasp poison]); DC 20 Reflex avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  Subtier 8–9 (CR 9)
  Poisoned Pit Trap 
    
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset none
  Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d4+2 damage each plus 
  poison [shadow essence]); DC 25 Reflex avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  
  OPTIONAL ENCOUNTER
  The encounter in area A9 is optional. If there is less than 
  1 hour remaining to complete the scenario, remove the 
  lizardfolk from the room and allow the PCs to discover 
  a pile of treasure under the water near the exit tunnel 
  awaiting transport out of the tomb when the Muckmouth 
  warriors complete their current trip back to the Aspis base 
  camp. This wealth should constitute the same wealth they 
  would receive for defeating or befriending the lizardfolk if 
  the encounter is run as normal.
  PATHFINDER SOCIETY SCENARIO
  12
  Rewards: If the PCs find the treasure on the ancient 
  corpse, award each PC in both subtiers 312 gp.
  A7. False Treasury
  Brilliant treasure fills this room. From every angle, gold, silver, 
  and myriad gems catch the light. While the floor is a soupy 
  morass and mold grows up the walls, the Dog Pharaoh’s 
  treasures sit atop shelves untouched by the grime below. An 
  ornate sarcophagus lies on a dais at the far end of the room, 
  mold growing up its sides.
  At first glace, this room appears to be a treasure 
  chamber, but a DC 15 Appraise check or DC 20 Perception 
  check reveals that the treasures are nothing but replicas of 
  real treasure, false prizes apparently intended to deceive 
  looters. Gems are cleverly cut glass, gold is pyrite, and 
  everything else is of the same quality one might find 
  in any Sothis curio shop. A PC who makes a DC 20 
  Perception check notices that the mold on the south wall 
  of the room has grown in an unusually linear pattern. 
  Close inspection reveals a secret door leading to A8, 
  counterweighted to slide open with a firm push.
  Treasure: The fake treasures in this chamber are 
  only worth around 150 gp if collected in full, though 
  they are heavy and cumbersome and would require an 
  extradimensional space for transporting them or the 
  strong backs of a dozen porters. The treasure takes up 50 
  cubic feet of area and weighs 600 pounds.
  Mission Notes: Qadira faction PCs can take one of the 
  beautiful and undoubtedly ancient items from this room 
  to fulfill their mission requirement. It takes a DC 20 
  Appraise check or DC 25 Perception check to find an item 
  that will withstand the scrutiny of al’Hakam’s daughter, 
  Alinzia. Locating such an item earns all members of the 
  Qadira faction 1 Prestige Point.
  Rewards: If the PCs collect all the false treasure here, 
  award each PC in either subtier 25 gp.
  A8. The Mummy Corridor (CR 6 or 
  CR 9)
  This long, dank hallway contains three sarcophagi arranged 
  down the center of the floor. The floor, walls, ceiling and the 
  sarcophagi themselves are completely covered with a layer of 
  dull brown fuzz. A door in the eastern wall at the south end of 
  the room provides the only exit aside from the secret door to 
  the north. The air here is unnaturally cold.
  Three sarcophagi line the middle of this corridor. The 
  sarcophagi and walls of this corridor are covered with 
  harmless mold, but even if the mold is wiped away, there 
  is nothing of interest to be discerned from the ancient 
  carvings. The door at the southern end of the corridor is 
  unlocked and leads to area A9.
  Creatures: The sarcophagi here are the homes of undead 
  mummies that, over the damp years, have developed a 
  useful brown mold infestation. These moldy mummies 
  look like regular specimens of Osirian’s preserved dead, 
  but are covered with a thick carpet of brown mold, except 
  where their eyes glow a baleful red. The mummies awake 
  and rise from their sarcophagi when any creature comes 
  within 10 feet of them.
  Until the brown mold on each mummy is eliminated 
  (by any form of cold damage), all living creatures adjacent 
  to one of the creatures take 3d6 points of nonlethal cold 
  damage as if the mummy’s square contained a patch of 
  brown mold. Should any source of fire come within 5 
  feet of the brown mold on a mummy, the mold grows in 
  size, leaving a patch in the mummy’s square that remains 
  even if the creature moves away. Brown mold patches left 
  behind in such a manner function as normal patches 
  of brown mold (see page 416 of the Pathfinder RPG Core 
  Rulebook for complete rules on brown mold).
  Subtier 5–6 (CR 6)
  Mummy 
    
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210)
  Subtier 8–9 (CR 9)
  Mummies (3) 
    
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210)
  Treasure: Each of the three mummies in this corridor, 
  undead or just dead, is buried in the high style of Ancient 
  Osirion, with the most valuable possessions owned in 
  life. In Subtier 5–6, each mummy wears 550 gp in ancient 
  jewelry and one bears a phylactery of faithfulness upon its 
  brow. In Subtier 8–9 the phylactery is instead a phylactery 
  of positive channeling.
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  13
  tomb and give them a report of Gerban Lanier’s abilities 
  and location in B1. If the PCs attack the lizardfolk, one of 
  them swims through the tunnel to warn Lanier and the 
  other lizardfolk in B1 of the impending threat.
  Subtier 5–6 (CR 7)
  Muckmouth Warriors (4) 
  CR 3
  Lizardfolk warrior 4 (Pathfinder RPG Bestiary 195)
  N Medium humanoid (reptilian)
  Init +0; Senses Perception +2
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+2 armor, +5 natural) hp 41 each 
  (6 HD; 2d8+4d10+10)
  Fort +9, Ref +2, Will +2
  OFFENSE
  Speed 30 ft., swim 15 ft.
  Melee mwk morningstar +9 (1d8+2), bite +5 (1d6+2) or
  claw +7 (1d4+2), bite +7 (1d6+2)
  Ranged javelin +5 (1d6+2)
  STATISTICS
  Str 14, Dex 10, Con 13, Int 9, Wis 10, Cha 10
  Base Atk +5; CMB +7; CMD 17
  Feats Multiattack, Stealthy, Weapon Focus (morningstar)
  Skills Acrobatics +6, Escape Artist +2, Perception +2, Stealth 
  +2, Swim +15
  Languages Draconic
  SQ hold breath
  Combat Gear potion of cure light wounds; Other Gear 
  masterwork leather armor, javelins (3), masterwork 
  morningstar, cloak of resistance +1
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  Subtier 8–9 (CR 10)
  Muckmouth Warriors (4) 
  CR 6 
  Lizardfolk fighter 5 (Pathfinder RPG Bestiary 195)
  N Medium humanoid (reptilian)
  Init +2; Senses Perception +4
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+2 armor, +2 Dex, +5 natural, 
  +2 shield)
  hp 62 each (7 HD; 2d8+5d10+26)
  Fort +9, Ref +3, Will +1; +1 vs. fear, 
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft., swim 15 ft.
  Melee +1 morningstar +12/+7 (1d8+5), bite +7 (1d6+3) or
  claw +9 (1d4+3), bite +9 (1d6+3)
  Ranged javelin +8/+3 (1d6+3)
  Rewards: If the PCs loot the mummies’ bodies, award 
  each subtier thusly:
  Subtier 5–6:
  Give each player 358 gp.
  Subtier 8–9:
  Give each player 1,191 gp.
  A9. Burial Chamber (CR 7 or CR 10)
  This chamber was once the equal to the fake treasure 
  chamber in true grandeur, but the marshy environment 
  has done its work well—the tops of the treasure shelves 
  are mere islands in the stagnant water. Most of the shelves 
  are empty, with only a few treasures remaining. The grand, 
  rune-covered sarcophagus of the Dog Pharaoh lies open on 
  its dais.
  This room is partially flooded, the water level 
  reaching the tops of the treasure shelves and making 
  the room into a series of islands surrounded by 5-foot-
  deep swamp water. Warriors from a nearby Muckmouth 
  tribe of lizardfolk, coerced into working for the Aspis 
  Consortium agents who first invaded their territory, 
  have removed most of the treasure here, leaving only a 
  handful of items on the bare shelves sticking up through 
  the murky water. Each remaining item is marked with a 
  red chalk “X,” indicating that it is cursed and shouldn’t 
  be tampered with.
  The central dais features an ornate sarcophagus, 
  laid open to reveal the mummified remains of the Dog 
  Pharaoh, with his head torn off (presumably to get at the 
  Canid Carcanet around his neck).
  Creatures: The Muckmouth warriors looting the tomb, 
  hearing the sound of combat in area A8, have crouched in 
  the water, awaiting an oncoming attack from what they 
  assume to be the tomb’s guardians. While submerged in 
  the water, only their eyes sticking out above the surface, 
  the lizardfolk receive a +8 circumstance bonus on Stealth 
  checks to avoid being seen.
  The lizardfolk are wary of the PCs, but unless the 
  Pathfinders barge into the room and give the lizardfolk 
  reason to attack them immediately in self-defense, the 
  Muckmouth warriors are open to diplomacy if the PCs 
  can communicate with them. The lizardfolk explain that 
  a week ago, a band of Aspis Consortium agents raided 
  their village and took the eggs in the tribe’s hatchery 
  hostage, forcing the warriors of the tribe to work for 
  them collecting relics and resources from nearby ruins. 
  The lizardfolk fight to defend themselves if attacked, but 
  would rather help the PCs defeat the Aspis agent who’s 
  forcing them to steal from this cursed location. If the 
  PCs offer to help free them from their subservience, they 
  show the PCs the underwater tunnel leading out of the 
  
  PATHFINDER SOCIETY SCENARIO
  14
  Special Attacks weapon training (flails +1)
  STATISTICS
  Str 16, Dex 14, Con 15, Int 13, Wis 10, Cha 8
  Base Atk +6; CMB +9; CMD 21
  Feats Cleave, Multiattack, Power Attack, Quick Draw, Stealthy, 
  Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +9, Escape Artist +3, Intimidate +6, 
  Perception +4, Stealth +8, Swim +17
  Languages Draconic
  SQ armor training 1, hold breath
  Combat Gear potion of cure serious wounds; Other Gear 
  masterwork leather armor, masterwork heavy wooden 
  shield, +1 morningstar, javelins (3)
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  Development: A PC who succeeds at a DC 20 Perception 
  check can notice a slight current as water flows into the 
  room from the underwater passage out to the swamp (a 
  creature in the square adjacent to the egress receives a +5 
  circumstance bonus on this check). The tunnel runs 20 
  feet under the exterior wall of the tomb and comes out in 
  the swamp around the structure in area B1.
  Treasure: Most of the wealth in this chamber has 
  already been removed by the Muckmouth warriors after 
  Lanier swam through the tunnel and identified the few 
  items he believed to be cursed and of no value to the 
  Aspis Consortium. After detecting a magical aura typical 
  of Osirian curses from the Dog Pharaoh’s era, Lanier 
  marked each item with a red chalk X. Each of the four 
  relics emanates a distinct moderate necromantic aura 
  that can be identified as an Osirian curse with a DC 18 
  Spellcraft check. Any creature in possession of one of 
  these four items must make a DC 16 Will save or suffer 
  the effects of bestow curse (each turn, the target has a 50% 
  chance to act normally; otherwise, it takes no actions). 
  The four items are worth 200 gp in total.
  If the PCs befriend the lizardfolk, and thus do not have 
  the opportunity to loot their bodies, the Muckmouth 
  warriors offer the PCs the last batch of treasure they 
  were preparing to haul out of the tomb back to the Aspis 
  Consortium base near their village. Currently, the pile of 
  treasure sits at the bottom of the water just inside the secret 
  tunnel to the swamp beyond, the entrance of which is in 
  the room’s southeast corner. The treasure is worth the same 
  amount as the gear held by the lizardfolk in each subtier.
  Mission Notes: Andoran faction PCs should wish to 
  befriend the lizardfolk here. Those faction members 
  who do everything in their power to present a friendly 
  and peaceful approach to the Muckmouth tribesfolk 
  as an alternative to violence fulfill half their faction 
  mission. If there are no lizardfolk here due to time 
  constraints, Andoran faction PCs who complete the 
  second aspect of their mission in Act 2 are considered to 
  have completed this portion of the mission as well.
  Silver Crusade faction PCs should be interested in 
  the religious symbols adorning the Dog Pharaoh’s 
  sarcophagus. A DC 20 Knowledge (religion) check 
  identifies them as icons of Lamashtu, including her 
  unholy symbol and stylized quotations from the 
  Jackal Pharaoh’s rule, all mad ravings of the Mother of 
  Monsters’s impending dominance over all of Golarion. 
  Locating this proof of the pharaoh’s religious leanings 
  constitutes half the Silver Crusade’s faction mission, 
  and in conjunction with the mission in area A2, earns 
  faction members 1 Prestige Point.
  Rewards: If the PCs defeat or befriend the 
  lizardfolk, reward each subtier thusly:
  Subtier 5–6:
  Give each player 540 gp.
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  15
  Subtier 8–9:
  Give each player 1,159 gp.
  ACT 2: AFTER THE ASPIS
  Whether the PCs defeat the lizardfolk in the Dog 
  Pharaoh’s Tomb, befriend them, or find the chamber 
  empty and looted, they should wish to find where the 
  Dog Pharaoh’s treasure went, leading them through the 
  tunnel in the chamber’s eastern wall and into the larger 
  swamp beyond the tomb itself.
  B1. The Beaten Path (CR 8 or CR 11)
  The dark and claustrophobic passage through the foundations 
  of the tomb opens into the overcast swamp. The back of the 
  tomb is much like the front, with gnarled swamp trees fighting 
  for space on the dryer bits of ground and reeds, grass, and 
  open stagnant water claiming the rest. To the east the ground 
  raises slightly. Between two bone and leather fetishes lies a 
  path that has seen recent use, the grass and marsh weeds 
  broken down into a matted mush.
  At the other end of the underwater tunnel, the PCs 
  find a beaten path through the swamp that leads to 
  the Aspis Consortium base camp near the lizardfolk 
  village—a cave network called the Muckmouth, where 
  the Consortium’s senior agent currently holds the tribe’s 
  hatchery hostage. At the outside end of the path stand 
  two more lizardfolk curse markers similar to those 
  outside the Dog Pharaoh’s Tomb’s main entrance (see 
  page 6). As soon as they emerge from the water, however, 
  the PCs find themselves face to face with Gerban Lanier 
  and a contingent of lizardfolk he has adopted as his 
  personal guards.
  Creatures: Gerban Lanier is a thin, goateed Garundi 
  man with piercing blue eyes and hair pulled back in a 
  short ponytail, dressed in muddy studded leather armor. 
  Unless he was warned of the PCs’ possible approach, 
  Lanier seems surprised to see them, as he expects his 
  lizardfolk thralls to emerge from the tunnel with the 
  last batch of loot from the Dog Pharaoh’s Tomb. Though 
  surprised, Lanier recovers quickly, sizing the PCs up 
  professionally. “Welcome…Pathfinders, I can tell. We’re 
  just about done here, so don’t let us get in your way.” 
  If the PCs engage him in conversation he plays along, 
  though his tone remains just short of conciliatory, as if 
  he’s spoiling for a fight. He never openly admits to being 
  an Aspis Consortium agent unless the PCs call him on 
  it based on information learned from the lizardfolk in 
  the tomb, instead claiming to be an unaffiliated treasure 
  hunter named Geric who wandered into the demiplane 
  through a cave. He claims to have befriended the 
  lizardfolk who asked him to help them loot the treasure 
  room they were always too scared to plunder themselves. 
  Gerban wears an Aspis Consortium signet ring and 
  can’t deny his affiliation with the organization if PCs 
  see it or if they can see through his lies based on what 
  the Muckmouth warriors told them in the tomb. Gerban 
  holds contempt for the PCs, passed down from the 
  upper ranks of the Consortium, whose jealousy of the 
  Pathfinder Society’s easy access to Hao Jin’s museum 
  demiplane has permeated the entire organization. Under 
  no circumstances does Lanier tell the PCs how the Aspis 
  Consortium got into the tapestry—he’s convinced that 
  he’ll be in unimaginable trouble if his superiors find out 
  he let the secret slip. If magically compelled to talk, he 
  admits only that he came through a portal in Varisia; 
  who created the portal or how the Consortium did so he 
  doesn’t know.
  Lanier has little patience and wants to get the last of 
  the treasure back to his boss in the Muckmouth before 
  the Pathfinders get too involved in his plan. If the 
  conversation seems to be droning on or the PCs call him 
  out as an Aspis agent, he orders his lizardfolk allies to 
  attack, attempting to flank with them whenever possible. 
  If the PCs have a clear advantage in the fight, Lanier flees, 
  leaving the lizardfolk to fend for themselves.
  If the PCs befriended them in the tomb, the lizardfolk 
  do not partake in the fight, afraid their cooperation in 
  open violence against a member of the Aspis Consortium 
  will result in the destruction of the tribe’s eggs. They 
  may try to convince their fellow Muckmouth brethren 
  in Lanier’s service not to fight the PCs, but the human’s 
  guards are too afraid of what the Consortium will do to 
  their young to disobey his orders to attack. If Lanier is 
  killed or escapes, any surviving lizardfolk immediately 
  surrender, begging the PCs to help them free their clan 
  from the Aspis Consortium’s control. As long as Lanier 
  survives and fights, the lizardfolk fight to the death to 
  protect their hostage young.
  Subtier 5–6 (CR 8)
  Gerban Lanier 
  CR 7
  Male human rogue 7/sorcerer 1
  CN Medium humanoid (human)
  Init +8; Senses Perception +10
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
  hp 53 (8 HD; 7d8+1d6+15)
  Fort +3, Ref +10, Will +4
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +11 (1d6+3/19–20)
  
  Gerban Lanier
  PATHFINDER SOCIETY SCENARIO
  16
  Ranged shortbow +9 (1d6/×3)
  Special Attacks sneak attack +4d6
  Sorcerer Spells Known (CL 1st; concentration +2; spell failure 
  15%)
  1st (4/day)—grease, magic missile
  0 (at will)—detect magic, light, mage 
  hand, message
  Bloodline arcane
  STATISTICS
  Str 14, Dex 18, Con 11, Int 13, Wis 8, 
  Cha 12
  Base Atk +5; CMB +7; CMD 22
  Feats Combat Expertise, Dodge, Eschew 
  Materials, Improved Feint, Improved 
  Initiative, Toughness, Weapon Finesse, 
  Weapon Focus (short sword)
  Skills Acrobatics +15, Bluff +12, Diplomacy 
  +8, Disable Device +15, Disguise +8, 
  Knowledge (arcana) +12, Knowledge 
  (dungeoneering) +8, Knowledge (local) 
  +8, Linguistics +6, Perception +10, 
  Spellcraft +12, Stealth +15
  Languages Common, Draconic, Elven, 
  Infernal
  SQ arcane bond (object, Aspis Consortium signet ring), 
  bloodline arcana, rogue talents (combat trick, finesse 
  rogue, resiliency), trapfinding +3
  Combat Gear pearl of power (1st level), potion of cure 
  moderate wounds; Other Gear +2 studded leather, +1 short 
  sword, shortbow with 20 arrows, Canid Carcanet, cloak of 
  resistance +1, lens of detection
  Lizardfolk (4) 
   CR 1
  hp 11 each (Pathfinder RPG Bestiary 195)
  Subtier 8–9 (CR 11)
  Gerban Lanier 
  CR 10
  Male human rogue 10/sorcerer 1
  CN Medium humanoid (human)
  Init +9; Senses Perception +13
  DEFENSE
  AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, 
  +1 dodge)
  hp 72 (11 HD; 10d8+1d6+21)
  Fort +4, Ref +13, Will +5
  Defensive Abilities improved evasion, improved uncanny 
  dodge, trap sense +3
  OFFENSE
  Speed 30 ft.
  Melee +2 short sword +15/+10 (1d6+4/19–20)
  Ranged mwk shortbow +13/+8 (1d6/×3)
  Special Attacks sneak attack +5d6
  Sorcerer Spells Known (CL 1st; concentration +2, spell 
  failure 15%)
  1st (4/day)—grease, magic missile
  0 (at will)—detect magic, light, mage hand, message
  Bloodline arcane
  STATISTICS
  Str 14, Dex 20, Con 11, Int 13, Wis 8, Cha 12
  Base Atk +7; CMB +9; CMD 26
  Feats Arcane Armor Training, Combat Expertise, Dodge, 
  Eschew Materials, Greater Feint, Improved Feint, 
  Improved Initiative, Mobility, Toughness, Weapon 
  Finesse, Weapon Focus (short sword)
  Skills Acrobatics +19, Bluff +15, Diplomacy +10, 
  Disable Device +19, Disguise +10, Knowledge 
  (arcana) +15, Knowledge (dungeoneering) 
  +10, Knowledge (local) +11, Linguistics +6, 
  Perception +13, Spellcraft +15, Stealth +19
  Languages Common, Draconic, Elven, 
  Infernal
  SQ arcane bond (Aspis Consortium 
  signet ring), bloodline arcana, 
  rogue talents (combat trick, finesse 
  rogue, improved evasion, resiliency, weapon training), 
  trapfinding +5
  Combat Gear pearl of power (1st level), potion of cure moderate 
  wounds; Other Gear +2 studded leather, +2 short sword, 
  masterwork shortbow with 20 arrows, belt of incredible 
  dexterity +2, Canid Carcanet, cloak of resistance +1, ring of 
  protection +1, lens of detection
  Muckmouth Warriors (4) 
  CR 3
  hp 41 each (use the stats on page 13)
  Development: In addition to the equipment listed 
  under Gerban Lanier’s gear, a thorough search of his 
  person reveals an unsigned letter instructing him to 
  loot the Dog Pharaoh’s Tomb before the “reptiles revolt 
  against our influence” and a map to the tomb from 
  what appears to be a cave network several miles to the 
  north labeled “Muckmouth.” If any of the lizardfolk are 
  alive and amenable to talking to the PCs, they confirm 
  that a group of “smooth-skins” invaded their tribe’s 
  hatchery—in a cave network they call the Muckmouth—
  and took a generation of slowly incubating eggs hostage, 
  demanding their cooperation in exchange for the eggs’ 
  eventual return.
  Two hundred yards east of their confrontation with 
  Lanier, the PCs discover a series of flat-bottomed skiffs 
  loaded with sacks of gold, gems, and art objects, all taken 
  from the Dog Pharaoh’s Tomb, ready to be pushed or 
  otherwise moved back to the Aspis Consortium base at the 
  Muckmouth. If friendly, the lizardfolk offer the wealth—
  which means nothing to them—to the Pathfinders and 
  
  NEW MAGIC ITEM: CANID CARCANET
  The Dog Pharaoh, who called 
  himself the Jackal Pharaoh in 
  life, was among the most 
  powerful mortal worshipers of 
  Lamashtu at the time, and he 
  fixated on her jackal-headed 
  form, enslaving armies of gnolls 
  led by jackalweres and dog-headed 
  yaenit demons to battle his rival, 
  the Illumined Pharaoh. Before 
  his defeat at the Illumined Pharaoh’s 
  hands, the Jackal Pharaoh crafted this 
  bronze-and-onyx amulet in the shape of a 
  jackal’s head to symbolize his mastery over 
  the doglike monsters of his patroness’s creation.
  Canid Carcanet
  Aura faint divination and transmutation; CL 5th
  Slot neck; Price 15,000 gp; Weight —
  DESCRIPTION
  This copper and onyx amulet is shaped like the 
  howling head of a jackal and grants its wearer a special 
  connection to hyenas, jackals, and other doglike 
  animals. Three times per day, the carcanet’s wearer can 
  take the shape of a Small or Medium canine (dog, fox, 
  jackal, wolf, etc.) or hyena as per the beast shape I spell. 
  Additionally, the wearer benefits from the constant effect 
  of speak with animals to communicate with dogs, hyenas, 
  and doglike animals.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape I, speak 
  with animals; Cost 7,500 gp
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  17
  their Society if they offer to help free their eggs from the 
  clutches of the vile smooth-skins who hold them 
  hostage.
  Treasure: Among Lanier’s equipment are several 
  treasures from the Dog Pharaoh’s Tomb that 
  the agent excavated himself and planned 
  to keep for personal use. Most notable 
  among them are the Canid Carcanet, a 
  bronze-and-onyx amulet in the shape 
  of a jackal’s head (see the sidebar for 
  information on its powers); an ankh 
  carved from a single, giant pearl that 
  functions as a pearl of power (1st level); and a lens 
  of detection.
  Mission Notes: Andoran faction PCs who 
  befriended the lizardfolk in area A9 should know 
  not to attack the lizardfolk serving as Lanier’s guards. 
  As long as no Andoran faction PC personally attacks any 
  of the Muckmouth tribesfolk here, all members of the 
  faction earn 1 Prestige Point. 
  Cheliax faction PCs may make a DC 20 Perception 
  check to notice that one of the lizardfolk guards in 
  this area wears a silver unholy symbol of Asmodeus. If 
  asked where he got it, the lizardfolk says he found it in 
  the mud while hunting several years ago, and truthfully 
  knows nothing of the symbol’s significance or origin. He 
  willingly parts with the trinket with a DC 15 Diplomacy 
  check, or if a PC trades him something of similar value. 
  Cheliax faction PCs who recover the lizardfolk’s unholy 
  symbol earn 1 Prestige Point. 
  Sczarni faction PCs may determine that the Canid 
  Carcanet in Lanier’s loot pack is the single most valuable 
  item in the Dog Pharaoh’s treasure trove with a DC 20 
  Appraise check. Doing so and marking it with the symbol 
  of an eye for Guaril Karela’s agent earns Sczarni faction 
  PCs 1 Prestige Point.
  CONCLUSION
  With the tomb explored and the Aspis Consortium 
  presence discovered, the Pathfinders find themselves in 
  a precarious position, presenting them with a number 
  of options. Some may wish to follow the lizardfolk back 
  to the Muckmouth to find out more about the Aspis 
  Consortium’s operations within the Hao Jin Tapestry, 
  or to liberate the captive lizardfolk eggs from the 
  Consortium’s grasp. These Pathfinders have a chance to 
  do so in this scenario’s sequel, Pathfinder Society Scenario 
  #3–14: Wonders in the Weave, Part II: Snakes in the Fold, 
  which details just such a mission. Characters playing 
  the Wonders in the Weave series consecutively and in 
  order have the chance to receive a special boon upon the 
  completion of Part II.
  Other Pathfinders may wish to travel back through the 
  tapestry to receive guidance from their venture-captains 
  in the Grand Lodge before heading to the Muckmouth to 
  confront the Aspis Consortium. In this case, the leadership 
  of the Pathfinder Society thanks them for bringing their 
  discovery to the organization’s attention as quickly as 
  possible, and urges them back through the tapestry to 
  discover more about the Aspis Consortium’s plans in the 
  realm, the extent of their operation, and their means of 
  gaining access to what the Decemvirate thought would be 
  the Society’s private realm to explore at their leisure.
  Success Conditions
  To succeed in this scenario, the PCs must fully explore 
  the Dog Pharaoh’s Tomb and confront Gerban Lanier, 
  learning that he is an Aspis Consortium agent in 
  the process. Those Pathfinders that recover the Dog 
  Pharaoh’s treasures and uncover the Aspis presence on 
  
  PATHFINDER SOCIETY SCENARIO
  18
  the demiplane earn 1 Prestige Award. A PC who completes 
  this scenario and does not have an existing Chronicle 
  sheet among her records for its sequel, Pathfinder Society 
  Scenario #3–14: Wonders in the Weave, Part II: Snakes in the 
  Fold, also earns the Treachery in the Weave boon, which 
  will allow her a special bonus for completing the two-
  part series in order with the same character.
  Faction Missions
  Members of each faction have the ability to earn an 
  additional Prestige Point for completing their respective 
  faction missions, as detailed below.
  Andoran Faction: Andoran faction PCs who befriend 
  the lizardfolk in area A9 and do not personally attack any 
  of the lizardfolk guards in area B1 earn 1 Prestige Point.
  Cheliax Faction: Cheliax faction PCs who recover the 
  lizardfolk guard’s Asmodean holy symbol in Act 2 earn 1 
  Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  spring or disable all four pit traps in areas A1, A4, and 
  A5, thus clearing the way for later Pathfinder teams, earn 
  1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who locate and retrieve the white jade statuette in area A2 
  earn 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who uncover the 
  Dog Pharaoh’s chosen name and deduce the reason for 
  the change to his current sobriquet in area A2 earn 1 
  Prestige Point.
  Qadira Faction: Qadira faction PCs who retrieve an 
  object of beauty but little value for Alinzia al-Aaqir in 
  area A7 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who label the 
  Canid Carcanet in Act 2 earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  plant the wayfinder on the corpse in area A6 without being 
  detected earn 1 Prestige Point.
  Silver Crusade Faction: Silver Crusade PCs who 
  identify the Illumined Pharaoh in area A2 and uncover 
  the Dog Pharaoh’s worship of Lamashtu in area A9 earn 
  1 Prestige Point.
  Taldor Faction: Taldor faction PCs who leave the 
  message in a safe, dry place anywhere in the tomb earn 1 
  Prestige Point, but only if they do so undetected.
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  19
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  15. COPYRIGHT NOTICE
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  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–12: Wonders in the Weave, Part I: The Dog 
  Pharaoh’s Tomb © 2011, Paizo Publishing, LLC; Author: Jonathan H. Keith.
  Pathfinder Society Scenario #3–12:  
  Wonders in the Weave, Part I: The Dog Pharaoh’s Tomb
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  PATHFINDER SOCIETY SCENARIO
  20
  Fellow Supporter of Freedom,
  It has come to my attention that your next expedition will take you into the Hao Jin Tapestry, a demiplane 
  housing some of the mighty Ruby Phoenix’s largest and most dangerous specimens. While there, you 
  may encounter intelligent creatures pulled into the tapestry and now residing in the legendary sorceress’s 
  museum plane. Do your best to form friendly relations with any civilized creatures therein, and do them no 
  harm, especially if you find any evidence that they may be subjugated by any form of oppression or mental 
  control. Just because they live on a different plane doesn’t mean they can’t learn of the glories of democracy 
  and the freedom that comes with it.
  With great respect and wishes of good luck,
  Major Colson Maldris
  My supple one,
  It is music to my ears that you have been chosen to journey into the Hao Jin Tapestry. This is an excellent 
  opportunity for you to prove your powers of perception to me. To fully exploit this new realm of delights, I 
  must discover what relationship its denizens have with our Dark Lord, if any. For reasons too complicated to 
  task you with, it will be easiest if I have some relic of Asmodeus that has steeped in the demiplane for some 
  time. If you can find anything of that nature, I’ll be able to use it to tease more knowledge out of the world 
  inside the tapestry. Find me anything Asmodean, and I will be most delighted to receive you again in my 
  chambers when you return.
  Potentially yours,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Loyal Member of our Great Society,
  You are soon to be dispatched on a mission of exploration into an ancient Osirian tomb. These tombs 
  are infamous for their traps, and our follow-up parties in similar situations have experienced unreasonably 
  high casualty rates. While your primary mission is to explore the tomb and dispatch any active threats to the 
  follow-up party, you could make their job much safer by disabling any traps you encounter. Obviously, if you 
  spring a trap so it will not endanger anyone further, that’s good enough.
  Yours in service,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Most Honored Fellow Pathfinder,
  I have become aware of your upcoming mission into the Hao Jin Tapestry. Specifically you will be exploring 
  an ancient Osirian ruin—the Dog Pharaoh’s Tomb—collected by the Ruby Phoenix centuries ago. This tomb 
  has been lost for thousands of years, and may be the best chance of confirming a long-held theory among 
  many Tian historians, who believe there was contact between Ancient Osirion and Tian Xia. Evidence of such 
  contact has been lost, and the historians’ good favor could be worth much to those who procure it. One 
  reference suggests the Dog Pharaoh received a jade statue as a gift from Tian Xia; keep your eyes open for 
  such and retrieve it if you find it.
  With respect,
  Venture-Captain Amara Li
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  21
  O Wise Follower of Eternal Osirion,
  My sources tell me that you will soon be exploring a treasure of Osirion’s deep past, long thought lost. The 
  tomb of the Dog Pharaoh can answer many questions, as the Dog Pharaoh seems to have been erased from 
  the annals of history save for his epithet. If you can find any reference to another name by which he may have 
  been known or an explanation of why his story is such a mystery to us now, I will be grateful.
  With great respect,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Servant of the Satrap,
  I hear that you are soon going to be delving an Osirian ruin. While I wouldn’t dream of denying you 
  your fair share of the loot, there may be a variety of less precious objects in the tomb that would serve my 
  purpose. My daughter, Alinzia, has been on an Ancient Osirion kick lately. Her room is full of various knick-
  knacks and curios, and her jewelry and evening clothing could have come right out of a pyramid. I’d very 
  much like to give her something authentic for her birthday. It doesn’t need to be valuable (in fact, with her 
  carelessness it might be better if it weren’t), but it should be the real thing—an actual artifact from Ancient 
  Osirion. Jewelry is best, but anything cheap enough for you to bring out without raising the Society’s ire and 
  certifiably ancient will do.
  Thank you for indulging me,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  Friend,
  I found out that you’ve got a gig as part of one of those Hao Jin Tapestry exploration parties. I hear a lot 
  of them have been fighting eternal armies and disarming dangerous artifacts, but you’ve got yourself a real 
  plum. You’re exploring a genuine tomb from Ancient Osirion! I know you won’t be able to get away with any 
  of the really good loot, so I’ve smuggled one of my cousins into the cataloging team that’ll be relieving you 
  of the goodies. He’ll be able to get one of the treasures out, but he’s got no eye for value. I want you to figure 
  out what the best piece of loot in that tomb is and label it with the mark of the eye. That way my cousin will 
  be sure to lift the right one.
  Thanks in advance for the tip-off,
  Gueril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  My Dear Friend in Adversity,
  What an opportunity lies before us! I understand you will be exploring the Dog Pharaoh’s Tomb within the 
  Hao Jin Tapestry. While I doubt you will find evidence of past Pathfinder deaths in this location, which I believe 
  to have been sequestered on the demiplane long before the Society’s founding, that doesn’t mean someone 
  following behind you can’t discover such evidence. Plant the included wayfinder somewhere in the tomb 
  where it will appear that a Pathfinder died exploring it ages ago—I trust you will do so discretely. The more 
  members of the Society that come face to face with the risks of the job, the more likely they will sympathize 
  with us in our cause to bring the Decemvirate to heel.
  In solidarity,
  Grandmaster Torch
  
  PATHFINDER SOCIETY SCENARIO
  22
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Greetings, Fellow Servant of Light!
  The ancient Osirians are rumored to have had much knowledge that is lost to us in the modern age. 
  Though their tombs are traditionally rife with curses and undead abominations, not all ancient Osirians were 
  evil, and some even crusaded against the forces of evil. Some claim the Dog Pharaoh, whose tomb you are 
  set to explore, was a vile worshiper of Lamashtu, and that he was involved in a long feud with a rival pharaoh 
  who represented the forces of good as a Sarenite cleric. Locate proof of the Dog Pharaoh’s affiliation with 
  the Mother of Monsters, and if possible, find me the name of the pharaoh who stood against him and his 
  evil ways.
  May the light shine upon you,
  Ollysta Zadrian
  Servant of the Grand Prince,
  I need you to deliver a message to an ally within the Society, but such suspicion has fallen on her that 
  any interactions here in Absalom are likely to be detected and traced back to us. She is part of a linguistics 
  team that will be following behind you and cataloging the Dog Pharaoh’s Tomb. The enclosed note has been 
  prepared to look like it belongs in the tomb itself, and is of a nature that when found it will be given to our 
  operative to catalog. Place it anywhere in the tomb that the linguistics team will be sure to pick over, but 
  don’t let any of your fellows see you! This may be our last opportunity to get this message to our operative 
  before it’s too late.
  Regards in urgency,
  Lady Gloriana Morilla
  HANDOUT #1
  
  WONDERS IN THE WEAVE, PART I: THE DOG PHARAOH’S TOMB
  23
  HANDOUT #2
  
     
  ®
  Pathfinder Society Scenario #3–12 
  Wonders in the Weave, Part I: 
  The Dog Pharaoh’s Tomb
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  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
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  5–6
  1,258
  2,747
  8–9
  2,517
  5,495
  Normal
  Slow
  ☐ Treachery in the Weave: You have discovered an Aspis Consortium presence within the 
  Hao Jin Tapestry and the location of their base of operations. If your next Chronicle sheet 
  after this one is from Pathfinder Society Scenario #3–14: Wonders in the Weave, Part II: Snakes 
  in the Fold, you will be eligible for a special boon granted on that Chronicle sheet to PCs 
  completing the two-part series in order in consecutive sessions.
  +2 studded leather (4,175 gp)
  Canid Carcanet (15,000 gp; This amulet grants its wearer a permanent speak with 
  animals effect to communicate with dogs, hyenas, and doglike animals. Three 
  times per day, the carcanet’s wearer can take the shape of a Small or Medium 
  canine [dog, fox, jackal, wolf, etc.] or a hyena as per the beast shape I spell [CL 5th].)
  cloak of resistance +1 (1,000 gp)
  lens of detection (3,500 gp)
  pearl of power, 1st level (1,000 gp)
  phylactery of faithfulness (1,000 gp)
  potion of cure moderate wounds (300 gp)
  potion of heroism (750 gp)
  rope of climbing (3,000 gp)
  +2 short sword (8,310 gp)
  belt of incredible dexterity +2 (4,000 gp)
  phylactery of positive channeling (11,000 gp)
  potion of cure serious wounds (750 gp)
  ring of protection +1 (2,000 gp)
  ALL
  5–6
  8–9
  SUBTIER
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-12 Wonders in the Weave Part I The Dog Pharaoh's Tomb.pdf