TEXT: By Steven Hammond
  REAVER’S ROAR
  PATHFINDER SOCIETY SCENARIO #10-04 
  TIER 7–11
  
  Pathfinder Society Scenario #10–04: Reaver’s 
  Roar is a Pathfinder Society Scenario designed 
  for 7th- through 11th-level characters (Tier 
  7–11; Subtiers 7–8 and 10–11). This scenario 
  is designed for play in the Pathfinder 
  Society Roleplaying Guild campaign but can 
  easily be adapted for use with any world. 
  For more information on the Roleplaying 
  Guild, how to read the attached Chronicle 
  sheets, and how to find games in your area, 
  check out the campaign’s home page at 
  PathfinderSociety.club.
  HOW TO PLAY
  Author • Steven Hammond
  Development Lead • Michael Sayre
  Contributing Artists • Jesper Ejsing, Dion Harris, and 
  Ben Wootten
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
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  Pathfinder Society Scenario #10–04: Reaver’s Roar © 2018, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
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  GM ResouRces
  Reaver’s Roar makes use of the Pathfinder RPG Core Rulebook, Pathfinder Adventure Path: Curse of the 
  Crimson Throne Anniversary Edition, Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Bestiary, Pathfinder RPG 
  Mythic Adventures (MA), Pathfinder RPG Ultimate Combat (UC), and Pathfinder RPG Ultimate Equipment 
  (UE). This adventure assumes the GM has access to these sourcebooks, though the rules for the Advanced 
  Class Guide, Adventure Path, Bestiary, and Mythic Adventures are reprinted here. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at pfrd.info.
  Table of Contents
  Reaver’s Roar .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3
  Handout  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Map   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  
  • Vigil
  • Roslar’s Coffer
  • Three Pines Ford
  Northern
  Fangwood
  Lastwall
  33
  REAVER’S ROAR
  REAVER’S ROAR
  truth of these stories, for the helm reveals no special magical 
  properties when subjected to detect magic or similar effects, 
  and more potent divinations such as legend lore reveal only 
  the same conflicting stories surrounding the helm’s origins, 
  assuming they reveal anything at all.
  SUMMARY
  Roslar’s Coffer was once a quiet, remote village. The 
  ancient church that stood in its square brought pride to the 
  townsfolk. Children laughed and chased one another along 
  the cobblestone roads while farmers took shade under the 
  boughs of the trees. Then the orcs came. 
  I
  t has been over a decade since orc raiders from the 
  Twisted Nail tribe overran the village of Roslar’s Coffer, 
  forcing the local inhabitants to flee and razing much of 
  the fortified Sarenite temple, known as the Bastion of Light, 
  located just outside the village. During the intervening years, 
  a powerful magical beast known as a red reaver moved into 
  the church and has prevented orcs and humans alike from 
  settling the areas nearest to the temple. Red reavers form 
  a unique bond with the territory they inhabit, but over the 
  years, the reaver of Roslar’s Coffer has formed an unusually 
  potent bond with the Sarenite church it has claimed. This 
  bond has made the reaver unusually resilient and difficult to 
  defeat. Because of the beast’s unusual strength and ferocity, 
  Roslar’s Coffer remains sparsely populated, for few citizens of 
  Lastwall are willing to risk the reaver’s wrath. 
  Prior to the orc raids and the red reaver’s occupation, the 
  church served as a fortified stronghold during the early years 
  of the Shining Crusade. Housing numerous Sarenite warrior-
  priests and other heroes of the Shining Crusade, the church 
  not only served as a staging ground for various military 
  actions but also acted as a place of redemption, researching 
  rituals and techniques to cleanse the souls of the warriors 
  transformed against their will into undead monstrosities by 
  the Whispering Tyrant and his servants. Unfortunately, many 
  of the details related to these rituals were lost as the clerics 
  developing them were called to the front, never to return. In 
  a blessed font within the temple, a helmet rests beneath the 
  crystal waters. The helmet was originally placed there as part 
  of a cleansing ritual, though exactly what was being cleansed 
  remains unclear. Those who survived the orc raids on Roslar’s 
  Coffer that remember the local legends tell different stories. 
  Some say that the helmet belonged to a noble warrior who 
  was transformed into a fearsome undead knight, with his 
  helmet placed within the font after his defeat so that his 
  soul could be fully cleansed and released to the afterlife his 
  mortal deeds had earned. Others claim that the helmet is the 
  source of the font’s blessing and that it was placed within 
  the font by a righteous warrior who survived many battles 
  against the Whispering Tyrant’s undead hordes due to the 
  helm’s blessing. Magical divinations do little to clarify the 
  By Steven Hammond
  Reaver’s Roar takes place in Roslar’s Coffer, a small outpost 
  in the nation of Lastwall. South of the northern Fangwood, 
  on the banks of the Tourondel River, Roslar’s Coffer was 
  once a remote and peaceful fishing village, but only a few 
  residents remain along the outskirts of the original village. 
  While the village ihas never been a great resource provider 
  for the nation, the significance of its Sarenite temple has 
  kept its rulers from abandoning what remains of the outpost. 
  For more information on Lastwall, see Pathfinder Campaign 
  Setting: The Inner Sea World Guide available in game stores 
  as well as online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  The church was set alight, children taken, farmers slain and 
  their crops burned. The village would have been lost entirely 
  were it not for the few brave warriors and clerics posted there. 
  Though the orc threat was ultimately defeated, a monstrous 
  creature known as a red reaver used the chaos to claim the old 
  Sarenite temple and the surrounding area as its territory. The 
  red reaver has been a black mark on the history of Lastwall 
  ever since. Its arrival in Roslar’s Coffer prevented the villagers 
  from taking the church and the surrounding area, while 
  the reaver spends its time swiftly dispatching any who stray 
  too close. In the years since the reaver’s arrival, Lastwall has 
  sent several companies into the red reaver’s territory in the 
  hopes of killing it or at least driving it off, but none have been 
  successful, and with each passing year the creature seems to 
  grow stronger. 
  Now, rumors spread that orcs from the Twisted Nail tribe 
  seek the red reaver. Lastwall’s greatest fear is that the orcs have 
  found a way to recruit the beast or twist its simple mind to 
  their will. Should the orcs prove successful, they could unleash 
  the creature on the people of Roslar’s Coffer or send it to flank 
  Vigil’s forces to the north. What the villagers don’t know is 
  that orcs from the Burning Sun tribe have also come to the 
  area to capture the red reaver. Their intent is to remove the 
  beast and cleanse the temple in the name of Mahja Firehair, 
  their Sarenite chieftain. The fate of this band is uncertain, but 
  should survivors remain, they could be a potent ally against 
  the red reaver.
  Faced with the possibility that the red reaver may be too 
  much even for Vigil crusaders, the Watcher Lord has called on 
  the Society to aid Lastwall and deal with the beast once and 
  for all. Upon hearing of this, Ollysta Zadrian has sworn to 
  oversee the mission, as the church the red reaver protects was 
  once a notable place of worship: the Bastion of Light, home 
  to Sarenite clerics during the Shining Crusade who researched 
  and created powerful rituals to cleanse those warriors tainted 
  by the influence of the Whispering Tyrant. Ollysta sees in this 
  mission an opportunity to do a great service for her patron and 
  bring hope to a remote area that some would rather forget.
  The red reaver has claimed the Bastion and greedily 
  guards its treasures. Within the Bastion, the red reaver has 
  drawn strength from a variety of relics and rituals originally 
  intended to aid warriors of the Shining Crusade against 
  the Whispering Tyrant. One of these relics is the helm of 
  a crusader, resting in an ancient font. Tales of the helmet 
  abound, and some suggest that it belonged to a mighty 
  hero of the Shining Crusade. Drawn by a desire to identify 
  this mysterious figure and shed new light on the history of 
  the Shining Crusade, Gorm Greathammer waits in Roslar’s 
  Coffer for an opportunity to present itself.
  GETTING STARTED
  Read or paraphrase the following to get the adventure 
  under way.
  Venture-Captain Shevar Besnik leans against the wall of a private 
  room in the Dryad’s Blessing Inn. With him is Ollysta Zadrian, 
  dressed in gleaming full plate bearing the holy symbol of Sarenrae. 
  She waits for everyone to get settled before reciting a brief prayer. 
  Her eyes are serious, but she wears a slight smile on her face. 
  Shevar Besnik speaks first. “I’d like to begin by thanking you all 
  for being here. The mission we have for you will be dangerous, but 
  it is vitally important to the people of Lastwall and the Pathfinder 
  Society. However, I am not the one coordinating this mission. For 
  those of you who do not already know her, allow me to present 
  Ollysta Zadrian, leader of the Silver Crusade, and the second-most 
  intimidating Sarenite I’ve ever known.”
  Ollysta places her helmet on the table. “Thank you, Shevar. 
  Pathfinders, welcome to Three Pine’s Ford.  We need you to recover 
  an object from an ancient and most holy temple, the Bastion of 
  Light. The relic in question is a helmet that rests somewhere 
  within the temple, likely within a fountain. The Bastion of Light 
  lies in the village of Roslar’s Coffer, northwest of here. The village 
  is small, but its people are strong and friendly.”
  Ollysta pauses to close her eyes. Taking a deep breath, she says, 
  “The Bastion was a beautiful place used by Sarenite clerics during 
  the Shining Crusade. They devised incredible rituals and brought 
  many crusaders back from the brink of undeath. The helmet that 
  we ask you to recover may have belonged to a powerful captain 
  of the Shining Crusade, but unfortunately our histories have shed 
  little light on its owner’s identity.”
  Ollysta begins to pace in front of the table, “There is a 
  complication. The Bastion of Light was claimed some eleven years 
  ago by a creature known as a red reaver. The beast guards the 
  Bastion fiercely and has killed or chased off all other would-be 
  heroes, looters, and soldiers who have approached it. Please 
  exercise caution, Pathfinders. The red reaver has become stronger 
  every year, and it will not hesitate to kill you. Recover the helmet, 
  and find a way to rid Roslar’s Coffer of the red reaver. Another 
  Pathfinder in the area named Gorm Greathammer has been 
  studying the Shining Crusade and knows more.”
  Ollysta and Shevar answer any questions they may have. 
  Some of the likely questions are listed below with their 
  respective responses. 
  How has the reaver become so strong? “The red reaver was 
  already a fearsome beast when it arrived in Roslar’s Coffer, 
  but I suspect that it has developed a bond with some of the 
  crusaders’ ritual sites and relics within the Bastion of Light. 
  You would do well to see if you can sever that connection, but 
  take care to not harm the things you find there. Though it has 
  been abandoned for some time, it is still a holy place and we 
  are eager to restore it once the reaver is removed.” 
  Why is the red reaver drawn to the Bastion of Light? 
  “The red reaver is drawn to things that it finds beautiful. It 
  jealously guards those things it finds, and it will do anything 
  to keep you out of its territory. Perhaps you may be able to use 
  its fascination against it.” 
  
  REAVER’S ROAR
  55
  Shevar adds “Yes. I suppose it’s a shame I won’t be joining 
  you then, eh, Pathfinders?” Ollysta glares at him in response.
  Where in the Bastion of Light will the helmet be? “I’m 
  afraid we do not know where the helmet might be located 
  within the Bastion, only that it is likely inside a font of 
  some kind. When you arrive in Roslar’s Coffer, ask for Gorm 
  Greathammer. He has been studying the Shining Crusade 
  and may have more information.” 
  What is the significance of the helmet? “There are many 
  stories about the helmet, but unfortunately none of them 
  can be verified. Some say the helmet belonged to a powerful 
  captain of the Shining Crusade who fell in battle before the 
  end of the war. Others say it belonged to a soldier corrupted 
  by the Whispering Tyrant. Some even claim that the helmet 
  was gifted to Arazni by Sarenrae herself. There are even more 
  outlandish tales as well. The helmet is at the very least unique 
  and sacred, but it could also be very powerful.” 
  How will we reach Roslar’s Coffer? Shevar steps in to answer 
  this question. “You will travel up the Tourondel River. Roslar’s 
  Coffer is some one hundred and fifty miles northwest of 
  here. Arrangements have been made to provide you with safe 
  transport upriver via boat or horse, your choice. You should 
  reach the village within three days if you set a steady pace. 
  Sooner if I get you the really good horses.” Shevar delivers 
  the last sentence with a sardonic smirk intended to make the 
  listener question what “getting the really good horses” might 
  entail, though in truth Shevar has already requisitioned the 
  horses for the party. 
  Are there any other dangers in the area aside from the red 
  reaver? “Shevar tells me that there are reports of orcs in the 
  area. We suspect they are part of the Twisted Nail tribe, so avoid 
  them if possible. Any noise is likely to draw the attention of 
  the red reaver. We suspect that the orcs are there to coerce the 
  red reaver to ally with them. Though it is unlikely that they 
  would succeed in negotiating with the beast, their shamans 
  may be able to twist its mind to their whims. I can’t imagine 
  the devastation it could bring to the region.” 
  What about any other treasure in the Bastion of Light? 
  “This is not an opportunity for you to line your pockets 
  at the expense of history or the people of Roslar’s Coffer. 
  This mission stands to right a serious wrong and win back 
  a holy site. Anything you find within the Bastion should be 
  considered the property of the church and left where it is.”
  Shevar interrupts to add, “If you come across anything that 
  might help you deal with the red reaver, use it. I’d rather not 
  have to go over this briefing with another group.” 
  If there are any PCs in the Silver Crusade faction, Ollysta 
  hands them a letter, stating that she trusts that they will 
  exercise additional caution during the mission and do their 
  best to ensure the people of Roslar’s Coffer are treated well 
  and fairly by the other PCs. Give the Silver Crusade PCs 
  Handout on page 20. The PCs may purchase items and other 
  provisions before they leave.
  TRAVELING TO ROSLAR’S COFFER 
  The PCs do not encounter any hostile forces or creatures on 
  the way. A PC who succeeds at a DC 25 Survival check notes 
  signs of orc scouts along the road. The tracks are less than a 
  week old and move toward the village and into the Fangwood.
  KNOWLEDGE (HISTORY) 
  Based on the result of a Knowledge (history) check, the PCs 
  might already know about Roslar’s Coffer and the Bastion of 
  Light, especially if any of the PCs is a worshiper of Sarenrae. 
  A PC learns all information whose DC is equal to or less than 
  the result of her check.
  15+: Roslar’s Coffer was never large enough to be considered 
  a proper town, but it suffered greatly after it was invaded by 
  orcs more than a decade ago. The arrival of the red reaver 
  helped drive the orcs away, but because many are unable to 
  return to their old homes, the village now contains scarcely 
  more than 400 people. 
  20+: The Bastion was an important military stronghold 
  and religious ritual site. The histories mention powerful rites 
  performed on fallen crusaders within the Bastion, and some 
  say the Sarenite clerics found a way to cleanse undeath from 
  a corrupted soldier. The Bastion of Light was also notable for 
  its intricate stained-glass windows depicting Sarenrae and her 
  avatars. When Roslar’s Coffer was invaded by orcs, the Bastion 
  was burned but, much to the amazement of the villagers, it 
  remained standing. Out of fear of retribution from Sarenrae, 
  the orcs left the great windows intact, and on most days the 
  rising sun brightly illuminates the interior.
  25+: The helmet kept in the healing font is suspected to be 
  incredibly powerful, providing the healing energy that infuses 
  the font. During the Shining Crusade, wounded soldiers told 
  stories of their wounds being washed away “like so much 
  mud” when immersed in the waters of the font.
  30+: While the font is certainly the most well known of 
  the monastery’s wonders, the Bastion of Light holds other 
  shrines and ritual sites meant to confer blessings of strength 
  and vitality to crusaders and pilgrims. Many involve testing 
  one’s knowledge of or devotion to Sarenrae. Up until the orc 
  invasion, most of these ritual sites were still intact. Though 
  the state of them is now unknown, some may still be usable.
  ARRIVAL IN ROSLAR’S COFFER
  As the PCs arrive in the village, read or paraphrase the following.
  The village of Roslar’s Coffer lies ahead. Along the shore of 
  the river stands the busy but quiet fishery. Several abandoned 
  buildings on the edge of the town are adorned with red ribbons, 
  most worn and stained with time. Very little in the village appears 
  to be recently built, and many houses appear to be in disrepair. 
  Interspersed amongst the ribbon-adorned trees and buildings, 
  hand-painted signs dot the roadways and alleys warning travelers 
  to go no farther. 
  
  PATHFINDER SOCIETY SCENARIO
  66
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (LOCAL)
  Although it is isolated and its people are quiet, based on 
  the result of a Diplomacy check to gather information or a 
  Knowledge (local) check, the PCs might already know some 
  additional information about Roslar’s Coffer. A PC learns all 
  information whose DC is equal to or less than the result of 
  their check.
  15+: The village has seen many adventurers and soldiers of 
  Lastwall come in hopes of making a trophy of the red reaver. 
  There was even a group of crusaders that came through 
  town some time ago, but after the group left the village for 
  the Bastion, they were never seen again. The villagers offer to 
  send letters to the PCs’ loved ones should the heroes perish 
  in the red reaver’s territory.
  20+: The red reaver has claimed the Bastion of Light and 
  about 1 mile out into the surrounding area. The villagers 
  that did not leave entirely have moved farther away from the 
  reaver’s territory, leaving about a 1-mile buffer between the 
  village and the edge of the reaver’s territory.
  25+: Orcs have been seen in the buffer area, and some 
  villagers claim to have seen Twisted Nail banners. The orcs 
  were seen carrying mancatchers, ropes and poles. A few 
  larger nets have gone missing from the fishery, and the 
  villagers suspect they were stolen by the orcs.
  30+: A few days ago, one villager reported seeing a small 
  group of orcs fighting each other near the edge of the red 
  reaver’s territory. While she thinks a second clan of orcs was 
  involved, most of the other villagers suggest that the orcs 
  have simply resorted to fighting and cannibalism.
  Any conversation with the villagers ends with the PCs 
  being directed to Gorm Greathammer, who is lodged at the 
  Toothless Pike Inn. When the PCs enter, Gorm waves them 
  over to his table and greets them.
  The Toothless Pike is grey and quiet. A handful of patrons sit 
  hunched over ales and ciders, waiting for plates of fish cakes 
  frying in the kitchen. A dwarf sits at a long table near the fireplace, 
  stacks of parchments, scrolls, and a great tome arranged neatly 
  around him and a great, green cloak hung on the back of his chair. 
  “Pathfinders! I’m glad you’ve arrived. I received word from 
  Ollysta that you’d be coming. I understand you’re on your way to 
  the Bastion of Light. I don’t envy you. That red reaver is one hell 
  of a brute, and you should all be very careful. It’s much larger than 
  it should be, and while it isn’t smart, it has very keen senses. I’ll 
  do what I can to help you, though. I’ve drawn a rough map based 
  on a few records and accounts passed along by the villagers here.”
  “You’ll see that the helmet is likely in the font at the back of the 
  Bastion. When you have it and the red reaver is defeated, please 
  return it to me. I’ve done some research, and I think I might be 
  able to learn something about the helmet’s original owner if I can 
  examine it personally.”
  “Now, I’m certain that the red reaver has been affected by 
  the healing font and that undoing that connection will weaken 
  it, but I suspect a connection with some of the other ritual sites 
  and artifacts in the Bastion as well. Once you make it inside, see 
  what you can find. I’m sure there are still a few ritual sites from 
  the Shining Crusade that can aid you, should you show the same 
  qualities and behaviors as the folk the the Bastion was built for.”
  Gorm is affable and amenable to talking about his own 
  exploits as both a Pathfinder and as the third prince of the sky 
  citadel Kraggodan, and although easily side-tracked, he tries 
  to steer the convesation back to business. Once the PCs agree 
  to return the helmet to Gorm, he hands them the map, shakes 
  their hands, and wishes them luck. Give the PC a copy of 
  the untagged area A map on page 21. The PCs can also make 
  additional purchases before leaving for the Bastion of Light. 
  Once on the road to the Bastion of Light, the PCs leave 
  the village and enter the buffer zone between it and the red 
  reaver’s claimed territory. The trees in this area are marked 
  with red cloth tied into the branches, and small shrines have 
  been built by some villagers along the road. The houses here 
  have been stripped, some to the foundations, likely by the 
  villagers hoping to use the materials to reconstruct their 
  homes and shops in a safer area. 
  A PC who succeeds at a DC 20 Survival check notes tracks 
  leading from the village toward the Bastion, as well as a 
  piece of netting caught on a loose nail. The tracks appear to 
  have been made by orcs. 
  Once the PCs pass into the reaver’s territory, read or 
  paraphrase the following. 
  The area is eerily quiet. No sound of insects or birds can be heard. 
  The houses here have begun to rot, and the forest is slowly 
  reclaiming the paths and road. Moss grows on the sides of leaning 
  houses, vines snake across, through, and under the cobblestones. 
  Here and there long abandoned crates and barrels sprawl, cracked 
  open like eggs. The scene would be almost beautiful were it 
  not for the remains of villagers and would-be heroes scattered 
  amongst the ruins. 
  A mangled corpse hangs from the branches of a nearby tree, 
  draped over two of the larger boughs. The body is clad in frayed 
  leather armor, and its rotted innards spill down the length of 
  the tree trunk. Somewhere ahead, the clang of metal and the 
  stamping of feet echo through the woods. 
  THE RED REAVER CHASE
  The PCs have now entered the red reaver’s territory, but they 
  are not the first to do so. A small scouting party of seven orcs 
  carrying nets, ropes, and spears has just encountered the red 
  reaver, with disastrous consequences. The PCs arrive just as 
  the red reaver finishes beating the last of the orcs to death 
  with the body of one of its first orc victims. 
  
  REAVER’S ROAR
  77
  It is unlikely that the PCs can stand up to the beast in its 
  current state. Should they choose to stay and fight, the red 
  reaver rips the orc corpse in half during a crazed frenzy 
  before charging at the PCs, targeting whoever is closest. 
  Despite the fact that the reaver is not currently in the Bastion, 
  it is still within its established territory and gains all the 
  benefits mentioned in its territorial bond ability, including 
  resistance to being magically controlled or transported.
  BOTH SUBTIERS
  MYTHIC RED REAVER 
  CR 17/MR 2
  Unique invincible giant red reaver (Pathfinder RPG Mythic 
  Adventures 224, Pathfinder RPG Bestiary 295, Pathfinder 
  Adventure Path: Curse of the Crimson Throne Anniversary 
  Edition 476)
  N Huge magical beast
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 
  (+16 in territory)
  DEFENSE
  AC 34, touch 5, flat-footed 34 (–3 Dex, +29 natural, –2 size)
  hp 236 (16d10+148)
  Fort +18, Ref +9, Will +8; second save
  Defensive Abilities block attacks, hard to kill; DR 10/epic; 
  Immune sleep; Resist acid 15, cold 15, electricity 15, fire 15
  Weaknesses distracted by beauty
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy)
  Melee bite +25 (3d6+11/19–20), 2 claws +25 (2d6+11)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d6+16), roar
  STATISTICS
  Str 32, Dex 4, Con 27, Int 3, Wis 13, Cha 18
  Base Atk +16; CMB +29 (+31 bull rush); CMD 36 (38 vs. bull rush)
  Feats Improved Bull Rush, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, 
  Power Attack, Vital Strike
  Skills Fly –4, Perception +8 (+16 in territory), Survival +5 (+13 
  in territory); Racial Modifiers +8 Perception in territory, +8 
  Survival in territory
  Languages Giant (can’t speak)
  SQ flight, territorial
  SPECIAL ABILITIES
  Block Attacks (Ex) Once per round, when the red reaver is hit by 
  a melee or ranged attack, it can attempt a melee attack using 
  its highest attack bonus. If this result exceeds the result from 
  the attack against it, the red reaver is unaffected by the attack 
  (as if the attack had missed).
  Distracted by Beauty (Ex) By succeeding at a Perform check, a 
  creature can attempt to fascinate a red reaver within 60 feet 
  who is able to observe the performance (via sight or hearing, 
  whichever is appropriate). The red reaver can resist the 
  fascination effect with a successful Will save 
  (DC = 1/2 the result of the Perform check), but once it becomes 
  fascinated, it remains so until the performance stops, it takes 
  damage, or it observes anyone damaging or stealing any of 
  its treasures. 
  Flight (Su) A red reaver’s ability to fly is supernatural. 
  Hard to Kill (Ex) Whenever the read reaver is below 0 hit points, 
  it automatically stabilizes without needing to attempt a 
  Constitution check. If the red reaver has an ability that allows it 
  to act while below 0 hit points, it still loses hit points for taking 
  actions, as specified by that ability. Bleed damage still causes 
  the red reaver to lose hit points when below 0 hit points. 
  In addition, the red reaver doesn’t die until its total number 
  of negative hit points is equal to or greater than double its 
  Constitution score.
  Roar (Su) A red reaver can unleash a terrifying roar once every 
  1d4 rounds. All creatures except other red reavers within 120 
  feet must succeed at a DC 22 Will save or be shaken. Those 
  within 30 feet who fail their saves become panicked. A creature 
  that succeeds at the save can’t be further affected by the same 
  red reaver’s roar for 24 hours. The shaken or panicked effect 
  lasts for 4 rounds, but a creature can end the effect early by 
  succeeding at a DC 22 Will save at the end of any turn during 
  which it was affected by the roar. This is a mind-affecting fear 
  effect. The save DC is Charisma-based. 
  Second Save (Ex) Whenever the red reaver of Roslar’s Coffer fails 
  a saving throw against an effect with a duration greater than 1 
  round, it can keep trying to shake off the effect. At the start of 
  its turn, if it’s still affected, it can attempt the save again as a 
  free action. If the reaver succeeds at this save, the effect affects 
  the reaver as if the creature had succeeded at its initial saving 
  throw. If the effect already allows another saving throw on a 
  later turn to break the effect (such as for hold monster), this 
  ability is in addition to the extra saving throw for the effect.
  Territorial Bond (Ex) The red reaver of Roslar’s Coffer has formed 
  a powerful bond with the Bastion of Light, which it has claimed 
  as its territory, and gains a +8 racial bonus on Perception checks 
  and Survival checks in the Bastion and the surrounding area. In 
  addition, while in its territory, the red reaver of Roslar’s Coffer 
  doesn’t fall unconscious when reduced to negative hit points, 
  automatically stabilizes whenever it is at negative hit points, 
  and automatically succeeds at any saving throw to avoid being 
  teleported or otherwise magically transported to a location 
  outside of its territory. 
  This red reaver has been the blight of Roslar’s Coffer 
  for over a decade. Its unnatural size and strength are the 
  product of its unusual connection to the Bastion of Light. 
  It has killed scores of villagers and adventurers over the 11 
  years it has occupied the Bastion. Dim witted and highly 
  aggressive, the red reaver viciously attacks any interlopers in 
  its established territory.
  Fighting the red reaver at full strength should be all but 
  impossible in Subtier 7–8 and nearly so in Subtier 10–11. 
  
  PATHFINDER SOCIETY SCENARIO
  88
  The obvious choice is to flee and hope that the Bastion of 
  Light can provide some shelter. 
  The flight to the Bastion of Light uses chase rules (Pathfinder 
  RPG GameMastery Guide 232). In this instance however, the 
  PCs are being pursued rather than being the pursuers. The 
  PCs should work together to overcome each obstacle. While 
  some of the obstacles may involve slowing down the fleeing 
  orcs, most require the PCs to use the environment in some 
  way to slow the red reaver’s pursuit.
  For each obstacle, each PC can attempt one of the listed 
  saving throws, skill checks, or ability checks, or they can 
  attempt to cast a spell or use an ability appropriate to the 
  described challenge. At the end of the turn, use the highest 
  result. Any other check results with a total of 10 or higher 
  should be treated as though the PC had used the aid another 
  action to assist. If any PC uses a particularly appropriate spell 
  or ability, such as casting transmute rock to mud to slow some of 
  the orcs, grant the highest check a +2 bonus.
  If the PCs fail to overcome an obstacle, they still move on 
  to the next one, but the failure allows the red reaver to gain 
  ground on them. The number of successes the PCs have 
  determines the amount of time they will be able to hide inside 
  the Bastion of Light before the red reaver can break through. 
  The Development section below details how the number of 
  successes determines the time the PCs can take shelter. When 
  the PCs finish the eighth obstacle (whether they succeeded 
  or failed) the Bastion is secure for a time and the PCs are safe 
  from the red reaver.
  Obstacles: Each obstacle is described below. In Subtier 10–
  11, increase the listed saving throw DCs by 2 and increase the 
  DCs of the listed checks by 4.
   Tangled Up in Doom: The orcs rush past the PCs, attempting 
  to slow them by tossing their nets on the PCs. The PCs can 
  avoid the nets or throw them back to slow the orcs down.
  Don’t Look: The red reaver leaps and pounds the ground 
  with its fists, right at the heels of the PCs. The PCs try to stay 
  on their feet through the resulting shock wave. The PCs can 
  knock over some crates to slow the red reaver down or tuck 
  and roll through the shocks.
  Ooh, Shiny!: The PCs are chased into the remains of the old 
  market square, containing wares and even some currency. 
  The PCs can toss a few of the particularly shiny baubles 
  behind them to distract the reaver, or cut a few ropes to drop 
  an awning onto the orcs.
  They Won’t Be Needing This Anyway: The PCs spot rough, 
  abandoned fortifications. The PCs can weave through and 
  around the debris or prop up the polearms left there.
  Already Dead: The doors of the Bastion of Light are just 
  ahead, but the PCs must first navigate the cemetery. The red 
  reaver grabs an unburied corpse and throws the pieces at the 
  PCs. The PCs can zigzag through the gravestones or attempt 
  to climb across the tombs to evade the gruesome projectiles, 
  or knock a leaning statue across the red reaver’s path. 
  Bar the Door: The PCs race through the door of the Bastion 
  of Light and move quickly to close and bar the door before the 
  red reaver can get inside. The PCs can free the rusted iron bar 
  from its place on the wall or stack up pews and other debris 
  to make a hasty barricade.
  Nothing Gets In or Out: The PCs run around the perimeter 
  of the room to seal off any other possible entrances the red 
  reaver could use. The PCs can stack more debris or collapse a 
  few loose stones to block the doors.
  Board the Windows: The last thing the PCs need to do in 
  order to seal the Bastion of Light is secure the windows. 
  The PCs work together to loosen the heavily corroded metal 
  shutters and latch them.
  Development: The success of the PCs in this chase 
  determines how much time they have to search the Bastion 
  of Light for the helmet and for other ways to weaken the red 
  reaver before it can break through the PCs’ fortifications. 
  Adjust the time based on the number of obstacles the PCs 
  successfully overcame, as detailed below.
  7–8 Successes: The PCs make it inside the Bastion and seal 
  it up with plenty of time to spare. The PCs have 3 hours to 
  search the building.
  4–6 Successes: The PCs make it inside, but the reaver is close 
  behind, forcing faster fortifications that are a bit less sturdy. 
  The PCs have 2 hours to search the Bastion.
  2–3 Successes: The red reaver is right on the heels of the PCs 
  and actively destroying the fortifications at the PCs build 
  them. The PCs have only 1 hour to search the Bastion before 
  the Reaver makes it inside.
  0–1 Success: The PCs are not able to adequately block the 
  entrances, and the reaver is able to reach them through the 
  holes in their attempted fortifications. The PCs have only 30 
  minutes to search the Bastion of Light. Additionally, the red 
  reaver claws one PC at random as they enter the Bastion. In 
  Subtier 7–8 this is an attack with a +24 to hit dealing 2d6+15 
  damage. In Subtier 10–11, this is an attack with +29 to hit 
  dealing 2d6+22 damage.
  A. INSIDE THE BASTION OF LIGHT
  Once the PCs have completed the chase, they enter the Bastion 
  of Light. As the PCs search the Bastion of Light, the red reaver 
  circles the Bastion from outside and even in narrow tunnels 
  and passages below the Bastion’s main floor. The PCs might 
  notice the sound of the reaver’s claws on the stone walls, or 
  hear it breathing through cracks in the structure. The red 
  reaver circles the perimeter of the building, listening intently 
  for any sign of its quarry.
  To accommodate a party of four PCs, reduce the DCs of all 
  chase checks and saves by 4.
  Scaling the Reaver
  
  Phase 1: Tangled Up 
  in Doom
  Dodge the Net:
  Reflex DC 18
  Tuck and Roll:
  Acrobatics DC 28
  Polearm Crawl:
  Acrobatics or Sleight 
  of Hand DC 25
  Taking a Stab at it:
  Craft (traps) DC 20
  Better Dark than Dead:
  Craft (stonemasonry) 
  DC 20
  Pile High:
  Strength DC 20
  Shutter Everything:
  Craft (carpentry) 
  DC 20
  Bolt that on here:
  Disable Device DC 25
  Made It!
  Inside
  The Bastion of Light
  Gravestone Dash:
  Acrobatics DC 30
  Mousoleum Mount:
  Climb DC 20
  Brace It:
  Knowledge 
  (engineering) DC 20
  Nail it Shut:
  Craft (carpentry or 
  stonemasonry) DC 24
  Roll with it:
  Acrobatics DC 30
  Slow it Down:
  Strength DC 18
  Ooh, Shiny!:
  Bluff or Sense Motive 
  DC 25
  Awning Drop:
  Disable Device DC 20
  Phase 2: Don’t 
  Look Back
  Phase 3: Market Chase
  Phase 4: They Won’t Be 
  Needing This Anyway
  Phase 7: Nothing Gets In 
  or Out
  Phase 8:Board the 
  Windows
  Phase 5: Already Dead
  Phase 6: Bar the Door
  REAVER’S ROAR
  99
  A1. THE NAVE
  Read or paraphrase the following.
  The stones of this temple are strong but show their age. Without 
  clerics and masons to tend to the Bastion in over a decade, some 
  sections have begun to crumble. Masonry has piled on the floor, 
  older oak timbers are blackened from fire and mold and the 
  rotten, and the sweet smell of decay hangs in the still air. The 
  remains of prayer books and broken pews litter the floor, partially 
  obscuring a great mosaic of Sarenrae and her servants. At the 
  head of the chamber, a circular stained-glass window depicts a 
  golden rose blooming within a rising sun.
  The nave is entered through a small receiving room in the 
  center of the Bastion’s southern wall; the double-doors of this 
  receiving room have been blocked off as the PCs barricaded 
  the entryway during the red reaver chase. Several doors lead 
  away from the chamber. The passage on the southwestern side 
  of the entryway is partially blocked by debris and contains 
  only a collapsed stairwell. There is no lighting within most 
  of the Bastion, though windows set throughout the building 
  can channel light from outdoors. If the PCs chose to rest at 
  Roslar’s Coffer before heading to the Bastion, the PCs arrive 
  during the day and the Bastion is considered to be well lit; 
  if the PCs instead traveled directly to the Bastion after their 
  meeting with Gorm Greathammer, they arrive just as the sun 
  sets and the Bastion is dark with no interior lighting except 
  as otherwise noted. 
   A PC who succeeds at a DC 20 Perception check notices a 
  makeshift muzzle and collar anchored by cables to the ceiling. 
  If the PCs arm the trap and engage the reaver in that room, the 
  harness can be used to entangle the red reaver for a few rounds 
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  and prevent its roar. A PC who succeeds at a DC 30 Perception 
  check finds the pressure plate on the floor that triggers the trap. 
  If the PCs talk to Uirch in area A4, he can mark the location of 
  both the trap and the pressure plate on their map.
  A2–A3. THE DECAYING HALLS (CR 6 OR CR 9)
  This encounter can take place in either area A2 or A3. The PCs 
  pass into a short hall containing a rickety floor. To the north 
  of these hallways are sets of old staircases, collapsed from 
  years of neglect and disuse. Over the years the floorboards in 
  the hallway have begun to rot and warp. Now loose in many 
  places, the rusting nails squeak loudly against the wood when 
  stepped on. Strange fungus grows on the walls in large bulbs, 
  and the air inside the hall smells of acrid mildew.
  Hazard: The inner walls in the hall contain clusters of 
  fungal blooms. Stepping too close to these blooms causes 
  their spore pods to explode (see below), but that affect 
  only creatures in a 5-foot radius. A PC who succeeds at a 
  DC 28 Disable Device check can harvest one of these spore 
  pods for use as a thrown weapon; PCs can attempt to harvest 
  spores up to a total of six times. Failing this check by 5 or 
  more causes one of the spore pods to explode, exposing the 
  harvester and anyone within 10 feet to the spores. If the PCs 
  trigger the spore pods or fail a harvest check two or more 
  times, they also automatically trigger the red reaver trap, with 
  the reaver targeting the last PC to step too close to a bloom or 
  fail their Disable Device check.
  FUNGUS SPORE POD
  PRICE 100 GP WEIGHT 1 LB.
  A sticky, foul smelling pod from a strange fungus growing on the 
  walls of the Bastion of Light. When thrown, this pod explodes 
  on contact, releasing a cloud of poison spores in a 10-foot 
  radius that functions as an inhaled poison.
  Fungal Spores: inhaled; save Fort DC 20; frequency 1/round for 6 
  rounds; effect 1d2 Con damage and fatigued for 1 minute; cure 
  2 saves.
  Trap: Stepping onto the planks produces loud creaks 
  and groans from the wood as it sags and warps. A PC who 
  steps on a creaking board draws the red reaver to that 
  PC’s location. 
  The first PC to trigger the trap is not attacked, as 
  the noise alerts the reaver to their location, allowing 
  it to arrive on the scene. The second PC who would 
  trigger the trap is the one actually attacked. After the 
  first pair of times this trap is triggered, it activates 
  when first triggered if encountered in any other 
  areas. The trap below functions through red reaver 
  making a grapple check against the PC. If the red 
  reaver successfully grapples the PC, it attempts to 
  dismember them before withdrawing, as described 
  in the red reaver trap stat blocks below. 
  SUBTIER 7–8 (CR 6)
  RED REAVER TRAP 
  CR 6
  Type mechanical; Perception DC 20; Bypass Acrobatics 
  DC 25
  EFFECTS
  Trigger proximity; Reset automatic (1 minute)
  Effect The red reaver makes a grapple check against the 
  target (CMB +29). If the grapple check succeeds, the 
  target suffers the following effect. Gruesome Mangling: 
  The target takes 6d6+11 damage and one of its limbs 
  is badly mangled (roll 1d4; on a 1 or 2 the target’s arm 
  is mangled and on a 3 or 4 the target’s leg is mangled). 
  The target is sickened and takes 1d6 points of bleed 
  damage each round until they receive at least 5 points 
  of magical healing. The target suffers the penalties 
  detailed in the Losing a Limb sidebar until she receives 
  a regeneration or restoration spell. Targets who do not 
  receive such a spell by the end of this adventure gain 
  the Lost Limb boon on their Chronicle sheet.
  
  REAVER’S ROAR
  11
  11
  SUBTIER 10–11 (CR 9)
  RED REAVER TRAP 
  CR 8
  Type mechanical; Perception DC 25; Bypass Acrobatics DC 25
  EFFECTS
  Trigger proximity; Reset automatic (1 minute)
  Effect The red reaver makes a grapple check against the target 
  (CMB +29). If the reaver’s grapple check succeeds, the target 
  suffers the following effect. Gruesome Mangling: The target 
  takes 12d6+11 damage and one of its limbs is badly mangled 
  (roll 1d4; on a 1 or 2 the target’s arm is mangled and on a 
  3 or 4 the target’s leg is mangled). The target is sickened 
  and takes 1d6 points of bleed damage each round until they 
  receive at least 5 points of magical healing. The target suffers 
  the penalties detailed in the Losing a Limb sidebar until she 
  receives a regeneration or restoration spell. Targets who do not 
  receive such a spell by the end of this adventure gain the Lost 
  Limb boon on their Chronicle sheet.
  Development: If the PCs travel to whichever of these areas 
  they haven’t been to yet, they can trigger the trap an additional 
  time when they step within 5 feet of the door to that area.
  A4. THE RELIQUARY
  The room contains several small benches, some still upright 
  and intact, arranged around a large reliquary at the far end of 
  the room. The reliquary is an oak-and-brass stand containing a 
  two-foot-tall marble statue of a soldier in armor, kneeling over a 
  shallow bowl. The soldier’s face wears a pained expression, and 
  they appear to weep over the bowl. The bowl, made from a black, 
  lacquered wood, contains a clear liquid.
  The reliquary is a place of healing that was once used 
  by crusaders returning from battle against the forces of 
  the Whispering Tyrant. Here they would sit and pray, 
  remembering the names of their fallen friends. With the 
  blessing of the reliquary’s attending cleric, a soldier would 
  be granted a sip from the bowl. The liquid inside the bowl 
  is produced by the statue, which houses a fragment of the 
  skeleton of a former cleric. The bowl’s contents are warm 
  to the touch.
  A PC who drinks the liquid from the bowl is targeted by 
  neutralize poison and regeneration spells and gains additional 
  benefits as described in the Rewards entry on page 14. 
  Committing any act of violence against a worshipper of 
  Sarenrae within 60 feet of the reliquary (including the orc 
  Uirch described below) defiles the reliquary’s magic and 
  permanently ends its ability to grant any magical effects. A 
  creature can benefit from drinking the reliquary water only 
  once every 24 hours. If the liquid is removed from the bowl 
  and placed in any other container before it is consumed, it 
  loses its healing effect and becomes normal salt water.
  A creature with only one arm cannot perform actions 
  requiring two arms or two hands and suffers a 50% spell 
  failure chance when casting any spell with a material 
  component. A bipedal creature with one leg cannot walk 
  or run; it can crawl or hop but is denied its Dexterity bonus 
  against all opponents. A quadrupedal creature with one 
  functional leg is reduced to half its normal speed.
  Losing a Limb
  Creatures: A severely wounded orc named Uirch rests in 
  the room. He is part of a small group of orcs sent to the area 
  from the Burning Sun tribe, which is largely comprised of 
  chaotic good worshipers of Sarenrae. A PC who succeeds at 
  a  DC 15 Perception check notes that Uirch wears the broken 
  remnants of a wooden holy symbol of Sarenrae around his 
  neck. Uirch survived an attack by the red reaver but is gravely 
  injured, with his right arm and leg badly mangled by the 
  reaver’s claws. Uirch cannot perform actions requiring two 
  arms or two hands, suffers a 50% spell failure chance when 
  casting any spell with a material component, and cannot walk 
  or run; he can crawl or hop but is denied his Dexterity bonus 
  against all foes. If a PC heals Uirch by casting a restoration 
  spell on him, healing at least 35 hit points, or by giving him a 
  sip of the liquid from the bowl, Uirch is grateful, expressing 
  his thanks in Common. The PCs can ask Uirch questions, if 
  they’d like. Below are some questions and Uirch’s answers.
  What are you doing here? “I came here with several others 
  from my tribe. Mahja Firehair sent twelve of us here to cleanse 
  the temple and capture the red reaver. The Twisted Nail was 
  here before us, and it seems they too want the reaver for their 
  own purposes. We had thought we could remove the beast 
  and let it loose on our enemies in Belkzen, but it is larger and 
  more aggressive than we anticipated. It cannot be contained 
  or reasoned with.”
  Are there others like you here? “There are other orcs here, 
  yes, but I am the last of my band in this awful place. There 
  were a dozen of us when we arrived two days ago. We arrived 
  quietly and set to work laying traps for the reaver. Then one 
  of our party was tracked back to our camp by Twisted Nail 
  brutes. The fight drew the reaver, and the last of us fled here. 
  Grunsh and I were caught on the steps. She sacrificed herself 
  so that I could escape, but that thing caught me. I thought I 
  would die here like all my friends, but it would seem Sarenrae 
  has other plans for me.”
  What do you know about the red reaver? “The creature is 
  very good at sniffing out intruders. We had set up camp north 
  of here, just beyond the edge of its territory. The creature is not 
  very smart, so it can be tricked, but do not try to reason with it. I 
  think its time here has made it more aggressive. It is connected 
  to the healing font, and perhaps some of the other relics here as 
  well. If you can break those links, you might weaken it.”
  
  A. Inside the Bastion of Light
  U
  : Uirch
  U
  PT
  : Pressure plate and Trap
  1 square = 5 feet
  A3
  A2
  A6
  A1
  PT
  A5
  A4
  N
  PATHFINDER SOCIETY SCENARIO
  12
  12
  
  Uirch
  REAVER’S ROAR
  13
  13
  We laid a trap for the creature in the main hall but it isn’t 
  set. If you activate the pressure plate and cables though, the 
  harness should hold the reaver for a time. I hope that helps.” 
  Uirch marks on the PCs’ map the location of the trap and 
  pressure plate.
   The trap is a muzzle and collar anchored by cables to the 
  ceiling of the Bastion’s nave (area A1). If the PCs arm the trap 
  and engage the reaver in that room, the harness can be used to 
  temporarily entangle the red reaver and prevent its roar.
  Where can we find some of these relics? “I have seen two: 
  this reliquary here, and the font in the back of the Bastion. 
  Search the second floor as well; you may find something else 
  there. Stay away from the windows and be quiet. The relics 
  and rituals within this temple were meant for followers of 
  Sarenrae, so I expect the rituals here to be tied to her.”
  What about the helmet? “I have seen it. It lies within the 
  font in the back of the Bastion. Tread carefully in that place 
  however. The reaver has made a den of that chamber and 
  filled it with all the things it treasures. There is powerful 
  magic in that place, and I think the helmet is an important 
  part of it. If you mean to take it with you, remove it carefully.”
  Uirch does not wish to fight with the PCs, if at all possible, 
  preferring to leave the Bastion of Light on his own after the 
  PCs have dealt with the red reaver. If asked to join a party 
  consisting of five or more PCs, he gruffly refuses, though a PC 
  who succeeds at a DC 15 Sense Motive check might discern 
  that Uirch is clearly terrified of the red reaver. For a party of 
  four PCs, Uirch is willing join the group, though his injuries 
  at the red reaver’s hands have made him reluctant to join in 
  combat, so he focuses on healing the PCs whenever possible; 
  this serves as part of the four-player adjustment for the final 
  encounter (see page 17). Whether or not Uirch assists the PCs 
  in battling the red reaver, if the PCs provide him with magical 
  healing, including by giving him a drink from the reliquary, 
  Uirch uses the spells he has prepared and his fervor ability 
  to heal any wounds the PCs might be suffering. Uirch hides 
  in the room after the PCs leave, and after they defeat the red 
  reaver, he promptly heads north to the remains of his camp 
  before returning to Belkzen.
  UIRCH 
  CR 9
  Orc warpriest of Sarenrae 10 (Pathfinder RPG Bestiary 222, 
  Pathfinder RPG Advanced Class Guide 65)
  CG Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
  hp 78 (10d8+30)
  Fort +10, Ref +5, Will +11
  Defensive Abilities ferocity, sacred armor (+2, 10 minutes/day)
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 scimitar +13/+8 (1d10+5/18–20)
  Special Attacks blessings 8/day (Fire: armor of flame, fire strike; 
  Glory: demoralizing glory, glorious presence), channel positive 
  energy 4/day (DC 18, 3d6), fervor 8/day (3d6), sacred weapon 
  (1d10, +2, 10 rounds/day)
  Warpriest Spells Prepared (CL 10th; concentration +13)
  4th—restoration
  3rd—bestow curse (DC 16), blindness/deafness (DC 16), cure 
  serious wounds, remove blindness/deafness
  2nd—aid, cure moderate wounds (2), delay poison, eagle’s 
  splendor
  1st—bane (DC 14), bless, cure light wounds (2), doom (DC 14), 
  remove fear
  0 (at will)—detect magic, detect poison, guidance, 
  purify food and drink (DC 13), read magic
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, Wis 16, Cha 6
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  Base Atk +7; CMB +11; CMD 25
  Feats Athletic, Believer’s BoonACG, Bloody AssaultAPG, Death or 
  GloryUC, Defensive Combat Training, Improved Initiative, 
  Intimidating Prowess, Power Attack, Weapon Focus (scimitar)
  Skills Acrobatics –2 (–6 to jump), Climb +3, Heal +10, Intimidate 
  +9, Perception +4, Sense Motive +7, Swim +3
  Languages Common, Orc
  Other Gear +2 breastplate, +1 scimitar, cloak of resistance +1, 
  headband of inspired wisdom +2, diamond dust (100 gp)
  SPECIAL ABILITIES
  Ferocity (Ex) Uirch remains conscious and can continue fighting 
  even if his hit point total is below 0. He is still staggered and 
  loses 1 hit point each round. Uirch still dies when his hit point 
  total reaches a negative amount equal to his Constitution score.
  Fervor (Su) Uirch can draw upon the power of his faith to heal 
  wounds or harm foes. He can also use this ability to quickly 
  cast spells that aid in his struggles. This ability can be used 8 
  times per day.
  By expending one use of this ability, Uirch can touch 
  a creature to heal it of 4d6 points of damage. Using this 
  ability is a standard action (unless Uirch targets himself, in 
  which case it’s a swift action). Alternatively, Uirch can use 
  this ability to harm an undead creature, dealing the same 
  amount of damage he would otherwise heal with a melee 
  touch attack. Using fervor in this way is a standard action 
  that provokes an attack of opportunity. Undead do not 
  receive a saving throw against this damage. This counts as 
  positive energy.
  As a swift action, Uirch can expend one use of his fervor 
  ability to cast any one warpriest spell he has prepared with 
  a casting time of 1 round or shorter. When cast in this way, 
  the spell can target only himself, even if it could normally 
  affect other or multiple targets. Spells cast in this way 
  ignore somatic components and do not provoke attacks of 
  opportunity. Uirch does not need to have a free hand to cast a 
  spell in this way.
  Fire Bolt (Sp) As a standard action, Uirch can unleash a scorching 
  bolt of divine fire from his outstretched hand. Uirch can target 
  any single foe within 30 feet as a ranged touch attack with this 
  bolt of fire. On a successful attack, the fire bolt deals 1d6+5 
  points of fire damage. 
  Sacred Armor (Su) Uirch can enhance his armor as a swift 
  action. This power increases the enhancement bonus of 
  Uirch’s armor by +2. Uirch can use this ability for 10 minutes 
  per day equal to his warpriest level. This duration must be 
  used in 1-minute increments, but they don’t need to be 
  consecutive. When Uirch uses this ability, he can also use his 
  sacred weapon ability as a free action by expending one use 
  of his fervor.
  Sacred Weapon (Su) Uirch has the ability to enhance his scimitar 
  with divine power as a swift action. This power increases the 
  enhancement bonus of his scimitar by +2. 
  Treasure: The cup from the reliquary is made of oak and 
  covered in a black lacquer and is worth 100 gp. The marble 
  statue of the soldier within the reliquary is worth 250 gp. At 
  the foot of the reliquary is a small tithe box containing 30 gp.
  Development: If Uirch is killed before giving the 
  information about the trap to the PCs, they will have to use 
  skill checks to discover its presence. If Uirch does not join 
  the PCs and is allowed to leave the area, he does so, hiding 
  somewhere else in the building until the PCs deal with the 
  red reaver. As Uirch is the last surviving member of the band 
  sent to Roslar’s Coffer, Mahja Firehair will assume that all of 
  them were killed by the red reaver or the Twisted Nail clan.
  Faction Notes: If the PCs heal Uirch and listen to his 
  concerns without seriously harming, tormenting, or killing 
  him, this fulfills the faction quest requirements for any PCs 
  who are members of the Silver Crusade. By seeing that not 
  every orc encountered is a threat, and that each potential foe 
  may instead be an undiscovered ally, the PCs have behaved 
  in a way properly fitting the values and beliefs of the 
  Silver Crusade. The PCs receive a boon from Ollysta upon 
  returning from the quest.
  Rewards: In addition to the benefits listed above, each 
  PC who drinks the liquid from the bowl treats any weapon 
  or natural attack they wield as having the bane property 
  affecting all attacks made against the red reaver and gains a 
  +2 sacred bonus to AC against the reaver’s attacks.
  A5. ORCS IN THE STACKS (CR 9 OR CR 11)
  The door to the room stands partially open. Inside the room stand 
  a number of shelves and bookcases, many bearing old scorch 
  marks and the blackened remains of old leather-bound books. 
  Scrolls and papers, some little more than decayed piles of ash, lie 
  strewn across the floor. 
  The room was once a library for the clerics and monks who 
  lived and worked on the grounds of the Bastion of Light. The 
  books in this room contain histories and personal journals 
  for many of the Bastion’s former residents, but much of the 
  text is now useless due to years of decay and smoke or direct 
  damage from the fire 11 years ago.
  Built into the wall along the southern side of the room is 
  a large pictorial shrine to Sarenrae. The shrine is carved in 
  the shape of a large ankh, with a hollow in each extremity 
  and another in the center. Scattered on the floor beside 
  the shrine are several small statues and the remnants of a 
  broken wood tray. 
  To accommodate a party of four PCs, remove one orc from 
  the encounter.
  Scaling Encounter A5
  
  REAVER’S ROAR
  15
  15
  The statues are carved or cast from various materials and 
  are no more than 6 inches tall. There are seven figurines 
  in total, though only four of them are still nearby: a gold 
  hound, an amber wheel of sunlight, a platinum four-armed 
  angel, and a silver armor-clad soldier. To complete the 
  puzzle the PCs also need to locate the copper sword in the 
  bag of loot carried by the orcs, the alabaster lioness held by 
  the orc standing near the shrine, and a wooden holy symbol 
  of Sarenrae which currently lies on the floor among the 
  decaying papers. The wooden holy symbol can be discovered 
  by a PC who succeeds at a DC 18 Perception check.
  The shrine was put in place as a way to test new curates 
  on their knowledge of Sarenrae and her servants. During the 
  Shining Crusade, the shrine was turned into a ritual site for 
  crusaders leaving the Bastion for the front lines. By placing 
  the correct figurines in the correct order, a crusader would 
  receive a blessing from Sarenrae, giving them a powerful 
  tool to protect them in battle. When the Whispering 
  Tyrant was imprisoned, the shrine became a place of quiet 
  contemplation. Decades later, the room was converted into a 
  library and remained so until the orc invasion. 
  Creatures: Five orcs here rummage through the various 
  books and attack the PCs as soon as they notice them.
  SUBTIER 7–8 (CR 9)
  TWISTED NAIL HUNTERS (5) 
  CR 5
  Orc fighter 6 (Pathfinder RPG Bestiary 222)
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception –2
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 49 each (6d10+12)
  Fort +5, Ref +3, Will +0 (+2 vs. fear)
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk battleaxe +13/+8 (1d8+5/×3) or
  mwk net +8 touch (entangle)
  Special Attacks weapon training (axes +1)
  TACTICS
  During Combat The orcs attempt to block the door to separate 
  any PCs who have not yet entered from those inside the room 
  and use their nets to entangle the PCs before hacking at them 
  with their battleaxes.
  Morale The orcs are frightened by the red reaver and attempt 
  to flee if it arrives in the area, but they otherwise fight to the 
  death, using their potions of cure light wounds when reduced 
  to 10 or fewer hit points. If the orcs flee, they leave their 
  collected treasure behind.
  STATISTICS
  Str 18, Dex 12, Con 11, Int 8, Wis 7, Cha 6
  Base Atk +6; CMB +10; CMD 21
  Feats Cleave, Disruptive, Exotic Weapon Proficiency (net), 
  Power Attack, Toughness, Weapon Focus (battleaxe), Weapon 
  Focus (net)
  Skills Acrobatics –3 (–7 to jump), Climb +5, Intimidate +5
  Languages Common, Orc
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear +1 full 
  plate, mwk battleaxe, mwk net, 120 gp
  SUBTIER 10–11 (CR 11)
  TWISTED NAIL GIANTSLAYERS (5) 
  CR 7
  Orc barbarian 8 (Pathfinder RPG Bestiary 222)
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
  hp 73 (8d12+16)
  Fort +8, Ref +4, Will +1; +4 morale bonus vs. spells, supernatural 
  abilities, and spell-like abilities while raging 
  Defensive Abilities ferocity, improved uncanny dodge, trap 
  sense +2; DR 1/—
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 battleaxe +14/+9 (1d8+5/×3) or
  mwk net +6 (entangle)
  Special Attacks rage (19 rounds/day), rage powers (disruptiveAPG, 
  intimidating glare, no escape, superstition +4)
  TACTICS
  During Combat When the Twisted Nail giantslayers notice the 
  PCs, they activate their rage before attempting to block the 
  door to separate any PCs who have not yet entered from 
  those inside the room. The orcs use their nets to entangle the 
  PCs before hacking at them with their battleaxes.
  Morale The orcs are frightened by the red reaver and attempt 
  to flee if it arrives in the area, but they otherwise fight to the 
  death, using their potions of cure moderate wounds when 
  reduced to 10 or fewer hit points. If the orcs flee, they leave 
  their collected treasure behind.
  STATISTICS
  Str 18, Dex 12, Con 12, Int 8, Wis 7, Cha 6
  Base Atk +8; CMB +12; CMD 23
  Feats Exotic Weapon Proficiency (net), Power Attack, Weapon 
  Focus (battleaxe), Weapon Focus (net)
  Skills Acrobatics +6, Climb +6, Intimidate +9, Perception +6, 
  Survival +5
  Languages Common, Orc
  SQ fast movement
  Combat Gear potions of cure moderate wounds (2); Other Gear 
  +1 breastplate, +1 battleaxe, +1 cloak of resistance, mwk net, 
  70 gp
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  Treasure: The orcs have pocketed a number of small relics 
  of some interest. Among them is a golden holy symbol of 
  Sarenrae worth 200 gp, seven sets of prayer beads worth 20 gp 
  each, and a handful of rubies worth 150 gp. The orcs also carry 
  a small copper statue of a sword and another small alabaster 
  statue of a lioness; these can be used in the shrine puzzle. 
  Development: After the PCs have dealt with the orcs in 
  the library, they are free to explore the room and the shrine 
  within it. The shrine’s puzzle consists of five hollows and 
  seven statues. To solve it, the PCs must arrange the correct five 
  statues in their correct respective places, which served as a 
  test for acolytes. With a successful DC 20 Knowledge (history 
  or religion) check, a PC can discern the puzzle’s nature and 
  purpose. With a successful DC 15 Knowledge (religion) 
  check (DC 17 in Subtier 10–11), a PC can identify one of the 
  figures of their choice; for every two points by which the PC 
  exceeds this check, they identify one additional figure. Their 
  descriptions appear below, many with embedded clues. The 
  books here are in poor condition and difficult to read in 
  many places, though a PC can search them for information 
  about the statues. By spending 15 minutes researching, a 
  PC can attempt a Knowledge (history), Knowledge (planes), 
  Linguistics, or Profession (librarian) check in place of the 
  Knowledge (religion) check above. Alternatively, a PC can 
  attempt a Perception check, treating the DC as 10 higher.
  Without context, the PCs can systematically try different 
  combinations of the figures to solve the puzzle, though 
  doing so takes three hours of experimentation. If the PCs 
  identify the proper figure to place in one, two, or three 
  hollows, this experimentation time respectively decreases to 
  30 minutes, 5 minutes, or 1 minute.
  The correct placement is the amber wheel (Bryla) in the top, 
  the copper sword (Mystmorning) to the left, the four-armed 
  angel (Thalachos) to the right, the gold hound (Charlabu) at 
  the bottom, and the holy symbol (Sarenrae) at the center.
  Aeabos: This is the silver soldier. “Sheathed in the scales of 
  a thousand stars, Aeabos travels the nighttime sky to distant 
  worlds, sharing the healing light of Sarenrae’s grace.”
  Bryla: This is the amber wheel. “She is the burning 
  wheel. Bryla of Sacred Fire has thrice answered our prayers, 
  manifesting as a glowing halo to illuminate the way forward 
  and burn away evil.”
  Charlabu: This is the golden dog. “The golden-haired 
  hound archon Charlabu often masquerades as a mortal dog, 
  seeking ways to look after those in need without betraying 
  his disguise. Small acts such as these are the foundation 
  upon from which redemption arises.”
  Mystmorning: This is the copper sword. “Mystmorning is 
  simultaneously the shining blade and the crowned steed. 
  Her rose-gold fur reflects the last rays of our goddess before 
  night, reminding us that the Dawnflower’s light shall return 
  to conquer darkness once more.”
  Izorai: This is the alabaster lioness. “Where shadows pool, 
  evil oft arises. The huntress Izorai sniffs out villainy, yet the 
  same jaws that kill can gingerly recover the abused and carry 
  them to safety.”
  Sarenrae: This is the holy symbol. “She is the Dawnflower, 
  the heart of light, hope, and redemption.”
  Sunlord Thalachos: “The mighty herald of Sarenrae is her 
  bodyguard and companion. Just as he appears at auspicious 
  births, so too does Sunlord Thalachos welcome the sun as it 
  is born anew each day.”
  Rewards: Once the last figurine is placed, radiance pours 
  from each extremity of the shrine towards the center hollow 
  and into the symbol of Sarenrae, which now radiates a soft, 
  golden light. When any creature other than the red reaver 
  takes possession of this holy symbol, the red reaver loses 
  its status as the de facto “guardian” of the Bastion of Light; 
  during the final encounter with the red reaver, the reaver 
  uses the territory ability from the weakened reaver stat block 
  and loses the territorial bond ability. 
  The charged holy symbol of Sarenrae also sheds light as 
  a torch and once per day it automatically affects whomever 
  has it with a breath of life spell (CL 9th) the first time they are 
  reduced to 0 or fewer hit points while inside the Bastion of 
  Light. The remaining figurines (the silver soldier and the 
  alabaster lioness) are worth 100 gp and 200 gp respectively. 
  A6. THE FONT AND THE HELMET
  The PCs discover the font here. When they enter the room, 
  read or paraphrase the following.
  This large chamber is dark and reeks of decay, barely alleviated 
  by a gaping hole in the ceiling above. Stacked along the walls are 
  the dismembered remains and torn armor of dozens of former 
  soldiers and Lastwall crusaders. In stark contrast, the western wall 
  holds an enormous font of clear water. A stone figure of a rose set 
  into the wall spills water in a trickle into the basin. The low wall 
  of the font is carved with a brilliant sunburst and is untouched 
  by the vines and moss that cover the muddy floor of the room. 
  A steel and gold helmet lays at the bottom of the font, its image 
  shimmering beneath the subtle ripple of the font’s water.
  The formerly bright and beautiful room has been claimed 
  by the red reaver as its nest and is now choked with numerous 
  By this point in the adventure, the PCs should have resolved 
  some of the encounters in the Bastion of Light and may be 
  in high spirits. If the PCs solve three of the encounters with 
  an hour or more remaining before the red reaver would get 
  through the barricade, the red reaver loudly breaks down 
  one of the barricades and begins pursuing the party through 
  the Bastion.
  A Note on the Red Reaver
  
  REAVER’S ROAR
  17
  17
  artifacts and the remains of many humanoids. The font holds 
  the helmet at its center. A PC who attempts to remove the 
  helmet finds that it is magically bound to the spot. The helmet 
  has remained there since the Shining Crusade and cannot be 
  moved by normal means. Any PC who attempts to remove it 
  sees a tangle of ethereal vines materialize briefly around the 
  helmet, clutching it in place.
  There are a number of benefits available to those who drink 
  from the font. It was used to grant clarity and calm to pilgrims 
  as well as cleanse the touch of the Whispering Tyrant. A PC 
  who drinks from the font gains 2d8 temporary hit points and 
  gains a +2 bonus on all skill checks made within the Bastion 
  of Light for 24 hours. Multiple drinks from the font do not 
  stack. Like the reliquary, if the water from the font is placed 
  inside another vessel such as a waterskin, vial, or flask, its 
  healing benefits disappear and it becomes normal water.
  A PC who searches the room and succeeds at a DC 
  25 Perception check discovers a leather-bound tome written 
  in Celestial that details a cleansing ritual used by the 
  clerics of the Bastion of Light during the Shining Crusade. 
  By reading the text in the tome and spending 10 minutes 
  executing the ritual, all participating PCs gain a +3 sacred 
  bonus to AC and on all saving throws for the next 24 hours. 
  This effect ends immediately if the PCs later desecrate or 
  destroy the font.
  A PC who succeeds at a DC 20 Knowledge (religion) or DC 23 
  Perception check discerns that some sort of ritual has bound 
  the helmet to the font, and that it might be possible to remove 
  the helmet by completing the ritual or desecrating the font.
  Desecrating the font can be accomplished by tainting its 
  waters with some of the heaped remains in the room or any 
  other means that would render the water undrinkable. The 
  PCs can also attempt to destroy the font, which has hardness 
  8 and 120 hit points. Once the font is desecrated or destroyed, 
  the vines disappear in a brief flash and the helmet is free.
  Unbinding the helmet from the font without destroying 
  it requires a few steps. A PC must succeed at a DC 20 
  Knowledge (religion) or DC 25 Disable Device check to begin 
  unraveling the vines. Then someone must succeed at a DC 25 
  Disable Device or a DC 23 Knowledge (history) or Knowledge 
  (religion) check to recall or discover the fail-safe woven into 
  the ritual, which takes 10 uninterrupted minutes. After all 
  the requirements are complete, the helmet is freed and rises 
  slowly rises to the surface of the water. 
  Treasure: Most of the items in the chamber are ruined, but 
  a thorough, if disgusting, search of the heaps reveals 750 gp 
  worth of holy symbols and jewelry, a +2 scimitar with a pearl-
  studded hilt, and 1,500 gp. In Subtier 10–11, the PCs also 
  discover a suit of +2 rallying field plateUE.
  Rewards: If the PCs unravel the ritual binding the helmet to 
  the font, or if they damage or desecrate the font, they receive 
  the helmet, and the red reaver loses its mythic ranks (use the 
  weakened reaver stat block on page 18 for the final encounter.)
  ADDITIONAL ROOMS (OPTIONAL)
  In addition to the rooms called out in this scenario and marked 
  on the Bastion of Light map, there are 11 other rooms in the 
  Bastion of Light that do not have assigned designations. You 
  can customize these rooms using the following parameters 
  to create a tension-filled environment for your group. You 
  have two additional uses of the red reaver trap (see page 10) 
  that you can place in any of these empty rooms, two groups of 
  two Twisted Nail orcs (use the Twisted Nail hunters on page 
  15 for Subtier 7–8 or the Twisted Nail giantslayers on page 
  15 for Subtier 10–11), and two rooms containing the fungal 
  spore pods detailed on page 10. In addition, one room of your 
  choosing contains a potion of cure serious wounds buried under 
  some rubble that can be found if the PCs succeed at a DC 18 
  Perception check (DC 22 in Subtier 10–11).
  These encounters are optional. When placing these 
  additional encounters, distribute them evenly throughout the 
  Bastion. Avoid placing the Twisted Nail orcs and additional 
  red reaver traps too closely together; these encounters are 
  intended to help increase the tension and excitement of the 
  adventure, not to create inescapable death traps for the PCs. 
  Aside from those restrictions, you can place the orc encounters 
  and red reaver traps in any room you deem appropriate, 
  including in rooms the PCs have previously investigated, 
  since the orcs and the red reaver are not stationary creatures 
  but rather moving through and around the Bastion of Light. 
  The fungal spore pods may also be placed in any room you 
  choose, but do not place them in a room the PCs have already 
  explored. Keep in mind when placing these encounters 
  that each time the players roll initiative is another time for 
  them to step out of the atmospheric experience, so consider 
  spacing these far enough apart to maintain immersion in the 
  story and use only as many as you need to build the narrative.
  CONFRONTING THE RED REAVER
  When the PCs have completed their preparations, or when the 
  red reaver makes it into the Bastion of Light, this encounter 
  can take place in area A1 or A6. If the fight occurs in area 
  A6, the reaver lashes out at the PCs from the large hole in 
  the ceiling; if the PCs flee the room after this encounter has 
  begun, the reaver quickly claws its way back out to the outside 
  of the building and bursts through the main entryway, 
  weakened by the reaver’s unceasing attacks, forcing its way 
  through the crumbling walls into area A1.
  To accommodate a party of four PCs, Uirch fights alongside 
  them in this encounter if he accompanied them. In the 
  event that Uirch did not accompany the PCs, instead add the 
  exhausted condition to the red reaver.
  Scaling Confronting the 
  Red Reaver
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  The red reaver will not show any mercy to the PCs. If the 
  PCs have been successful in the previous encounters, the 
  reaver is likely weakened, but it is still a force to be reckoned 
  with. The version of the red reaver the PCs encounter may 
  vary depending on whether or not the PCs have accomplished 
  certain tasks within the Bastion as detailed below: 
  If the PCs do not have the charged holy symbol gained by 
  completing the ritual in area A5, replace the territorial ability 
  from the red reaver stat block on page 18 with the territorial 
  bond ability from the mythic red reaver stat block on page 7.
  If the PCs have not yet removed the helmet from the font in 
  area A6, use the stats for the mythic red reaver presented on 
  page 7. If the PCs have successfully resolved the Reliquary ritual 
  from area A5 but have not removed the helmet, replace the 
  mythic red reaver’s territorial bond ability with the territorial 
  ability from the weakened reaver stat block on page 18. 
  If the PCs are aware of Uirch’s trap in area A1, they can set it 
  at any time. If the red reaver enters the area directly below the 
  harness and muzzle, the device slams the red reaver into the 
  ground, entangling it for 1d4+1 rounds (this time is reduced 
  to 1 round if the PCs are instead confronting the mythic red 
  reaver). The harness includes a muzzle that prevents the red 
  reaver from using its roar ability for as long as it is entangled. 
  SUBTIER 7–8 (CR 11)
  WEAKENED REAVER 
  CR 11
  Use the statistics for the red reaver in Subtier 10–11, below. So long 
  as the PCs fulfilled at least one of the conditions to weaken the 
  reaver, it also has a –4 penalty on attack and damage rolls as 
  well as a –4 penalty to its AC.
  SUBTIER 10–11 (CR 14)
  WEAKENED REAVER 
  CR 14
  Giant red reaver (Pathfinder RPG Bestiary 295, Pathfinder Adventure 
  Path: Curse of the Crimson Throne Anniversary Edition 476)
  N Huge magical beast
  
  REAVER’S ROAR
  19
  19
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 
  (+16 in territory)
  DEFENSE
  AC 30, touch 5, flat-footed 30 (–3 Dex, +25 natural, –2 size)
  hp 216 (16d10+128)
  Fort +18, Ref +9, Will +8
  Immune sleep
  Weaknesses distracted by beauty
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy)
  Melee bite +25 (3d6+11/19–20), 2 claws +25 (2d6+11)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d6+16), roar
  TACTICS
  During Combat The red reaver fights viciously, using its roar ability 
  before closing any distance between it and the nearest target. 
  The reaver of Roslar’s Coffer prioritizes creatures who are not 
  chased away by its roar, using both Power Attack and Greater 
  Vital Strike with its bite in rounds where it needs to move to 
  catch its prey, and full attacking with its bite, claws, and rend 
  when able.
  Morale The red reaver fights to the death.
  STATISTICS
  Str 32, Dex 4, Con 27, Int 3, Wis 13, Cha 12
  Base Atk +16; CMB +29 (+31 bull rush); CMD 36 (38 vs. bull rush)
  Feats Improved Bull Rush, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, 
  Power Attack, Vital Strike
  Skills Fly –4, Perception +8 (+16 in territory), Survival +5 (+13 
  in territory); Racial Modifiers +8 Perception in territory, +8 
  Survival in territory
  Languages Giant (can’t speak)
  SQ flight, territorial
  SPECIAL ABILITIES
  Distracted by Beauty (Ex) With a successful Perform check, 
  a character can attempt to fascinate a red reaver within 60 
  feet who is able to observe the performance (via sight or 
  hearing, whichever is appropriate). The red reaver can resist 
  the fascination effect with a successful Will save (DC = 1/2 the 
  result of the Perform check), but once it becomes fascinated, it 
  remains so until the performance stops, it takes damage, or it 
  observes anyone damaging or stealing any of its treasures. 
  Flight (Su) The red reaver’s ability to fly is supernatural. 
  Roar (Su) A red reaver can unleash a terrifying roar once every 
  1d4 rounds. All creatures except other red reavers within 120 
  feet must succeed at a DC 19 Will save or be shaken. Those 
  within 30 feet who fail their saves become panicked. A creature 
  that succeeds at the save can’t be further affected by the same 
  red reaver’s roar for 24 hours. The shaken or panicked effect 
  lasts for 4 rounds, but a creature can end the effect early by 
  succeeding at a DC 19 Will save at the end of any turn during 
  which it was affected by the roar. This is a mind-affecting fear 
  effect. The save DC is Charisma-based. 
  Territorial (Ex) The red reaver of Roslar’s Coffer has formed a 
  powerful bond with the Bastion of Light, which it has claimed 
  as its territory, and gains a +8 racial bonus on Perception 
  checks and Survival checks inside the Bastion and surrounding 
  area. In addition, while in its territory, a red reaver doesn’t 
  fall unconscious when reduced to negative hit points and 
  automatically stabilizes whenever it is at negative hit points.
  Treasure: Upon returning to Roslar’s Coffer, Gorm presents 
  the PCs with two intricately carved rings each worth 500 gp 
  and a +1 coat pistolUE. In Subtier 10–11, the PCs also receive a 
  scholar’s ringUE, a collapsible towerUE, and a clear spindle ioun stone.
  Development: With the red reaver dead, the PCs are free to 
  explore any areas of the Bastion of Light they have not already 
  examined without any further interference from the reaver or 
  orcs. If the PCs have not yet recovered the helmet, they should 
  now do so. Upon leaving the Bastion of Light, the PCs can 
  return to Roslar’s Coffer uneventfully, and a PC who succeeds 
  at a DC 15 Survival check notes signs of the few remaining 
  Twisted Nail orcs leaving the area.
  If Uirch survived, he slips away quietly after the PCs have 
  gone to report these events to his tribe. 
  CONCLUSION
  Upon the PCs’ return to Roslar’s Coffer with the helmet and 
  news of the red reaver’s defeat, the residents of the outpost 
  are ecstatic. They begin collecting the red flags from the trees, 
  pinning them to their tunics over their hearts and draping 
  them from their windows. As the day wears on, the flags are 
  pulled down and set alight in a huge bonfire in the town square. 
  Talk abounds about reclaiming old homes and contacting old 
  neighbors and family who left the area. The people declare the 
  day a new local holiday to be celebrated every year.
  Gorm greets the PCs outside the inn. He shakes the 
  PCs’ hands, and after receiving the helmet from the PCs he 
  treats them to a great feast at his expense. He also rewards 
  the PCs handsomely in gifts for the helmet, and gazes at it 
  often during the feast, examining its markings, occasionally 
  making notes between bouts of merriment. 
  After a night’s rest at the Toothless Pike, the PCs receive 
  word from Ollysta Zadrian. She is working with Shevar Besnik 
  to bring a number of refugees from Roslar’s Coffer back to the 
  area along with a number of soldiers from Three Pine’s Ford 
  and should arrive in a few days to begin securing the Bastion. 
  REPORTING NOTES
  If Uirch survived the adventure, check box A. If the PCs 
  desecrated or destroyed the font in area A6, check box B. 
  PRIMARY SUCCESS CONDITIONS
  Slaying the red reaver and bringing Gorm Greathammer the 
  helmet from the Bastion of Light completes the Pathfinder 
  Society’s primary goals at Roslar’s Coffer. Doing so earns the 
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  Handout: Letter from Ollystra Zadrian
  Greetings, Pathfinders,
  Please take great care as you search the Bastion of Light. 
  This holy place must be preserved for the people of Roslar’s 
  Coffer, worshippers of Sarenrae, and all good and just beings 
  in this world. I expect that you will take particular care to 
  avoid any undue damage to the artifacts within the Bastion. 
  Should you encounter anyone or anything else within that 
  place, take heed that you do not judge too quickly. The 
  Dawnflower’s light can shine upon any being willing to receive 
  it. The Silver Crusade keeps you in its thoughts. Be brave, 
  bold, and compassionate.
  —Ollysta Zadrian
  PCs 1 Prestige Point and grants them the Reaver of Reavers 
  boon on their Chronicle sheet.
  SECONDARY SUCCESS CONDITIONS
  If the PCs succeed at three of the following objectives, they 
  succeed at their secondary success condition and gain 1 
  Prestige Point: the fungus spores in either area A2 or A3 were 
  harvested, the reliquary in area A4 is undamaged, the shrine in 
  area A5 was activated, or the font in area A6 was not desecrated 
  or destroyed. If the PCs succeed at all of these tasks, they also 
  gain the Preservationist boon on their Chronicle sheet.
  FACTION NOTES
  The PCs may have had an encounter with the gravely injured 
  orc named Uirch in area A4. If the PCs healed him and allowed 
  him to leave without threat of violence this constitutes an act 
  befitting the values of spreading good and defending the 
  weak at the core of the Silver Crusade faction. Each PC who is 
  a member of the Silver Crusade faction earns the Argent Allies 
  of the Burning Sun boon.
  
  REAVER’S ROAR
  21
  21
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
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  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
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  any version of this License.
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  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #10–04: Reaver’s Roar © 2018, Paizo Inc.; 
  Author: Steven Hammond.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-04: 
  Reaver’s Roar
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,213
  3,848
  —
  3,030
  4,425
  7,695
  —
  6,060
  Out of
  Subtier
  Pathfinder Society Scenario #10-04: 
  Reaver’s Roar
  Argent Allies of the Burning Sun (Silver Crusade): Mahja Firehair’s Burning Sun tribe consists primarily of 
  orcs seeking to abandon the evil traditions common to the orcs of Belkzen, and many of its members are 
  worshippers of Sarenrae like their chieftain. By sparing and healing the orc Uirch, you have created a bond 
  that could lead to future alliances between the Silver Crusade and the Burning Suns. You can purchase or 
  craft war spirit pouches (Pathfinder RPG Advanced Race Guide 141) as though they were approved items on the 
  Additional Resources list. You must bring a copy of the Advanced Race Guide to all sessions in which this boon 
  is used (including any session wherein you intend to use a previously purchased war spirit pouch.)
  In addition, you gain a +2 circumstance bonus on all Diplomacy checks made when interacting with orcs from 
  the Burning Sun tribe and a +1 circumstance bonus on all Intimidate checks made against all other orcs.
  Lost Limb ( ▫ Arm; ▫ Leg): You did not escape your encounter with the reaver of Roslar’s Coffer unscathed. 
  Check the box next to this boon corresponding with the limb that was mutilated by the red reaver. If you lost an 
  arm, you cannot perform actions requiring two arms or two hands and suffer a 20% spell failure chance when 
  casting any spell with a material component. If you lost a leg you must use a crutch or prosthetic; if you use a 
  crutch you suffer the same restrictions as though you had lost an arm, and if you use a prosthetic your movement 
  speed is reduced by 10 feet. When you are the target of a regeneration spell, cross this boon off this Chronicle sheet 
  This boon supercedes the normal requirements for resolving negative conditions at the end of a scenario.
  Preservationist: Even while being stalked by a red reaver in its lair, you were able to keep calm and protect the 
  valuable historical and religious relics contained within the Bastion of Light. You gain a +1 bonus to your CMD 
  against disarm and sunder attempts, and spells you cast that would damage unattended objects in their area, 
  such as fireball, do so only when you want them to.
  Reaver of Reavers: Successfully slaying the fearsome red reaver of Roslar’s Coffer was no mean feat, and word 
  of your victory has spread throughout all of Lastwall and beyond. When staying at an inn, you can almost always 
  secure common quality lodging, meals, and stable services for free.
  Core Campaign
  Subtier 7–8
  Subtier 10–11
  +1 coat pistol (2,750 gp, limit 1; Pathfinder RPG 
  Ultimate Combat 138)
  +1 coat pistol (2,750 gp, limit 1; Ultimate Combat 138)
  collapsible tower (8,170 gp; Pathfinder RPG Ultimate 
  Equipment 131)
  scholar’s ring (8,700 gp; Ultimate Equipment 177)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-04 - Reavers Roar.pdf