TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 1–5
  Pathfinder Society Scenario #3–07
  By James F. MacKenzie
  EchoEs of thE
  ovErwatchEd
  EchoEs of thE
  ovErwatchEd
  
   
  EchoEs of thE ovErwatchEd
  Pathfinder Society Scenario #3–07
  Author • James F. MacKenzie
  Contributing Artists • Michele Chang and Ben Wooten
  Cartographers • Sean Macdonald and Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Judy Bauer
  Editorial Assistance • Jason Bulmahn,  
  Christopher Carey, Rob McCreary,  
  Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  GameMastery Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, and Pathfinder RPG 
  Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at 
  paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario #3–07: Echoes of the Overwatched is a Pathfinder Society Scenario designed for 1st- to 5th-level 
  characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License 
  (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 20 of this product.
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  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, 
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  Content may be reproduced in any form without written permission.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
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  Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder 
  Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
     
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  3
  WHERE ON GOLARION?
  Echoes of the Overwatched takes place in numerous locations 
  throughout Absalom, the City at the Center of the World. 
  Throughout this scenario, the PCs will visit the Blakros 
  Museum, which towers over the western skyline of the Wise 
  Quarter, as well as one of the spires of Beldrin’s Tower in 
  the Precipice Quarter. To learn more about Absalom, see 
  Pathfinder Campaign Setting: Guide to Absalom or Pathfinder 
  Campaign Setting: The Inner Sea World Guide, available in local 
  bookstores and hobby shops, as well as online at paizo.com.
  Isle 
  of
  Inne
  r se
  a
  Inne
  r se
  a
  Kort
  os
  • absalom
  unlock the copper portal in the catacombs of the building 
  (a door that the Devourer remembered as the entrance 
  to a vault containing many potent wonders. Maddened 
  by its long imprisonment and driven to wreak as much 
  destruction as possible, the Devourer used Anumet’s 
  knowledge to locate a tome it knew would show it how to 
  open the copper door, an ancient text entitled History of 
  the True Art, which contained numerous cryptic entries 
  written by Ralzeros himself. From this book, it learned that 
  Ralzeros’s feud with the mage Beldrin (whose towers can 
  still be seen from the Precipice Quarter) may have stemmed 
  from accusations that Beldrin stole one of Ralzeros’s famed 
  keys, keys that would allow whoever wielded them access to 
  a portion of the many magnificent treasures and wonders in 
  the expansive catacombs beneath his stronghold. Seeking 
  to unlock the portal at any costs, the Devourer of Reason—
  disguised as Anumet—made haste toward the Tower of 
  T 
  he ancient halls of Blakros Museum, a structure of 
  incredible antiquity, have witnessed many strange 
  events over the centuries. The eccentric astrologer 
  Ralzeros the Overwatched originally built this sprawling 
  stronghold of black basalt carved from the bedrock of 
  the Isle of Kortos as his sanctum and observatory. With 
  his myriad astrological devices, Ralzeros observed the 
  otherworldly forces that resided in the Dark Tapestry far 
  beyond Golarion, and in turn, those forces watched him.
  These unknowable beings of the cosmos went so far as 
  to provide Ralzeros with an assistant, a ghoul known as 
  the Devourer of Reason. Though the monster provided 
  Ralzeros with numerous secrets of the void, when it 
  betrayed him by feasting upon one of his favorite human 
  assistants, the astrologer imprisoned the monster in one 
  of his stronghold’s numerous attic spaces, and the undead 
  horror was promptly forgotten when Ralzeros disappeared 
  not long after.
  Now the enormous building belongs to the influential 
  Blakros family, who converted the structure into a museum 
  to display their various treasures. Rumors persist, however, 
  that the place remains haunted by dark magic, and incidents 
  of murder and madness remain seem drawn to the place. In 
  recent years, the Decemvirate has made it into the museum 
  curator’s good graces by helping with numerous incidents, 
  and the Society has taken this opportunity to look into 
  more of the building’s oddities and discover its secrets.
  Recently, the museum’s curator, Nigel Aldain, discovered 
  a new layer to the catacombs that lie beneath the Blakros 
  Museum, a layer containing a strange copper portal clearly 
  of an ancient and magical nature. Where this portal leads 
  remains a mystery, but when Nigel offered the Pathfinder 
  Society the opportunity to send an agent to help research 
  the matter, the Grand Lodge jumped at the chance, sending 
  a Pathfinder named Anumet Akrostera to help the curator 
  in the search for a key to open the portal. Anumet proved 
  a valuable asset in exploring the countless nooks and 
  crannies of the museum, but his explorations proved to be 
  his undoing, as he inadvertently stumbled upon and opened 
  the chamber that bound the Devourer of Reason.
  The Devourer of Reason ravaged Anumet’s mind as it 
  tore him to pieces, and saw that the Pathfinder intended to 
   
  EchoEs of thE ovErwatchEd
  By JameS f. macKenzie
  
  PATHFINDER SOCIETY SCENARIO
  4
  the Horn in search of the key. Nigel, noticing the serious 
  shift in Anumet’s normally calm demeanor, reported the 
  incident to the Pathfinder Society in hopes that they may be 
  able to more fully investigate the matter.
  SUMMARY
  Venture-Captain Drandle Dreng orders the Pathfinders to 
  investigate the fate of Anumet Akrostera, who was sent there 
  to aid Nigel Aldain in his search for a key to the mysterious 
  portal within the museum’s catacombs. The Pathfinders 
  discover a haunted observatory in the museum that once 
  imprisoned the Devourer of Reason. After confronting 
  the tortured spirit of Anumet in the form of a haunt, they 
  learn of the Pathfinder’s grisly fate and gain possible clues 
  about his slayer’s goals, discovering that whoever is posing 
  as Anumet took a book from the museum called History of 
  the True Art.
  In order to fully discover what exactly the Devourer plans, 
  Nigel Aldain suggests that the party seek out the knowledge 
  of the learned Maren Fuln at the Arcanamirium or perhaps 
  try to locate another copy of History of the True Art at Forae 
  Logos. The PCs then take to the streets in order to find out 
  where the Devourer of Reason was headed when he fled the 
  museum. Their search eventually leads them to the Tower of 
  the Horn, one of three ruined towers that once belonged to 
  the ancient wizard Beldrin. The Tower of the Horn is buried 
  beneath the surf most of the time, and is only accessible at 
  the tide’s nadir. The PCs must enter the perilous tower and 
  discover what their antagonist is up to before it is too late, 
  all the while fighting back the monstrous inhabitants of the 
  tower and solving its puzzles. The PCs finally encounter the 
  Devourer of Reason in the treasure-filled vault of the Tower 
  of the Horn; they must destroy the otherworldly monster to 
  avenge Anumet and claim the key to the mysterious portal 
  beneath the Blakros Museum, lest the Devourer use the 
  portal for its own mysterious and destructive goals. 
  GETTING STARTED
  Read the following to get the adventure underway.
  Drandle Dreng’s entrance is as understated as always at the 
  meeting with him this morning. He carries stacks of papers and 
  tomes, and shedding stray pages as he makes his way toward 
  a large, cushioned chair; once seated, he greets you warmly.
  “Welcome, welcome, glad to see you’ve made yourself at 
  home. No point in beating around the bush, since I’m sure 
  you’re all very curious why I called you here today, hm?
  “As you may or may not know, the Society has been bolstering 
  its influence with the esteemed Blakros family for some time 
  now, and have assisted them and their famous museum with 
  various incidents over the past few years—discovering several 
  new levels of catacombs in the process.
  “Just recently, the Blakros Museum’s curator, Nigel Aldain, 
  informed us that he’d discovered a mysterious portal within the 
  building’s vast catacombs, and sought information regarding 
  how to open it. We sent one of our agents, a man by the name 
  of Anumet Akrostera, to help research the matter further, which 
  involved delving into the various attics and crawlspaces of 
  the Blakros Museum in search of clues that might lead to the 
  whereabouts of the portal’s key.
  “Earlier today, Nigel showed up here, claiming that something 
  was wrong with Anumet. It seems that the Pathfinder set off 
  some sort of curse or trap while poking around in the place’s 
  attics and was acting strangely, and now he can’t be found 
  at all. I need you to head to Blakros Museum and get to the 
  bottom of this. Find Anumet, and if he has gotten himself into 
  irreparable trouble, you’ll also need to take up where he left off 
  and find that key.”
  PCs who have ranks in Knowledge (history) or 
  Knowledge (local) may be able to recall information about 
  Blakros Museum before making their way to the famous 
  building. This knowledge can provide important clues 
  about future events in this scenario. Let the PCs make 
  the following checks, and consult the information below.
  Knowledge (history)
  10+ In the early days of Absalom, the Blakros Museum 
  was the stronghold of an eccentric wizard. After being 
  abandoned for centuries, it was bought by the Blakros 
  family, who turned it into a museum for their vast 
  collection of curios.
  15+ The mad astrologer Ralzeros the Overwatched built 
  what is now the Blakros Museum thousands of years ago 
  as an observatory to study distant worlds (and some say, 
  to be studied by them). He later disappeared following a 
  mage-duel with another of Absalom’s early wizards.
  25+ Ralzeros carved his stronghold from a single block 
  of volcanic stone with the help of fell powers granted to 
  him by otherworldly patrons, supposedly to hide the 
  powerful artifacts secreted in the catacombs beneath 
  the keep. In addition, some tales hint that Ralzeros was 
  actually abducted by alien monsters from the worlds he 
  had studied so obsessively.
  Knowledge (local) or Diplomacy 
  (gather information)
  10+ Blakros Museum is owned by the esteemed House 
  Blakros, an extensive clan whose family members have 
  made their fortune by trading odd antiquities across the 
  border of Taldor and Qadira, as well as by marrying off their 
  beautiful daughters to wealthy nobles all around the world. 
  They store many of their curious gifts and the findings of 
  
  ECHOES OF THE OVERWATCHED
  5
  the True Art, a book about famous wizards and astrologers. 
  He took the book with him and ran out of the museum. I 
  didn’t dare follow him, and haven’t seen him since.”
  What’s in History of the True Art? “I don’t really know. 
  It does discuss Ralzeros the Overwatched quite a bit. 
  Forae Logos is the only other place I can think that would 
  have a copy.”
  What are the attics and towers of the museum used for? 
  “They’re too rickety and awkward for any practical use 
  these days, but they’ve been there since the Blakros family 
  bought the place. Tales say that Ralzeros the Overwatched 
  put machines there that he used to observe the stars and 
  heavens above. Judging by how strangely everything up 
  there is laid out, I suspect that the stories are right when 
  they say he was insane.”
  Where did Anumet go after he left the museum? “I have 
  no idea. Before he left, he was muttering something about 
  Ralzeros’s duel, but he was hunched over and wouldn’t 
  look at me when I tried to ask what he was talking about.”
  Exactly where in the attics did Anumet go? “I’m not 
  sure, but you might be able to follow his trail in the dust. 
  The attics are filthy.”
  What do you know about the portal in the catacombs? 
  “It was discovered a couple days ago when the museum’s 
  workmen were clearing the basement levels out to store 
  more of the Blakros family’s treasures. It’s a door a bit 
  bigger than a human, and its bizarre decorations made 
  my stomach churn just looking at them. You’re welcome to 
  have a look for yourself if you wish.” 
  Some incurious PCs may not stop to ask questions. If the 
  PCs seem to be looking in the wrong places for clues, Nigel 
  follows them for a short while and provides some of the 
  information that would have been answered above.
  If the PCs ask to see the newly discovered portal, 
  Nigel leads them down into the catacombs, revealing a 
  passageway hidden behind apparently solid stone. At 
  the passage’s end stands a gleaming doorway, copper in 
  color, inlaid with malachite, and covered with intricate 
  arabesques. No obvious handle or lock is visible. Those 
  who study the portal for more than a few minutes have 
  the uncomfortable sensation that its decorations are 
  slowly moving.
  While the Blakros Museum’s major structural members 
  are shaped from solid stone, the supports used on the 
  upper levels are made of wood. Some of these beams are so 
  aged and fragile that the museum’s upper chambers were 
  sealed away years ago to prevent collapse. The stairs that 
  accessed the upper floors were removed and the exhibit 
  halls remodeled to eliminate all sign of them.
  A rickety ladder currently stands in the museum’s 
  storage room, leading up to a square hole in the ceiling’s 
  decorative plasterwork. Anumet used the ladder—kept 
  their more adventurous daughters in exhibits in the Blakros 
  Museum, which they purchased for just this purpose.
  15+ The Pathfinder Society is interested in forming an 
  alliance with the Blakros family to gain access to their 
  extensive collection of historical and arcane treasures.
  20+ Many pieces in the Blakros’s collection are 
  connected to the Dark Tapestry or other otherworldly 
  horrors studied by Ralzeros.
  ACT 1: THE BLAKROS MUSEUM 
  OBSERVATORY
  By the time the PCs get to the museum, Nigel Aldain 
  is standing outside waiting to meet them. Nigel may 
  recognize some of the PCs from previous encounters at 
  the Blakros Museum. Once the worried curator verifies 
  that the party members are indeed Pathfinders, he 
  explains his concerns to the PCs and tries to answer any 
  questions they might have regarding the situation.
  Nigel Aldain has a disturbed expression, but looks slightly 
  relieved now that help is at hand. “Thank the gods you’re finally 
  here. It would appear something quite bizarre has happened to 
  my new Pathfinder-turned-assistant, Anumet Akrostera, while 
  we were researching the key to the newly discovered portal 
  beneath the museum. I had warned Anumet that many corners 
  of the museum hold mysteries that, as of yet, have never been 
  looked into, but I’m afraid something got to him all the same, as 
  the last time yesterday I saw him he was acting quite strangely, 
  and he failed to return today. I fear something evil in the attics 
  of the museum may have cursed him.”
  The PCs will likely have questions for Nigel. He’ll help 
  them any way he can, but won’t accompany them as they 
  check the museum’s awkward crawlspaces and drafty attics 
  where Anumet was working. Below are answers to some of 
  the most likely questions the PCs may have for the curator.
  What happened to Anumet? “Anumet was exploring 
  the museum’s attics and towers looking for clues about 
  the key to a newly discovered portal in the museum’s 
  catacombs. This morning, he went up to the attic for a 
  long time, and when he came down, he acted strangely, 
  as if he didn’t recognize anyone. His voice was hoarse 
  and  the words he used were bizarre and archaic. He kept 
  rambling about Ralzeros the Overwatched, but nothing 
  he said made sense.
  “He made for the catacombs and stared at the portal 
  we’ve been trying to unlock for some time. I don’t think 
  he realized I was still there, and I followed him around 
  the other areas in the catacombs, where he seemed to be 
  desperately searching for something. When he couldn’t find 
  it, he was furious. Anumet avoided me after that, but I saw 
  him look something up in our copy of Jackdaw’s History of 
  
  Blakros Museum
  1 square = 5 feet
  T
  1a
  1b
  1c
  PATHFINDER SOCIETY SCENARIO
  6
  so workers could access the building’s decrepit upper 
  stories—to explore the museum’s attics. 
  1a. The Walkway (CR 1 or CR 3)
  PCs who ascend the ladder in the storage room find 
  themselves in an ill-conceived maze of crawlspaces, 
  attics, and tower chambers, each connected by stairs, 
  ladders, and cramped walkways.
  Reeking of vermin droppings, sagging walkways and cramped 
  stairwells connect the museum’s winding upper levels. Stifling 
  heat fills the sealed-off rooms and crannies, and cracked and 
  rotten boards pop and creak at the slightest touch. Dry-rotted 
  debris lies heaped atop broken furniture and shattered crates 
  in the long-disused chambers. Boot prints make an uncertain 
  and winding trail through the thick dust on the attic’s floors.
  PCs trying to follow the trail Anumet’s boot prints left 
  in the thick dust can easily do so, and soon find a secret 
  door that now stands ajar, seeming to open out of an age-
  whitened leaden frieze along one tower’s stone flank. 
  Trap: The 10-foot-long section of walkway in front of the 
  secret door is particularly treacherous, time having worn 
  it down to nearly collapsing. If more than one Medium 
  creature (or more than two Small creatures) stands on 
  the decrepit walkway at once, it collapses, dropping 
  victims onto the lath and plaster ceiling of the exhibit 
  hall below. In Subtier 1–2, the ceiling holds, but in Subtier 
  4–5, unfortunate PCs continue to crash through, taking 
  additional damage.
  Subtier 1–2 (CR 1)
  Rotten Walkway 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect 20-ft.-deep pit (2d6 falling damage); DC 17 Reflex 
  avoids; multiple targets (all targets in a 5-ft.-by-10-ft. area)
  Subtier 4–5 (CR 4)
  Rotten Walkway 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect 40-ft.-deep pit (4d6 falling damage); DC 21 Reflex 
  avoids; multiple targets (all targets in a 5-ft.-by-10-ft. area) 
  
  ECHOES OF THE OVERWATCHED
  7
  Mission Notes: A DC 16 Perception check allows a 
  PC to notice an old record book fallen 20 feet below the 
  rickety walkway. It chronicles House Blakros’s dealings 
  in Osirion, including several incidents where family 
  members undermined Pathfinder interests in the area. 
  Grand Lodge faction PCs who retrieve this text and return 
  it to the museum’s archives without alerting Nigel receive 
  1 Prestige Point.
  1b. The Orrery (CR 3 or CR 6)
  Read the following aloud when the PCs enter the orrery.
  Strange, organic-looking patterns wind across the walls and 
  ceiling of this chamber, and the stone walls look as though 
  they had grown winding tendrils that enshroud the area. At 
  the chamber’s center stands a massive, rust-covered device 
  of gears and arms about fifteen feet across. The end of each 
  arm supports a different colored sphere. Strange projections 
  and barbed arrows point through each of the globes, their 
  directions seemingly random. Opposite from the chamber’s 
  entrance, a naked and clearly dead body is impaled by a 
  rust-red arrow. The corpse faces a gray, wooden door, which 
  stands ajar.
  PCs who succeed at a DC 15 Knowledge (arcana) or 
  Knowledge (geography) check recognize the device as an 
  orrery depicting Golarion’s known solar system.
  Haunt: Anumet’s gruesome death left his tormented 
  spirit trapped, replaying his terror-filled final moments 
  over and over. Anyone who enters the chamber triggers the 
  haunt in the center of the room. 
  Subtier 1–2 (CR 3)
  The Devourer’s Prey 
  CR 3
  CE haunt (30-ft. chamber)
  Caster Level 3rd
  Notice Perception DC 18 (to hear the sound of brains being 
  eaten)
  hp 6; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, Anumet’s wounds begin 
  to sizzle and turn green; acid bursts from the corpse and 
  strikes the nearest creature as though with acid arrow 
  (ranged touch attack +3; 2d4 damage per round for 2 
  rounds). All creatures in the area of the haunt are exposed 
  to a horrific vision that invades their minds. In the vision, 
  a withered humanoid figure with an elongated, pointed 
  tongue bursts forth from the gray door and grabs the then-
  living Anumet, subsequently tearing him apart with its 
  jagged claws and teeth. As the terrifying vision fades, the 
  monster hisses, “The gate shall soon open!”
  Destruction Anumet’s body must be removed from the orrery 
  and given a proper burial.
  Subtier 4–5 (CR 6)
  The Devourer’s Prey 
  CR 6
  CE haunt (30-ft. chamber)
  Caster Level 6th
  Notice Perception DC 22 (to hear the sound of brains being eaten)
  hp 12; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, Anumet’s wounds begin 
  to sizzle and turn green; acid bursts from the corpse and 
  strikes the nearest creature as though with acid arrow 
  (ranged touch attack +6; 2d4 damage per round for 3 
  rounds). Until it is neutralized or destroyed, the haunt 
  continues to strike another creature with its acid arrow every 
  round after the first. All creatures in the area of the haunt 
  are exposed to a horrific vision that invades their minds. In 
  the vision, a withered humanoid figure with an elongated, 
  pointed tongue bursts forth from the gray door and grabs 
  the then-living Anumet, subsequently tearing him apart 
  with its jagged claws and teeth. As the terrifying vision 
  fades, the monster hisses, “The gate shall soon open!”
  Destruction Anumet’s body must be removed from the orrery 
  and given a proper burial.
  Development: The rust-covered orrery’s jagged barbs 
  and warped gears have kept Anumet’s remains from 
  collapsing to the floor, and a quick examination of the 
  bloody corpse reveals horrifying wounds that could not 
  possibly have been caused by the machine itself. A DC 10 
  Heal check is enough for a PC to see that something has 
  feasted upon the corpse, devouring much of its skin and 
  cracking the skull open to devour its contents. Anumet’s 
  clothing and effects are nowhere to be seen. A DC 12 
  GM TIP: HAUNTS
  Haunts are residual undead manifestations that function 
  similarly to traps. When a haunt is triggered, it activates 
  at initiative rank 10 in the surprise round. Any PC who 
  notices it can act on his own initiative in the surprise 
  round. Normally, a PC can only make a notice check when 
  a haunt manifests, but spells such as detect chaos/evil or 
  detect undead grant a free Perception check at a –4 penalty 
  prior to the haunt’s activation. Unless the haunt is reduced 
  to 0 hit points by taking positive energy damage before 
  acting in the surprise round, its effects occur as listed. A 
  persistent haunt (such as the Subtier 4–5 version in this 
  scenario) acts each round on initiative rank 10 until it is 
  neutralized or destroyed. Haunts are mind-affecting fear 
  effects, and immunity to such effects grants immunity to 
  a haunt’s direct effects, but not indirect effects resulting 
  from a haunt’s attack. For more information on haunts, see 
  pages 242–243 of the Pathfinder RPG GameMastery Guide.
  
  PATHFINDER SOCIETY SCENARIO
  8
  Knowledge (religion) check identifies the claw and bite 
  marks covering the body as typical of a ghoul’s victims. A 
  DC 20 Heal check reveals that Anumet’s body is partially 
  frostbitten in places.
  Treasure: The doorknob to the vault that served as the 
  devourer’s prison is made of clear crystal with a chunk 
  of sapphire inside; the entire piece is worth 114 gp. A 
  tiny golden statuette sits within the orrery’s rust-choked 
  mechanisms, caught between two gears. It depicts a 
  bizarre, apparently formless creature covered with eyes 
  and tendrils. It can be sold to a broad-minded collector for 
  199 gp in Subtier 1–2 and 1,240 in Subtier 4–5. Additionally, 
  the orrery itself is worth 912 gp in Subtier 1 –2 and 3,576 gp 
  in Subtier 4–5, if sold to the right astronomer.
  Mission Notes: Silver Crusade faction PCs who 
  neutralize the haunt and give Anumet’s body a proper 
  burial receive 1 Prestige Point.
  Rewards: If the PCs destroy, neutralize, or otherwise 
  survive the haunt, reward each subtier thusly:
  Subtier 1–2:
  Give each PC 102 gp.
  Subtier 4–5:
  Give each PC 411 gp.
  1c. The Devourer’s Prison
  Read the following when the PCs enter the devourer’s prison.
  Scattered scraps of parchment and torn bindings cover the 
  floor of this small chamber. Scratched glyphs cover its stone 
  walls and even span part of the ceiling. A foul reek hangs in the 
  air, like the stench of something long dead.
  After the Devourer of Reason consumed one of 
  Ralzeros’s favored apprentices, the wizard magically 
  bound his otherworldly advisor and minion within this 
  isolated chamber. He had planned to punish it later and 
  bend the thing to his will, but his sudden disappearance 
  left the Devourer of Reason trapped and forgotten. Over 
  the long years of its imprisonment, the ravenous monster 
  scrawled its madness-induced thoughts on the walls, most 
  of which detail revenge plots against Ralzeros. PCs who 
  can read Aklo or who make a successful DC 25 Linguistics 
  check can read the scrawled messages, learning the beast’s 
  name as well as its desire to unleash further horrors from 
  the Dark Tapestry upon Golarion, though its exact plan 
  remains a mystery.
  If the PCs inform Nigel of their gruesome findings, the 
  curator urges the party to find out what the murderous thing 
  masquerading as Anumet hoped to find. He offers to search 
  for more clues in the Blakros archives and recommends 
  the PCs either find Jackdaw’s History of the True Art in the 
  libraries of Forae Logos, or visit the Arcanamirium to 
  consult Maren Fuln, a wizard who has become quite well 
  versed in Absalom’s history in the past few years. Parties 
  that report back to the Grand Lodge are ordered to track 
  down Anumet’s killer using whatever skills they have at 
  their disposal, as well as find out what the undead monster 
  was so adamantly seeking when it left the museum.
  Mission Notes: Qadira faction PCs will want to 
  surreptitiously study the records kept in the museum’s 
  offices. A DC 18 Bluff check distracts the museum staff 
  long enough for faction members to find the names they 
  seek. More straightforward PCs may persuade the office 
  clerks to cooperate with a successful DC 20 Diplomacy 
  check or a 20 gp bribe. Qadira faction PCs who gain access 
  to these records receive 1 Prestige Point.
  ACT 2: ON THE DEVOURER’S 
  TRAIL
  At this point, the PCs need to discover the Devourer of 
  Reason’s specific intentions in order to track it down. 
  PCs can go about this in a number of ways—they can 
  seek the tome called History of the True Art in the archives 
  of the expansive Forae Logos, consult Maren Fuln at the 
  Arcanamirium, canvass the streets to gather information, 
  or look wherever else they think they might find some clues.
  Presented below are some of the most likely routes the 
  PCs may take to find information regarding Ralzeros the 
  Overwatched, the history of the Blakros Museum, and the 
  possible whereabouts of the Devourer of Reason.
  The Arcanamirium
  Following precise directions through the complex and 
  winding streets of the expansive Arcanamirium to find 
  Maren Fuln is far from a simple task, as the journeyman 
  is still largely unknown in the massive school and simply 
  asking for his whereabouts garners few results. Students 
  and faculty of the school try to help lost adventurers as best 
  they can, but the PCs must succeed at a DC 15 Diplomacy 
  (gather information) or Knowledge (local) check in order 
  to find the exact whereabouts of the journeyman mage in 
  a timely manner.
  When they eventually find Maren Fuln (N male human 
  wizard 6) in one of the arcane laboratories of the school, the 
  PCs may be surprised to see numerous younger wizards 
  hustling about while Maren sits on a cushioned chair and 
  reads a book. As a journeyman, Maren is entitled to grant 
  a number of students fee waivers in return for aiding him 
  in his studies. Unfortunately for his aids, Maren has taken 
  to abusing his power somewhat, and threatens to revoke 
  the students’ scholarships if his every whim isn’t met. 
  This attitude has become apparent in nearly all of Maren’s 
  social dealings, and thus the wizard is very difficult to talk 
  to, let alone extract information from.
  
  ECHOES OF THE OVERWATCHED
  9
  and actually has a stack of such letters piled on a scroll 
  rack next to the chair he sits on. They can be identified 
  immediately by their royal purple ink and gold-flecked 
  seals. Fortunately for any PCs hoping to sneak a peak, 
  Maren is secretly flattered that someone is interested in 
  his relationship with his mystery lover, who he claims 
  to be Princess Eutropia herself! If he believes the PCs 
  are from Taldor, he intentionally gives them chances to 
  look at his letters (making it easy to purloin one or two); 
  on the other hand, if the PCs aren’t from Taldor (or if 
  they somehow snub his lover’s homeland), he watches 
  his visitors with hawklike vigilance, and a successful DC 
  22 Stealth, Bluff, or Sleight of Hand check is needed to 
  abscond with anything. Upon a quick scanning of them, it 
  becomes apparent that his lover is not in fact the Princess 
  Eutropia at all (or any member of Taldan royalty), and the 
  letters are badly forged.
  Forae Logos
  If the PCs visit Forae Logos—among the largest libraries 
  in the world—to search for another copy of History of the 
  True Art, they need to talk to Brivit Nae (LN female human 
  bard 7/loremaster 5), the library’s Head Librarian and 
  Guildmaster of the Scrivener’s Guild. For a modest price  
  (5 gp), she sees to it that her scribes make a copy of the tome 
  for the PCs, which reveals the same information as if the 
  PCs had talked to Maren Fuln in the Arcanamirium.
  Mission Notes: Sczarni faction PCs who leave the book 
  of Sczarni legends and folklore in the library without 
  getting caught (requiring a DC 15 Sleight of Hand check) 
  earn 1 Prestige Point.
  While getting Maren’s attention is simple enough, 
  extracting the appropriate information from him may prove 
  a more daunting task. Maren won’t listen to an entire group 
  yammering at him; he only listens to one or two PCs, soon 
  becoming irritated if more than this number approach him, 
  as the group interferes with his aids’ activities and distracts 
  him from his reading. It takes a DC 17 Diplomacy check to 
  extract the appropriate information from Maren. Inspired 
  roleplay or other PCs offering to help with the aids’ various 
  tasks may also sway Maren if diplomatic persuasion fails. If 
  the PCs mention the strange portal beneath the museum, a 
  spark of recognition ignites in Maren’s eyes, and the young 
  wizard knows instantly just what the Devourer of Reason is 
  looking for, revealing the following information (read out 
  loud or paraphrase).
  “Absalom legend tells that Blakros Museum was once the mighty 
  stronghold of an astrologer called Ralzeros the Overwatched. 
  He watched the stars with his weird machines, and some say he 
  was able to communicate with the otherworldly beings of the 
  Dark Tapestry, the black spaces between the stars.
  “Ralzeros’s rival was a prominent mage named Beldrin. After 
  a significant feud between the two, Ralzeros disappeared. It is 
  thought that this feud arose when Ralzeros accusing Beldrin 
  of stealing a key to one of Ralzeros’s many chambers, which 
  contained the wondrous magical tools he used to watch and be 
  watched by the stars.
  “If Beldrin did steal a key to Ralzeros’s magical chamber, he 
  most likely hid it in one of his three towers, which once stood 
  on a promontory near what is now the Precipice Quarter. Only 
  one tower remains standing—the Tower of the Broken Shield, 
  commonly called Beldrin’s Tower. The Tower of the Candelabra 
  has sunk deep beneath the water. The Tower of the Horn fell to 
  the base of the bluff; it remains half-flooded at all times and is 
  only accessible during an extremely low tide. He most likely hid 
  it in the Tower of the Horn, which is said to have held the keys 
  to many of the chambers in his other spires.”
  The Tower of the Horn rests at the base of the cliff that 
  gives the Precipice Quarter its name, and is only accessible 
  at low tide during a full or new moon, when the tide is low 
  enough to allow daring adventurers to explore its various 
  levels. Maren suggests that the Pathfinders hasten to the 
  Tower of the Horn to apprehend their ghoulish antagonist, 
  so they reach it just as the tide is going out (see the sidebar 
  The Tower and the Tides on page 11 for more information).
  This information should be enough to spur the PCs 
  onward to the next act. If not, they can continue to look for 
  clues around town, learning hints from the sections below. 
  Mission Notes: Taldor faction PCs may be interested in 
  examining some of Maren Fuln’s letters to his mysterious 
  lover, rumored to be of royal Taldan descent. Maren hardly 
  keeps his admiration for this mystery woman discreet, 
  INVESTIGATING OFF THE RAILS
  The PCs might go about collecting their clues in any 
  number of ways, and you should try to provide them with 
  the clues below even if they search for clues in an entirely 
  unpredictable way (as long as their method of search makes 
  sense, of course). This particular act serves two purposes: it 
  shows the PCs the rich and dynamic city of Absalom and 
  its citizens, and simultaneously gives the adventurers an 
  opportunity to discover more about the history of Blakros 
  Museum and its strange previous inhabitants via their own 
  methods. While groups who love roleplaying may especially 
  enjoy the open-ended nature of this investigation, you 
  should feel no obligation to make this act last any longer 
  than the players would like, especially if your group would 
  rather just move on to the next combat encounter and the 
  rest of the scenario. Regardless of how you choose to run 
  this act, keep in mind the amount of time the PCs spend 
  investigating the Devourer of Reason in order to keep the 
  scenario moving at a regular pace.
  
  PATHFINDER SOCIETY SCENARIO
  10
  Hitting the Streets
  PCs who didn’t get information from Maren Fuln or Forae 
  Logos may choose to seek additional leads around Absalom. 
  Fortunately for them, the Devourer of Reason wandered 
  throughout the city without renewing its magical disguise, 
  piquing the interest of many passersby. Hiding its withered 
  features beneath a waxen mask and Anumet’s hooded robe, 
  it meandered toward the Precipice Quarter.
   While tracking the Devourer, the PCs may encounter 
  a wide variety of people. A few of Absalom’s citizens are 
  detailed below to accommodate such encounters. Have 
  the players roll a series of DC 20 Knowledge (local) or 
  Diplomacy (gather information) checks. Each successful 
  check provides one clue. The following clues should be 
  given in the order that they’re presented, but they may be 
  provided via any of the NPCs detailed in the Key Absalom 
  Citizens section below.
  A suspicious figure was asking about ways to enter 
  the Tower of the Horn. “This spooky guy like the one 
  you’re talking about wanted to know how he could get to 
  the Tower of the Horn without using the road. His hood 
  hid his face, but I could see that when he talked, nothing 
  moved, like it was a mask. I didn’t really understand what 
  he meant, but I figured he wanted to go to the Precipice 
  Quarter. He was creeping me out, so I told him to go talk to 
  some of the Low Azlanti in Gilltown just to get rid of him.”
  A gillman was seen leading a cloaked figure to the 
  Tower of the Horn. “There’s this gillman everybody calls 
  Anchor—nobody knows his real name. He’s shady, even 
  for a gillman, and willing to do anything to make a few 
  coins. I saw him whispering with somebody like the guy 
  you described, and afterward they went off toward the 
  Precipice Quarter. I don’t know why he’d need a gillman to 
  show him the way, unless he was trying to get to some place 
  underwater or something.”
  A cloaked figure was seen climbing down the side of 
  the Precipice Quarter with a gillman. “Earlier today, I 
  saw your guy with a gillman in the Precipice Quarter. 
  Don’t ask me why I was there. Anyway, they were acting 
  real shifty, and they must not have known I was watching, 
  because they began to climb down the side of the cliff 
  there toward the fallen tower in the water. I have no idea 
  why they were going to the tower in the sea when there’s 
  a perfectly good one still on the top of the cliff, but that’s 
  what I saw all the same.”
  Key Absalom Citizens
  Below are three citizens who might provide some of the 
  clues above.
  Scarin Saloli, female Varisian fortune-teller: Although 
  she was actually born and raised in Absalom, this middle-
  aged card reader affects a thick Varisian accent. She insists 
  on reading the PCs’ futures in her Harrow deck before 
  sharing any information, but presents even the most 
  ominous of portents in a positive light. Although she 
  offers to read the cards for free, Scarin shouts curses in 
  Varisian at anyone who doesn’t tip her at least a few silver 
  pieces after they’ve received a reading.
  Boils Caralne, male halfling shiver addict: Known 
  only as Boils, this drug addict has realized the cost of his 
  addiction too late. His health is ruined and his family and 
  friends have abandoned him. A lingering case of filth fever 
  adds to his misery. Boils gladly assists anyone who shows 
  him kindness, gives him a decent meal, helps treat his 
  disease, or offers him some of the illicit drug he craves.
  Pakinsa Strongbow, female Taldan mercenary: A hard-
  drinking sailor, brawler, and sellsword, Pakinsa is trying to 
  make an honest living as a guard or soldier. Unfortunately, 
  she got on the wrong side of some well-known merchants, 
  and has been blackballed in her efforts to acquire a job 
  in the only occupations she knows. Despite her diligent 
  efforts, finding work has proven difficult. She freely offers 
  what she knows, but asks the PCs to promise to send word if 
  they learn of any opportunities for honest work.
  ACT 3: THE SPIRE IN THE SURF
  Getting to the Precipice Quarter is easy enough, but 
  this abandoned section of Absalom is not a safe place 
  for travelers during the night. If the PCs take the main 
  road that leads into the district during the afternoon or 
  evening, they’ll be warned by members of Eastgate’s Post 
  Guard that nobody is allowed out of the Precipice Quarter 
  between dusk and dawn, so if they go in now they’ll likely 
  have to wait until morning to get back in.
  Getting into the Tower
  Churning waves break against jagged rocks where the Precipice 
  Quarter meets the sea, a chaotic maze of stone and coral with 
  neither level ground nor shelter from the ocean’s destructive 
  power. In the midst of this chaos lies the fallen Tower of the 
  Horn jutting out of the shallow surf, its smooth, ivory surface 
  now adorned with seaweed, coral, and barnacles.
  From the top of the cliff in the Precipice Quarter overlooking 
  the Tower of the Horn, the PCs have to follow the Devourer’s 
  route down the side of the sloping bluff by climbing the 
  jagged rocks. With ropes, characters can follow the descent 
  taken by the Devourer with a successful DC 5 Climb check 
  and can assist each other while making these checks.
  The tide should be going out by the time the party reaches 
  the base of the tower, and the entrance to the tower—a 
  jagged breach in the wall—soon becomes visible. Any other 
  entrances the tower once possessed now lie choked beneath 
  tons of debris, hidden deep beneath the sand.
  
  ECHOES OF THE OVERWATCHED
  11
  of area 3a. She waits until the entire party is within the 
  chamber before striking, blocking their exit.
  During Combat The merrow targets the weakest looking PC 
  first, focusing her attacks on one creature at a time.
  Morale Nishoril hasn’t had a good meal in a long time, and 
  fights to the death.
  STATISTICS
  Str 15, Dex 22, Con 13, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +5 (+9 grapple); CMD 21
  Feats Iron Will, Power Attack
  Skills Perception +5, Stealth +6 (+10 in water), Swim +10; 
  Racial Modifiers +4 Stealth in water
  Languages Giant
  SQ amphibious
  Gear javelin
  Subtier 4–5 (CR 5)
  Nishoril 
  CR 5
  Young female saltwater merrow (Pathfinder RPG Bestiary 2 
  189, 293)
  NE Large humanoid (aquatic, giant)
  Init +5; Senses low-light vision; Perception +7
  DEFENSE
  AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
  hp 59 (7d8+28)
  Fort +9, Ref +7, Will +4
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee 2 claws +10 (1d6+5 plus grab)
  3a. Entrance (CR 3 or CR 6) 
  Read the following aloud when the PCs enter the tower.
  Half of this chamber’s floor is covered in seawater, and the tower 
  reeks of brine and the lingering smell of death. Three doorways 
  lead to other chambers in the tower, the wooden doors having 
  long rotted off their hinges. The southernmost portal is almost 
  half-submerged beneath the cold water. A large, circular hole 
  gapes from the ceiling to the north, with a long rope dangling 
  down from the dark chamber above, and  another hole opens in 
  the floor directly below it.
  The tower lacks any windows and any torches that once 
  adorned its sconces have long been lost or ruined, so the PCs 
  need to provide their own light sources in the otherwise 
  pitch-black tower. The rooms’ ceilings are 20 feet high, 
  and though the tower has retained much of its structural 
  integrity, the inside is covered in barnacles and seaweed.
  The angle at which the tower is tilted would normally 
  make it difficult to move around in, but the coral- and 
  barnacle-encrusted floors provide enough traction that 
  creatures can move at their full speeds on the dry parts of 
  the floor. Most of the spaces covered in water are treated as 
  difficult terrain, but the water level in the southernmost 
  chamber is about 4 feet deep; for the purposes of tactical 
  movement, treat the water in that room as a deep bog 
  (Pathfinder RPG Core Rulebook 427).
  Creature: In the underwater chamber to the south lurks 
  an evil merrow by the name of Nishoril.  The monster saw 
  the ghoul go into the tower and followed him in, hoping for 
  a fresh meal. The ghoul escaped the merrow by squeezing 
  through a crack in the wall of area 3b and up the broken 
  staircase in area 3f, and the merrow hid in waiting in the 
  southernmost room, hoping that other creatures would 
  follow or the ghoul would eventually come back down.
  Subtier 1–2 (CR 2)
  Nishoril 
  CR 2
  Young female freshwater merrow (Pathfinder RPG Bestiary 2 
  189, 293)
  NE Medium humanoid (aquatic, giant)
  Init +6; Senses low-light vision; Perception +5
  DEFENSE
  AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +7, Will +3
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee 2 claws +5 (1d4+2 plus grab)
  Ranged javelin +9 (1d6+2)
  TACTICS
  Before Combat Nishoril lies in waiting in the chamber south 
  THE TOWER AND THE TIDES
  The Tower of the Horn is normally only accessible during 
  the extremely low tide of a full or new moon, meaning  
  there are only a few times each month when outsiders 
  can find their way to the entrance. During the rest of the 
  month, the tower’s only entrance for most characters—a 
  breach in the wall—remains under at least 10 feet of water.
  Since this scenario is meant for low-level characters, 
  PCs probably don’t have access to spells such as teleport 
  or water breathing yet, and so it would be difficult for 
  them to get inside the tower any other time except during 
  an extremely low tide. Though this scenario is meant 
  to take place over the course of a single day, PCs who 
  take unexpected detours may end up chasing down the 
  Devourer of Reason for longer than that. As long as the 
  PCs get to the tower in a reasonable time (the first or 
  second night, most likely), whenever they end up trying 
  to enter it should be treated an extremely low tide  for 
  the purposes of expediting and not over-complicating the 
  scenario with an in-game time limit.
  
  Tower of the Horn
  1 square = 5 feet
  3a
  3b
  3f
  3f
  3d
  3e
  3g
  3c
  PATHFINDER SOCIETY SCENARIO
  12
  Ranged javelin +9 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Before Combat Nishoril lies in waiting in the chamber south 
  of area 3a. She waits until the entire party is within the 
  chamber before striking, blocking their exit.
  During Combat The merrow targets the weakest looking PC 
  first, focusing her attacks on one creature at a time.
  Morale Nishoril hasn’t had a good meal in a long time, and 
  fights to the death.
  STATISTICS
  Str 21, Dex 20, Con 19, Int 6, Wis 10, Cha 7
  Base Atk +5; CMB +11 (+15 grapple); CMD 26
  Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
  Skills Perception +7, Stealth +4 (+8 in water), Swim +11; Racial 
  Modifiers +4 Stealth in water
  Languages Giant
  SQ amphibious
  Gear javelin
  Development: PCs who make a DC 15 Knowledge 
  (dungeoneering) check recognize among the rubble in the 
  circular hole in the floor the remains of a stone staircase, 
  and can deduce that the cylindrical shaft once held a 
  spiral staircase. The staircase has long been destroyed, 
  and whoever managed to make it up the shaft left a rope. 
  It’s clear with just a glance that the level below is firmly 
  blocked by rubble which would take many hours and many 
  more hands to move, and the glimmer of water through 
  the cracks in the gravel suggests that level is entirely 
  flooded anyway.
  The rope dangling from the hole in the ceiling was left 
  by previous adventurers who managed to make it up to the 
  next floor. The rope is old, but is made of sturdy hemp, 
  and won’t break as long as only one creature tries to climb 
  it at a time. The other end of the rope is fastened to the 
  easternmost statue in area 3d, and because it hangs so far 
  from the northeastern wall in area 3a, creatures cannot 
  use the wall to brace themselves against as they climb up, 
  and must succeed at a DC 15 Climb check each round to 
  make progress.
  Treasure: In Subtier 1–2, 503 gp lies scattered around 
  the merrow’s lair, the remains of a small fortune in a 
  fallen explorer’s satchel. In Subtier 4–5, this fortune 
  comprises 1,788 gp.
  Mission Notes: Andoran faction PCs who strike the fear 
  of Andoran into Nishoril’s heart (either by announcing 
  their nationality in Giant, making a successful Intimidate 
  
  ECHOES OF THE OVERWATCHED
  13
  TACTICS
  Before Combat The reefclaws wait until the entire party has 
  entered the chamber or one of their foes has its back turned 
  before they attack, surrounding their enemies to block the exit.
  During Combat Silently drifting from the watery recesses of 
  the southernmost chamber, they pounce from the water 
  and grab their prey.
  Morale The reefclaws fight to the death.
  STATISTICS
  Str 6, Dex 17, Con 10, Int 5, Wis 12, Cha 13
  Base Atk +1; CMB –3 (+5 grapple); CMD 10 (can’t be tripped)
  Feats Improved Initiative
  Skills Perception +6, Swim +6
  Languages Common (can’t speak)
  SQ amphibious
  SPECIAL ABILITIES
  Death Frenzy (Su) When a reefclaw is killed, its body spasms 
  horrifically. Immediately upon dying, the reefclaw makes a 
  full attack against a creature it threatens. If more than one 
  creature is within reach, roll randomly for each attack to 
  determine the target (which may be another reefclaw).
  Grab (Ex) A reefclaw can use its grab ability on a target of any size. 
  Reefclaws have a +8 racial bonus on grapple checks; this bonus 
  replaces the normal +4 bonus a creature with grab receives.
  Poison (Ex) Claw—injury; save Fort DC 11; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  Subtier 4–5 (CR 5)
  Greater Reefclaws (3) 
  CR 2
  Advanced reefclaw (Pathfinder RPG Bestiary 2 234, 292)
  CN Small aberration (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
  hp 17 each (2d8+8)
  Fort +4, Ref +3, Will +6
  Defensive Abilities ferocity; Resist cold 5
  OFFENSE
  Speed 5 ft., swim 40 ft.
  Melee 2 claws +4 (1d4+2 plus grab and poison)
  Special Attacks death frenzy, constrict (1d4+2)
  TACTICS
  Before Combat The reefclaws wait until the entire party 
  check while showing an item bearing Andoran’s flag, or 
  through some other means) before ensuring she is slain 
  earn 1 Prestige Point.
  Rewards: If the PCs discover the loose gold in the 
  merrow’s lair, award each subtier thusly:
  Subtier 1 –2:
  Give each PC 83 gp.
  Subtier 4–5:
  Give each PC 298 gp.
  3b. Workroom (CR 2 or CR 5)
  Read the following aloud when the PCs enter this room.
  Stone shelves once crowded this chamber, but most have 
  broken loose and lie in crumbled fragments on the floor. Desks, 
  easels, and ruined books litter the floor, and patches of algae 
  grow on the walls and floor.
  PCs who succeed at a DC 20 Survival check notice that 
  something recently disturbed this chamber, knocking 
  several stone shelves loose and reducing them to a heap of 
  rubble on the chamber floor. The Devourer retreated this 
  way, attempting to evade the merrow’s half-hearted attacks 
  (the ghoul didn’t smell very appetizing). It squeezed through 
  a crack in the wall between this chamber and area 3f, but 
  its additional weight on the staircase was too much for the 
  weakened supports. The staircase collapsed, blocking the 
  narrow crack with 1,500 pounds of fallen stone.
  Creatures: In the southwestern corner of this room, a 
  family of reefclaws have made their lair here, where they 
  normally capture fish who wander into the tower at high 
  tide. The reefclaws didn’t attack the merrow and ghoul—
  who appeared far stronger and much less appetizing to 
  them anyway—but they attack any PCs who wander into 
  this room.
  Subtier 1–2 (CR 2)
  Immature Reefclaws (3) 
  CR 1/2
  Young reefclaw (Pathfinder RPG Bestiary 2 234, 293)
  CN Tiny aberration (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 size)
  hp 9 each (2d8)
  Fort +0, Ref +3, Will +4
  Defensive Abilities ferocity; Resist cold 5
  OFFENSE
  Speed 5 ft., swim 40 ft.
  Melee 2 claws (1d3–2 plus grab and poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks death frenzy, constrict (1d3–2)
  OPTIONAL ENCOUNTER
  If less than 2 hours remain to complete the scenario, 
  remove the reefclaws from area 3b, leaving the cracked 
  carapaces and corpses of the creatures (letting it be 
  assumed that the merrow ate them).
  
  Reefclaw
  PATHFINDER SOCIETY SCENARIO
  14
  has entered the chamber or one of their foes has its back 
  turned before they attack, surrounding their enemies to 
  block the exit.
  During Combat Silently drifting from the watery recesses of 
  the southernmost chamber, they pounce from the water 
  and grab their prey, attempting to drag creatures back 
  toward the water to drown them.
  Morale The reefclaws fight to the death.
  STATISTICS
  Str 14, Dex 17, Con 18, Int 9, Wis 16, Cha 17
  Base Atk +1; CMB +2 (+10 grapple); CMD 15 (can’t be tripped)
  Feats Improved Initiative
  Skills Perception +8, Swim +10
  Languages Common (can’t speak)
  SQ amphibious
  SPECIAL ABILITIES
  Death Frenzy (Su) See Subtier 1–2.
  Grab (Ex) See Subtier 1–2.
  Poison (Ex) Claw—injury; save Fort DC 15; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  As the Devourer 
  scrambled through a 
  crack in the otherwise 
  solid wall between this 
  chamber and area 3f, 
  its added weight on the 
  stairway overwhelmed the 
  supports, collapsing 
  most of the rest of 
  the 
  stairway. 
  The 
  Devourer of Reason has 
  been trapped in area 3g 
  since then.
  3c. Vault Hallway
  Read the following aloud when 
  the PCs enter this chamber.
  Scattered bones and equipment 
  lie strewn about this chamber’s 
  floor. A wayfinder hangs from a 
  corroded chain around the neck 
  of one skeleton. Beyond these 
  grim remnants, a brightly-colored 
  mosaic covers the chamber’s back 
  wall, largely free of the barnacles 
  and deposits covering the other 
  surfaces in the area. The mosaic 
  depicts a group of wizardly figures 
  gathered around a larger figure clad in 
  robes of black and white.
  A successful DC 10 Knowledge (religion) check identifies 
  the mosaic’s central figure as Nethys, the god of magic. The 
  lesser figures clustered around him depict noted wizards of 
  ancient days, something only obvious with a successful DC 
  25 Knowledge (arcana) check. Anyone examining the mosaic 
  also notes that the god wears a brooch recessed half an inch 
  below the surface. The area radiates faint transmutation 
  magic, focused on the area of the brooch. Corresponding to 
  the brooch in the mural is an actual brooch called Beldrin’s 
  sigil; if the parts of Beldrin’s sigil are assembled and pressed 
  against this location, the wall behind it magically divides, 
  allowing access to the passage leading to Beldrin’s vault.
  The scattered bones lying around the hallway are 
  all that remain of Daling’s Delvers, an ill-fated party of 
  Pathfinders who died while exploring the Tower of the 
  Horn over a year ago. After driving off some reefclaws 
  near the entrance to the tower, these unfortunates were 
  badly battered by the animated statues in area 3d—one 
  member of the party was badly wounded and left to die in 
  the room above, and the survivors fled back to the lower 
  level. Instead of retreating from the tower, however, the 
  adventurers bickered while the rising tide cut off their 
  exit. By the time the tide retreated again, the scent of blood 
  in the water had drawn another reefclaw, and they 
  lacked the energy to defeat it. The weakened party 
  managed to crawl into this chamber, where blood loss, 
  fatigue, and despair finished them off.
  Development: Daling’s bony hand clutches 
  a golden amulet. The designs engraved on this 
  item can easily be identified as matching the 
  brooch on the mosaic, but parts of the design 
  are missing. Small holes in the amulet 
  suggest that two additional pieces 
  are meant to overlay its face. 
  This item is the first of 
  three parts making 
  up Beldrin’s sigil.
  An 
  ivory 
  map 
  case that lies among 
  the 
  debris 
  preserves 
  the fallen Pathfinder Daling’s 
  final notes. The parchment sheets 
  within describe the group’s ill fortune 
  and the fate of their companion upstairs, 
  telling of the reefclaws in area 3b 
  and the animated statues on the next 
  floor. Daling also mentions fights 
  over faction politics, as well as her 
  disagreement with Ejiekito over the 
  purpose of Beldrin’s sigil (though she 
  does not specify what exactly their 
  thoughts were), and she includes a highly 
  inaccurate sketch of the assembled amulet.
  
  ECHOES OF THE OVERWATCHED
  15
  Treasure: Although most of the party’s possessions were 
  destroyed by the natural elements or taken by scavengers, 
  several useful items lie scattered near their remains, 
  including an everburning torch and a cold iron longsword 
  (masterwork in Subtier 4–5) preserved by its jewel-encrusted 
  scabbard (worth 85 gp in Subtier 1–2 and 298 in Subtier 4–5). 
  Once properly assembled, Beldrin’s sigil is worth 206 gp 
  (590 gp in Subtier 4–5). The ivory map case is worth 50 gp. 
  One of the skeletons wears a Tian pectoral worth 46 gp.
  Mission Notes: Lantern Lodge faction PCs who confirm 
  that skeleton with the pectoral is the body of Ejiekito with 
  a successful DC 10 Appraise check of the Tian pectoral and 
  burn the rice paper blessing at the site of the body earn  
  1 Prestige Point.
  Shadow Lodge PCs who recover Daling’s notes, which 
  provide enough evidence to prove that the group’s fall was 
  primarily due to inter-party friction, earn 1 Prestige Point.
  Rewards: If the PCs find the loot on the Pathfinders’ 
  bodies, award each subtier thusly:
  Subtier 1 –2:
  Give each PC 43 gp.
  Subtier 4–5:
  Give each PC 125 gp.
  3d. Hall of Statuary (CR 3 or CR 6) 
  Read the following aloud when the PCs enter this hall.
  Broken statuary and debris covers the floor of this level. Some 
  statues still stand, fragments chipped or broken off here and there, 
  but for the most part retaining much of their former splendor. The 
  hallway opens up into a larger chamber to the west, the statues in 
  which appear slightly different than those in this hall.
  Creature: Three statues stand in this room, but Beldrin 
  only enchanted the westernmost one to protect his tower 
  against intruders. The statue attacks the PCs as soon 
  as they walk through the doorway and fights until the 
  intruders are destroyed.
  Subtier 1–2 (CR 3)
  Animated Statue of Nethys 
  CR 3
  Animated object (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slam +5 (1d6+3)
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ construction points (additional attack, stone)
  Subtier 4–5 (CR 6)
  Animated Statue of Nethys 
  CR 6
  Advanced graven guardian (Pathfinder RPG Bestiary 3 140, 290)
  N Medium construct
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +6, Will +5
  DR 5/adamantine; Immune construct traits; SR 21
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft.
  Melee +1 keen quarterstaff +12/+7 (1d6+8/19–20) or
  slam +11 (1d6+7)
  Special Attacks familiarity, magic weapon
  Spell-Like Abilities (CL 5th; concentration +2)
  1/day—haste (self only)
  STATISTICS
  Str 20, Dex 19, Con —, Int —, Wis 16, Cha 5
  Base Atk +6; CMB +11; CMD 25
  SQ guardian domains (Knowledge, Magic)
  SPECIAL ABILITIES
  Faith Bound (Su) A graven guardian cannot attack any creature 
  that openly wears or displays the holy or unholy symbol of 
  the deity to which the graven guardian is dedicated unless 
  that creature first attacks the graven guardian.
  Familiarity (Su) The graven guardian gains a +2 bonus on 
  attack rolls again any creature it attacked in the past round.
  Magic Weapon (Su) A graven guardian that carries its deity’s 
  favored weapon treats that weapon as a +1 weapon as long 
  as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if 
  the weapon is a bludgeoning weapon). If it is a thrown 
  weapon, it gains the returning weapon special ability. If it is 
  a ranged weapon, it gains the seeking weapon special ability, 
  and generates new ammunition with each attack (this 
  ammunition is destroyed whether or not it hits).
  Development: A PC making a DC 10 Perception check 
  spots a small piece of silver jewelry in place of one of the 
  animated statue’s ruby eyes. Upon closer inspection, this 
  item is revealed to be the second of the three parts that 
  make up Beldrin’s sigil.
  Treasure: Each of the statues in this area has rubies 
  for eyes, which can easily be pried loose with a small 
  
  PATHFINDER SOCIETY SCENARIO
  16
  instrument such as a dagger. A total of 15 rubies can be 
  taken from the statues’ eyes in this area (including one 
  from the animated statue), and each is worth 23 gp.
  Mission Notes: Cheliax faction PCs may note distinct 
  Azlanti motifs on some of the statuary. A successful DC 16 
  Appraise or Knowledge (history) check finds an interesting 
  Azlanti-style statuette among the room’s statuary, worth 
  nothing but aesthetically pleasing in the right light. 
  Cheliax Faction PCs who recover the statuette earn 1 
  Prestige Point.
  Osirion faction PCs who collect some of rubble from the 
  statue before defeating it in combat earn 1 Prestige Point. 
  Collecting the rubble in this way requires a move action 
  that provokes an attack of opportunity.
  Rewards: If the PCs retrieve all the rubies and the segment 
  of Beldrin’s sigil from the statues, give each PC 58 gp.
  3e. Reception Hall (CR 2 or CR 5)
  Read the following aloud when the PCs enter this chamber.
  The stench of decay fills the air of this cavernous chamber, a vast 
  hall taking up over half the tower’s area. The withered corpse of 
  a human sits in a marble chair fixed to the floor, which is made 
  of the same material. The body is clad in ragged but sumptuous 
  black and white vestments worked with the design of a mask. 
  In its right hand, the corpse grips a staff of immaculate design.
  One of the fellow adventurers of Daling’s Delvers, this 
  unfortunate died at the hands of the animated statue in the 
  level below before her allies fled to the first accessible level of 
  the fallen tower. Her body remained on the second floor for 
  some time, until one of the crawling hands occupying the 
  tower got the idea to drag her body upstairs and position it 
  in the chair, adorning her with robes it dug out of the lower 
  levels of the tower in the hope of luring curious treasure 
  hunters to investigate.
  Creatures: The crawling hand that hauled the body 
  to this chamber in the tower has waited for trespassers 
  to come and find the body since placing it in the chair, 
  and looms on the ceiling above, waiting to fall on unwary 
  prey and strangle it to death. PCs who make a successful 
  Perception check opposed by the crawling hand’s Stealth 
  check can act in the surprise round.
  Subtier 1–2 (CR 2)
  Hands of Nethys (3) 
  CR 1/2
  Crawling hand (Pathfinder RPG Bestiary 2 59)
  NE Diminutive undead
  Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 14 (+4 size)
  hp 9 each (1d8+5)
  Fort +2, Ref +0, Will +2
  Immune undead traits
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee claw +5 (1d1+1 plus grab)
  Space 1 ft.; Reach 0 ft.
  Special Attacks grab (Medium), mark quarry, strangle
  TACTICS
  During Combat The crawling hands attempt to strangle any 
  obvious spellcasters first, then target the nearest creatures 
  with their claw attacks.
  Morale The crawling hands fight to the death.
  STATISTICS
  Str 13, Dex 11, Con —, Int 2, Wis 11, Cha 14
  Base Atk +0; CMB –4 (+0 grapple); CMD 7
  Feats Toughness
  Skills Climb +9, Perception +4, Stealth +12, Survival +4; Racial 
  Modifiers +4 Survival
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Mark Quarry (Su) A crawling hand is assigned a quarry by 
  anointing the hand with a drop of the intended quarry’s 
  blood. If the hand has no current quarry, it automatically 
  gains the next creature it damages as its quarry. Once 
  attuned to a target, it becomes aware of the target’s 
  location as if under the effect of a continuous locate creature 
  spell. The hand gains a +1 bonus on all attack rolls, damage 
  rolls, and skill checks made to seek out and destroy the 
  marked quarry. The mark quarry ability lasts until the 
  quarry or the hand is slain.
  Strangle (Ex) An opponent grappled by a crawling hand cannot 
  speak or cast spells with verbal components.
  Subtier 4–5 (CR 5)
  Hand of Nethys 
  CR 5
  Giant crawling hand (Pathfinder RPG Bestiary 2 59)
  NE Medium undead
  Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
  hp 52 (7d8+21)
  Fort +4, Ref +6, Will +6
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee claw +11 (1d6+7 plus grab)
  Special Attacks mark quarry, pus burst
  TACTICS
  During Combat The giant crawling hand attacks one creature 
  to mark it as its quarry and focuses the rest of its attacks on 
  that creature.
  
  ECHOES OF THE OVERWATCHED
  17
  Morale The giant crawling hand fights to the death.
  STATISTICS
  Str 21, Dex 15, Con —, Int 2, Wis 13, Cha 14
  Base Atk +5; CMB +10 (+14 grapple); CMD 23
  Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
  Skills Acrobatics +3, Perception +7, Stealth +12; Racial 
  Modifiers +4 Stealth
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Mark Quarry (Su) See Subtier 1–2.
  Pus Burst (Su) When a giant crawling hand damaged by a 
  piercing or slashing melee weapon, a spray of vile pus 
  strikes the attacker unless it succeeds at a DC 15 Reflex save. 
  Weapons that provide reach protect the attacker completely 
  from a pus burst. Creatures struck by pus become 
  nauseated for 1d3 rounds and take 2d6 points of negative 
  energy damage. The save DC is Charisma-based.
  Development: As an added incentive to lure in prey, 
  the crawling hand placed the third piece of Beldrin’s sigil 
  around the neck of the seated corpse in the center of the 
  room, mistaking it for a mere shiny trinket. The amulet 
  piece easily attaches to the others, and the assembled sigil 
  matches the relief in the mosaic in area 3c perfectly.
  Treasure: Though slightly frayed at the edges, the robes 
  of Nethys that adorn the skeletal corpse in the center of 
  this chamber are worth 85 gp, while the ornate staff is 
  worth 310 gp. In Subtier 4–5, the staff is worth 541 gp.
  Rewards: If the PCs take the ornate relics from the 
  skeletal corpse, award each subtier thusly:
  Subtier 1–2:
  Give each PC 33 gp.
  Subtier 4–5:
  Give each PC 52 gp.
  3f. Crumbled Stairwell
  Placing Beldrin’s sigil into the relief in the mosaic described 
  in area 3c causes the stones in the wall to magically divide, 
  creating a doorway to what was once a stairwell to one of 
  Beldrin’s vaults. Unfortunately, debris now fills the stairway, 
  and when the wall opens, the rubble spills out into area 3c, 
  making an unearthly racket and warning the Devourer of 
  Reason (dwelling in area 3g) of the intruders. The rubble 
  from the stairs is climbable, but the whole chamber is 
  treated as difficult terrain.
  3g. Vault (CR 3 or CR 6)
  Read the following aloud when the PCs enter the vault.
  This room appears for all intents and purposes to be a vault, 
  containing various crates and shelves stocked with countless 
  papers, scrolls, tomes, and other wizardly items.
  Trapped in the vault, the Devourer of Reason has occupied 
  itself by examining items in the vault, picking out some of 
  the most powerful relics for its own personal use.
  Creatures: Within the vault, the Devourer of Reason 
  hides in the shadows and awaits the party. Though still 
  clad in Anumet’s robes, it sees no reason to hide its true 
  form for the soon-to-be-devoured PCs. The Devourer’s 
  emaciated form resembles a withered, blackened corpse 
  with long, razor-sharp claws and jagged, yellow teeth. 
  Delighting in fear, it enjoys torturing its victims before 
  killing them outright, and when it eats creatures’ brains, 
  it temporarily gains access to their thoughts, even their 
  darkest secrets.
  Subtier 1–2 (CR 3)
  Devourer of Reason 
  CR 3
  Ghoul sorcerer (wildblooded) 3 (Pathfinder RPG Bestiary 146, 
  Pathfinder RPG Ultimate Magic 70)
  CE Medium undead 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 42 (5 HD; 2d8+3d6+23)
  Fort +5, Ref +4, Will +9
  Defensive Abilities channel resistance +2; Immune undead traits; 
  Resist cold 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis), 2 claws +3 
  (1d4+1 plus paralysis) or
  mwk dagger +4 (1d4+1/19–20)
  Special Attacks paralysis (1d4+1 rounds, DC 15, elves are 
  immune to this effect)
  GHOUL FEAT
  The Devourer of Reason possesses the following feat from 
  page 32 of Classic Horrors Revisited, which allows it to eat 
  the brains of its victims.
  Brain Eater
  You gain some of the skills and knowledge of a consumed 
  foe by eating its brain.
  Prerequisite: Ghoul, Intelligence 17.
  Benefit: If you eat a portion of the brain of a creature with 
  Intelligence 3 or higher, you gain a +2 insight bonus on all 
  skill checks and Will saving throws for 1 hour. Eating a brain is 
  a full-round action, and the target must be dead or helpless. If 
  the target is living, you may attempt to eat its brain as a coup 
  de grace attack on the target, but you gain the insight bonus 
  only if your attempt results in the victim’s death. 
  
  PATHFINDER SOCIETY SCENARIO
  18
  Bloodline Spell-Like Abilities (CL 3rd; concentration +7)
  7/day—black motes
  Sorcerer Spells Known (CL 3rd; concentration +7)
  1st (6/day)—disguise self, magic missile, shocking grasp, 
  unseen servant
  0 (at will)—acid splash, dancing lights, detect magic, mage 
  hand, ray of frost
  Bloodline Void-touched
  TACTICS
  Before Combat When it realizes that the adventurers are 
  making their way up to the vault, the Devourer of Reason 
  uses its web scroll on the floor just inside the vault’s 
  entrance (it must make a DC 4 caster level check to 
  successfully use the scroll because its caster level is lower 
  than the scroll’s), drinks its potion of invisibility, and hides in 
  the corner, waiting to attack the first creature with its back 
  turned.
  During Combat The Devourer of Reason targets clustered 
  opponents with burning hands, and tries to take out divine 
  casters first, silencing them with its bloodline arcana power.
  Morale The Devourer of Reason fights until destroyed. 
  STATISTICS
  Str 13, Dex 17, Con —, Int 17, Wis 16, Cha 18
  Base Atk +2; CMB +3; CMD 16
  Feats Arcane Strike, Brain Eater, Combat 
  Casting, Eschew Materials
  Skills Acrobatics +8, Bluff +12, Climb +9, 
  Perception +11, Spellcraft +10, Stealth 
  +11
  Languages Aklo, Common, 
  Draconic, Sylvan
  SQ voidwalker
  Combat Gear potion of 
  invisibility, scrolls of web 
  (2), wand of burning hands 
  (16 charges); Other Gear 
  masterwork dagger, 
  disguise kit, 384 gp
  SPECIAL ABILITIES
  Black Motes (Sp) As a standard 
  action, the Devourer of Reason 
  can summon a rain of tiny 
  meteorites that fall in a 5-foot 
  column, 30 feet high, with a 
  range of 30 feet. The meteors 
  deal 1d4+1 points of cold 
  damage (DC 15 Reflex negates).
  Bloodline Arcana (Su) Whenever 
  the Devourer of Reason casts 
  an evocation spell, it may 
  select one affected target that 
  fails its save to suffer the 
  choking airlessness of the 
  void, silencing it (as silence, but affecting only the target) for 
  1 round.
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 
  1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight; a humanoid of 4 Hit Dice or more rises as 
  a ghast.
  Voidwalker (Ex) The Devourer of Reason gains low-light vision 
  and resist cold and fire 5.
  Subtier 4–5 (CR 6)
  Devourer of Reason 
  CR 6
  Ghoul sorcerer (wildblooded) 5 (Pathfinder RPG Bestiary 146, 
  Ultimate Magic 70)
  CE Medium undead 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 59 (7 HD; 2d8+5d6+33)
  Fort +5, Ref +4, Will +10
  Defensive Abilities channel resistance +2; Immune 
  undead traits; Resist cold 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d6+4 plus disease and paralysis),  
  2 claws +7 (1d4+4 plus paralysis) or
  +1 dagger +8 (1d4+5/19–20)
  Special Attacks paralysis (1d4+1 
  rounds, DC 15, elves are 
  immune to this effect)
  Bloodline Spell-Like Abilities 
  (CL 5th; concentration +9)
  7/day—dark motes
  Sorcerer Spells Known (CL 
  5th; concentration +9)
  2nd (5/day)—acid arrow, 
  glitterdust, scorching ray
  1st (7/day)—disguise self, mage 
  armor, magic missile, shocking 
  grasp, unseen servant
  0 (at will)—acid splash, dancing 
  lights, detect magic, mage hand, 
  message, ray of frost
  Bloodline Void-touched
  TACTICS
  Before Combat The Devourer 
  cast mage armor on itself before 
  entering the tower (effects included 
  in its stats). When it realizes that the 
  adventurers are making their way to 
  the vault, it uses its scroll of web 
  
  ECHOES OF THE OVERWATCHED
  19
  at the entrance to the vault, spends a charge from its wand 
  of protection from arrows, and drinks its potion of invisibility, 
  hiding in the corner and waiting to attack the first creature 
  with its back turned.
  During Combat The Devourer of Reason tries to take out 
  divine casters first, silencing them with its bloodline arcana 
  power, and uses its evocation spells alongside its lesser 
  elemental metamagic rod to deal cold damage.
  Morale The Devourer of Reason fights until destroyed. 
  STATISTICS
  Str 18, Dex 17, Con —, Int 13, Wis 16, Cha 18
  Base Atk +3; CMB +7; CMD 20
  Feats Arcane Strike, Combat Casting, Eschew Materials, Spell 
  Focus (evocation), Brain Eater
  Skills Acrobatics +7, Bluff +11, Climb +11, Perception +10, 
  Spellcraft +8, Stealth +11
  Languages Aklo, Common
  SQ voidwalker
  Combat Gear potion of invisibility, scrolls of web (2), wand of 
  burning hands (16 charges), wand of protection from arrows (8 
  charges), lesser elemental metamagic rod (cold)*; Other Gear 
  +1 dagger, amulet of natural armor +1, disguise kit, 236 gp
  * See the Advanced Player’s Guide.
  SPECIAL ABILITIES
  Black Motes (Sp) As a standard action, the Devourer of Reason 
  can summon a rain of tiny meteorites that fall in a 5-foot 
  column, 30 feet high, with a range of 30 feet. The meteors 
  deal 1d4+2 points of cold damage (DC 16 Reflex negates).
  Bloodline Arcana (Su) See Subtier 1–2.
  Disease (Su) See Subtier 1–2.
  Voidwalker (Ex) See Subtier 1–2.
  Development: On the Devourer of Reason’s person is a 
  scroll case with the same designs as those on the door to 
  Ralzeros’s magical chamber, the Ineffable Pattern. There 
  is no obvious way to open the case, and the thing is made 
  of a durable copper-colored metal equivalent in strength to 
  mithral. It emits no magical aura and seems impossible to 
  use in conjunction with the portal in the Blakros Museum, 
  though it is clear the two objects were made for one another.
  Treasure: The vast trove of other non-magical scrolls 
  and papers within the vault also holds historical interest. If 
  carefully removed and kept dry, the books and documents 
  are worth a total of 120 gp in Subtier 1–2 and 646 gp in 
  Subtier 4–5 if sold to historians or collectors.
  Rewards: If the PCs successfully defeat the Devourer of 
  Reason and acquire the key to the Ineffable Pattern, reward 
  each tier thusly:
  Subtier 1–2:
  Give each PC 183 gp.
  Subtier 4–5:
  Give each PC 890 gp.
  CONCLUSION
  Having avenged Anumet’s gruesome murder and collected 
  the key to Ralzeros’s mysterious chamber, the PCs are 
  toasted by their peers at the Grand Lodge. The Society 
  locks away the mysterious key to the Ineffable Pattern 
  until the time is right for Pathfinders to investigate the 
  museum’s mysterious portal.
  The PCs receive the gratitude of Nigel Aldain and 
  the well-connected Blakros family. Naturally, any 
  improprieties they committed in the museum are also 
  remembered by the family’s influential matriarch, but for 
  the most part the impression left is a favorable one.
  Success Conditions
  In order to satisfy the Decemvirate and Venture-Captain 
  Dreng, the PCs must recover the key to Ralzeros’s Ineffable 
  Pattern and discover what manner of monster slew 
  Anumet. Defeating the Devourer of Reason and returning 
  the key to the Grand Lodge in Absalom earns the PCs 1 
  Prestige Point.
  FACTION MISSIONS
  The PCs may earn prestige from their respective factions 
  for completing the tasks listed below during the course of 
  the adventure.
  Andoran Faction: Andoran faction PCs who declare 
  their nationality and ensure the merrow’s death in Act 3 
  earn 1 Prestige Point.
  Cheliax Faction: Cheliax faction PCs who recover the 
  Azlanti relic in Act 3 earn 1 Prestige Point. 
  Grand Lodge Faction: Grand Lodge faction PCs who 
  locate and secretly return the Blakros records in Act 1 earn 
  1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs who 
  burn a rice paper blessing near the body of Ejiekito in Act 3 
  earn 1 Prestige Point. 
  Osirion Faction: Osirion faction PCs who recover rubble 
  from the animated statue in Act 3 earn 1 Prestige Point. 
  Qadira Faction: Qadira faction PCs who unobtrusively 
  discover the names of House Blakros’s criminal contacts 
  in Act 1 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who leave the 
  book of Sczarni legends in Forae Logos in Act 2 earn  
  1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  find evidence that internal bickering caused the previous 
  group’s downfall in Act 3 earn 1 Prestige Point. 
  Silver Crusade Faction: Silver Crusade faction PCs 
  who give Anumet’s body a proper burial in Act 1 earn  
  1 Prestige Point.
  Taldor Faction: Taldor faction PCs who retrieve the 
  letters from Maren Fuln in Act 2 earn 1 Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  20
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #3–07: Echoes of the Overwatched © 2011, Paizo 
  Publishing, LLC; Author: James F. MacKenzie.
  Pathfinder Society Scenario #3–07:  
  Echoes of the Overwatched
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  ECHOES OF THE OVERWATCHED
  21
  Protector of Liberty,
  You have no doubt heard the countless rumors of the horrors that harry Absalom’s Precipice Quarter. Beasts 
  both natural and otherworldly plague the Isle of Kortos, and I would hate to see such an honorable and 
  magnificent city fall to the depredations of savage monsters.
  I have heard in particular rumors of a monstrous merrow by the name of Nishoril, who has proven a danger 
  to the innocents of Gilltown in recent months, raiding their humble settlements and dragging prisoners back 
  to his lair, either as food or worse. The beast must make her lair near Gilltown, possibly on the rocky shores of 
  the Precipice Quarter. If you encounter the monster, make her regret every innocent whose existence she has 
  horribly ended, and strike within her the fear of Andoran before silencing her for good.
  Good luck,
  Major Colson Maldris
  Most Delectable of Servants,
  I have heard that your latest mission will keep you terribly busy, and I worry you may be occupied for longer 
  than I had thought. I had hoped to keep you tied up myself this evening—my plans are absolutely ruined now.
  To redeem yourself, I expect you to return with some sort of impressive Azlanti relic. Tales claim that the 
  mage Beldrin possessed Azlanti statuettes of stunning beauty, which he kept in his various towers that now 
  reside in the Precipice Quarter. Retrieve one for me and I will consider forgiving you.
  Do not disappoint me twice in one day,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Guardian of the True Path,
  According to Nigel Aldain’s report to the Grand Lodge, some sort of curse or magical ailment has befallen 
  Anumet, the agent the Society sent to aid Nigel in the Blakros Museum, and we fear it may interfere with a task 
  we assigned him.
  In addition to helping Nigel, we asked Anumet to discreetly review the museum’s records for indications of 
  House Blakros interfering with Pathfinder Society affairs—the family and the Society have been on good terms 
  of late, but it never hurts to be cautious. Please ensure that any records Anumet took from the archives have 
  been returned to their proper place before the museum’s curator notices anything amiss.
  Your loyal service shall be rewarded,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Bearer of Light,
  Some time ago, an team of Pathfinders was sent to investigate one of Beldrin’s towers in the Precipice Quarter of 
  Absalom, but was never heard from again. That team included a Tian Pathfinder dear to a clerk here at the Lodge. 
  Should you find yourself near these towers, I would like you to discover the fate of that loyal Tian, a man by the 
  name of Ejiekito. 
  If his demise was as tragic as I fear, burn one of the incense blessings I have enclosed with this note at the 
  site where you find his body in order to put his soul at rest. The weary spirit will follow the blessing’s sweet 
  scent as it rises to the realm of its ancestors.
  May your efforts bring honor,
  Venture-Captain Amara Li
  
  PATHFINDER SOCIETY SCENARIO
  22
  Adherent of the Learned Ancients,
  I have heard tell of an ancient wizard by the name of Beldrin, whose tower’s spires still adorn the southernmost 
  bluff of the Precipice Quarter. This wizard was said to possess great skill in numerous fields of magical study, 
  among them the animation of statues.
  If you happen to find yourself anywhere near some of Beldrin’s magically animated statues, be sure to take a 
  sample of the stone they are made of, so that we may study the ancient arcana he used to create them. Try to get 
  a sample from a statue that is still in its animated state so as to best preserve its arcane energies. Do be careful, 
  however—I imagine the statue won’t appreciate such a sampling very much.
  In wisdom’s service,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Child of the Padishah Empire,
  As you doubtless know, no other land’s merchants can fairly be compared to the marvelous trade princes of 
  the Padishah Empire. Unfortunately, the rapacious pirates of the Inner Sea often disrupt our trade, driving up 
  expenses and forcing ruinous shipping delays. The worst of these often take refuge in Taldan harbors. These 
  jackals in human form must be stopped!
  While visiting the Blakros Museum, make some excuse to visit the museum’s offices. Journals kept within 
  should detail the Blakros family’s trade in Qadiran artifacts, including the gold they’ve spent to bribe pirates 
  into letting their ships pass. Find the names of the family’s contacts in the city of Zimar. Our agents will then 
  “persuade” these contacts to aid our cause.
  May your ventures be profitable,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  Loyal Brother,
  I have a favor to ask of you. It seems we’ve been having some trouble getting a book of ours in view of the 
  public eye. It was written by one of our very own members, and catalogues Sczarni folklore and the histories 
  of particularly noteworthy Sczarni. Let me assure you, the volume is much more expansive than you may at 
  first think, and I would hate to see our brother’s efforts go to waste. Forae Logos, Absalom’s esteemed library, 
  called the tome vulgar trash, but I’m sure the librarians merely misread some of its more flavorful entries. 
  Find a way to get the book on a shelf in the library, and your brothers will look most favorably upon you. And 
  try not to cause a ruckus while you do this for us.
  Keep your secrets close,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Trusted Friend,
  I have no doubt that many of the tragedies that befall Pathfinders are caused by careless venture-captains and 
  members of the Ten, but just as often, Pathfinders betray one another in pursuit of their own goals or get in 
  disputes that otherwise ruin group cohesion. It is vital that Pathfinders work together and quash such disputes.
  One of the teams lost in Beldrin’s accursed towers, located on the far side of the Precipice Quarter, was 
  notorious for backstabbing and political infighting—I fear their bickering may have contributed to their 
  demise. Should you find yourself near that area, locate the remains of this group and determine what led to 
  their downfall.
  Watch your back,
  Grandmaster Torch
  
  ECHOES OF THE OVERWATCHED
  23
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Protector of Justice,
  Nigel Aldain’s worrisome message about the fate of Anumet has me somewhat concerned. In addition to being 
  a responsible Pathfinder, he was a noble and stalwart member of our cause. If indeed some evil has befallen 
  Anumet, I would hate to see forces beyond his control tarnish his otherwise virtuous reputation—or worse.
  Discover what has happened to Anumet, and if his fate is as dire as I fear, free his soul from the curse that 
  plagues him or give what remains of his body a proper burial. Fulfilling our duty is not always pretty, but it is 
  always necessary.
  May light illuminate your path,
  Ollysta Zadrian
  Worthy Servant of the Empire,
  It is unfortunate that someone of your vast talents must squander them with the mundane task of calming the 
  Blakros Museum’s anxious curator. In order that your journey not be a complete waste, I ask that you visit the 
  Arcanamirium. Within this arcane college’s halls dwells a journeyman by the name of Maren Fuln, a pathetic 
  individual who has had dealings with the Society in the past. I have heard through my various channels in 
  Absalom that Fuln has taken a member of Taldan royalty as a lover, a rumor that both surprises and perturbs 
  me. I need you to find evidence of the rumored letters between Fuln and a member of our royalty and figure 
  out who exactly Fuln has been corresponding with.
  In the Emperor’s service,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–07: 
  Echoes of the Overwatched
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  251
  917
  4–5
  502
  1,834
  Normal
  Slow
  potion of invisibility (300 gp)
  scroll of web (150 gp)
  wand of burning hands (16 charges; 240 gp, limit 1)
  amulet of natural armor +1 (2,000 gp)
  lesser elemental metamagic wand, cold (3,000 gp; Pathfinder RPG Advanced Player’s Guide 294)
  wand of protection from arrows (8 charges; 720 gp, limit 1)
  1–2
  4–5
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 03/S03-07 Echoes of the Overwatched.pdf