TEXT:    
  Among The Living
  by Joshua J. Frost
  
  2
  Among the Living™
  PathFinder society scenario 07
  Design: Joshua J. Frost
  Development: Joshua J. Frost and Sean K Reynolds
  Editing: Christopher Carey
  Art Director: Drew Pocza
  Interior Artist: Adam Vehige
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 07: Among the Living is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 
  This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is 
  compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
  The OGL can be found on page 20 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  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, artifacts, places, etc.), dialogue, plots, 
  storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open 
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  as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 
  System License, please visit wizards.com/d20.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the 
  Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. © 2008 Paizo Publishing. All Rights Reserved.
  
  3
  Unfortunately for Wuthers, that fame drew unwanted 
  attention. A cleric of Zyphus, a Taldan named Fel Bustrani, 
  saw in the young Pathfinder an opportunity for his own glory 
  and for the glory of the Grim Harvestman. He contacted 
  Wuthers a year ago and regaled him with an amazing story 
  of a lost artifact of Zyphus, known as the Zyphus Stone, that 
  was ritually sealed in an underground tomb by descendants 
  of Lost Azlant when Oppara was nothing more than an 
  indigenous fishing village on the River Porthmos. Bustrani 
  told Wuthers that the stone was a “living artifact” designed 
  to bring Zyphus’s faithful back to life if they died in service 
  to their Grim god. In truth, the descendants of Lost Azlant 
  who buried the stone knew the terrible powers it held, knew 
  it could populate the world with zombies, but hid it hoping 
  to later study its terrible power. They buried one of their own 
  with the stone to see what would happen after prolonged 
  exposure to its magic. The Azlanti never returned for the 
  artifact, but the young man left behind was twisted into a 
  horrible caricature of humanity—a rotting, disease-filled 
  Zyphus zombie with the power to raise regular zombies by 
  feeding on corpses.
  Bustrani invited Wuthers to return to Taldor’s capital 
  and help the cleric access the stone’s resting place, known 
  as the Chamber of the Stone, which Bustrani recently 
  located beneath Oppara’s famed House of the Immortal 
  Son, an opera house that was once a temple to Aroden. 
  Misleading Wuthers by posing as a cleric of Irori, the 
  cult leader and the Pathfinder quietly gained access to 
  the opera house’s cobweb-filled storage area and began 
  digging, convincing the management of the Immortal 
  Son that a find of this caliber beneath their theater would 
  put nobles into seats for years to come. It took quite some 
  time to dig through the bedrock beneath Oppara, but 
  three months ago they finally punched through the last 
  few inches and became the first living beings to gaze into 
  the Chamber of the Stone in more than 6,000 years.
  The chamber’s only resident was the Azlanti that had 
  been left behind, sprawled across a raised dais beside 
  Known as the Grim Harvestman, the Harbinger of 
  Unexpected Tragedy, and Most Hated Rival of Pharasma, 
  the godling Zyphus holds dominion over unexpected 
  death. His cults, though small in number, have spread 
  throughout Golarion and seek to extend his glory from 
  their graveyards and barrows. True believers of Zyphus 
  teach their followers that souls who perish by accident do 
  not travel on to Pharasma’s Boneyard in the Great Beyond, 
  but are instead captured by the Grim Harvestman and 
  malignantly absorbed, making their deity ever more 
  powerful. Most of the Zyphus cults remove themselves 
  from civilization, orchestrating small accidents and 
  disasters to feed their master’s will. A few overtly assault 
  the establishment, planning and executing large events 
  such as ferry sinkings, mass fires, and building collapses. 
  Never before has a Zyphus cult planned an event that 
  could unexpectedly wipe out a city, a region, or even a 
  whole country. Until now.
  Bodriggan Wuthers was an orphan of unknown 
  ancestry, found 20 years ago on the doorstep of the 
  Pathfinder Lodge of Taldor’s capital, Oppara. He was 
  raised in an orphanage, but the Taldan Pathfinders made 
  it a point to look in on him from time to time, encouraging 
  the boy’s curiosity and pushing him toward the life of 
  the vagabond scholar. They got what they desired. When 
  Wuthers turned 16, he left the orphanage behind and 
  traveled to Absalom to join the Pathfinder Society. After 
  a few years of training and following Venture-Captain 
  Eliza Petulengro, Wuthers settled easily into his routine, 
  traveling Avistan and Garund seeking greater glory for 
  himself and the Society through treasure hunting. He 
  quickly made a name for himself, battling through a 
  host of demon-possessed apes in the Screaming Jungle 
  at age 18 to recover the Garls Harp, an Azlanti musical 
  instrument thought lost to time and memory. His tale 
  of that find saw his first of many reports appear in the 
  Pathfinder Chronicles and his fame as a Pathfinder was 
  sewn into the fabric of the Society.
  Among the Living
  by Joshua Frost
  
  4
  Pathfinder Society Scenario
  a huge block of stone in which had been carved the 
  symbol of Zyphus: a heavy pick made of a femur, skull, 
  and rib. Assuming the Azlanti was a preserved corpse, 
  Wuthers approached the stone and immediately began 
  sketching and documenting the find. Bustrani allowed 
  the Pathfinder a few moments of glory, more to keep his 
  attention averted than anything else, and then uttered 
  the phrase the Grim Harvestman had revealed to him 
  in a dream. The phrase, a garbled mishmash of various 
  ancient tongues, brought the stone and the Azlanti 
  zombie to life. When the chamber filled with green light 
  and the zombie climbed to its feet, Wuthers knew he’d 
  been betrayed. Before he could reach for a weapon, the 
  cleric of Zyphus struck him down with the heavy pick 
  he’d used to clear the chamber’s tunnels. He ordered 
  the Zyphus zombie to feed, and in minutes Wuthers rose 
  again as something terrible.
  With the first phase of his mission complete, Fel 
  Bustrani 
  contacted 
  his 
  cult 
  confederates 
  hidden 
  throughout Taldor and summoned them to him. Their 
  time had come. Using the Zyphus zombie, the unwitting 
  employees and actors of the House of the Immortal 
  Son, and their Zyphus-granted zeal, they would spread 
  unexpected death throughout Oppara, Taldor, and 
  beyond. They would turn the world into zombies and 
  dance in the glory of their all-powerful god.
  SUmmARY
  The PCs are contacted by Eliza Petulengro, a reserved, 
  dark-haired Varisian venture-captain, and asked to travel 
  to Oppara to look for the famed Pathfinder Bodriggan 
  Wuthers. Eliza knew that Wuthers was working on a dig 
  site beneath the House of the Immortal Son opera house 
  in Taldor’s gilded capital. Wuthers insisted the dig was 
  for an artifact that would raise the renown of the entire 
  Society after its recovery. A report on the dig was due a 
  month ago and Eliza worries something terrible has 
  happened to her famous former pupil.
  Gaining access to the opera house’s nonpublic areas is 
  nearly impossible, so the PCs don their best clothing and 
  attend an opera, hoping to sneak away before the end to 
  look in on Wuthers’s dig site. Before they can execute their 
  plan, the theater is locked down magically, and a host of 
  zombies crash the opera and attack and feast upon the 
  upper crust of Taldan society. Unbeknownst to the PCs, 
  the Zyphus cult members replaced everyone in the House 
  of the Immortal Son and are using the opera to lure in a 
  crop of fresh living souls to turn into the walking dead. 
  After the opera house is reduced to Zyphus cult members 
  and their zombie cohorts, the lock down will be lifted by 
  Fel Bustrani. The zombie horde, mixed with the disease-
  ridden Zyphus zombies, will crash into Oppara and 
  spread Zyphus’s will to all Taldor and beyond.
  Once the theater is locked down, the PCs have many 
  options. The Zyphus Stone’s powerful magic prevents any 
  escape, so the PCs must use the bizarre attack as an excuse 
  to explore deeper into the opera house, finding zombies 
  of all sorts (including zombies who were, moments ago, 
  wealthy Opparan nobles) and a highly organized Zyphus 
  cult orchestrating the entire event. Having battled through 
  several encounters with zombies and cult members, the PCs 
  discover the storage area and the Chamber of the Stone and 
  confront the Zyphus cult leader, Fel Bustrani.
  getting StARteD
  Once everyone has a chance to introduce his character 
  and the PCs are settled in, read the following:
  A week ago, you were seated in the main hall of the Grand Lodge 
  of Absalom, waiting for the arrival of Absalom’s newest venture-
  captain, a tall, dark-haired and olive-skinned Varisian woman 
  named Eliza Petulengro. Renowned for her composure under 
  pressure and the author of more than two dozen Pathfinder 
  Chronicles entries, she appeared in the hall suddenly, a stack of 
  chronicles in her arms, and looked you over before speaking.
  “My greatest pupil, Pathfinder Bodriggan Wuthers, has gone 
  missing. He followed a cleric contact back to Wuthers’s home 
  city of Oppara to work on a massive dig beneath the House of the 
  Immortal Son, Oppara’s famed opera house and once temple 
  to the dead god, Aroden. That was a year ago. He sent monthly 
  reports, hoping to see their publication in a chronicle, before 
  all contact dried up a few months back. I’m worried something 
  has gone wrong, and the Society has a vested interest in the 
  artifact he was researching and seeking. We want you to travel 
  to Oppara and find Wuthers. We’d like to know exactly what 
  he was seeking, too, since he neglected to inform us through 
  his monthly correspondence. He hinted only that the cleric of 
  Irori he was working with told him the object was the world’s 
  greatest ‘living’ artifact—whatever that means.
  “I have a few tidbits of information to pass to you before 
  you go: the House of the Immortal Son is nearly impossible 
  to access. It took Wuthers months and countless bribes to 
  get where he did. For you, I have a much simpler idea. Go to 
  an opera, wait for an opportunity, and then exploit it to find 
  Wuthers and his dig site.
  “Be sure to wear something festive—the Taldan nobility 
  Running Among the Living
  The order in which the encounters appear is the suggested 
  order in which to run them—however, so long as Act 1 is first 
  and Act 5 is last, Acts 2–4 can be accomplished in any order. 
  Run them as befits your group and their choices. Acts 2–4 
  should be run on the main floor of the opera house, rather 
  than the basement level.
  
  5
  Among The Living
  Teleport, dimension door, etc. all still function as normal 
  inside the House of the Immortal Son, but any attempts 
  to travel outside fail. Destroying the Zyphus Stone unlocks 
  the exterior doors and drops the dimensional anchor effect. 
  See Act 5 for further details.
  1a. Opera House: Filled with classic church pews now 
  covered in the finest silks and cushions, the main room 
  of the opera house is what you’d expect from a temple-
  turned-theater. An odd mixture of religious symbols (all 
  of the deceased god Aroden) and modern theater tropes 
  cover the walls, ceilings, and finely-carved pillars.
  1b. Stage: This wooden stage is painted black and 
  currently decorated to look like a jungle underworld, 
  with fake plants, vines, and a backdrop of jungle scenery. 
  An orchestra pit separates the stage from the main opera 
  house and a thick, red velvet curtain conceals the main 
  doors to the back stage area.
  2 and 2a. Back Stage: These three rooms are combination 
  storage and dressing areas. The floors are painted black 
  and the walls are covered in dozens of painted handbills 
  and posters of previous operas performed here. Dozens of 
  costume racks and painted backdrops are set up here to 
  be wheeled out on stage for the proper scenes.
  3. Violet Entrance: A gaudy, marbled hallway with 
  finely carved pillars, the white floor here is split by a deep 
  violet carpet. This entrance is reserved for the king and 
  anyone he considers to be part of the royal court.
  4. Bar: Known to regulars as the Immortal Drunk, 
  this bar serves theatergoers before the opera, during 
  intermission, and hosts after-parties for wealthy 
  merchants or socialites who are not part of the nobility. 
  The red carpet indicates that this room is also an entrance 
  for wealthy non-nobles.
  5. Blue Entrance: A gaudy, marbled hallway with finely 
  carved pillars, the white floor here is split by a dark blue 
  carpet. This entrance is reserved for the nobility who are 
  not considered part of the royal court.
  6. Banquet Hall: This vast, empty room is primarily 
  used to entertain the king and his court. It is currently set 
  to entertain the few royal court followers in attendance 
  for Among the Living. The red carpet indicates that this 
  room is also an entrance for wealthy non-nobles.
  7. Green Entrance: This rather plain, marbled hallway 
  is filled with simple granite pillars. The floor is split by 
  a bright green carpet, indicating that this entrance is 
  reserved for commoners when they are allowed to attend.
  8 and 8a. Storage: These rooms were once the humble 
  sleeping chambers for the priests of Aroden. They are 
  now, for the most part, dusty storage rooms filled with 
  props, costumes, and moldy backdrops.
  9. Storage Atrium: This was once the public area for 
  the priests of Aroden to gather and worship or study. It 
  now serves as a side chamber from which characters can 
  are arrogant on their best days and if you arrive at the opera 
  dressed like that,” she waves her hands at you, “they’ll surely 
  lose your tickets or regret to inform you that the opera house 
  is oversold.
  “Go and report back to me directly upon your return 
  to Absalom.”
  Development: Allow the PCs to make Gather 
  Information checks about Bodriggan Wuthers and the 
  House of the Immortal Son before moving directly to Act 
  1. With a DC 15 on either check, they can learn everything 
  from the introduction that pertains to Wuthers’s past 
  and to the history and inaccessibility of the opera house. 
  Of the “cleric of Irori” they learn nothing save that Irori 
  is the god of knowledge. Of Fel Bustrani and the cult of 
  Zyphus, they should learn nothing.
  Give them an opportunity to purchase gear before they 
  leave Absalom or as they arrive in Oppara, the gilded 
  capital of Taldor. Though everything you need to run 
  this scenario is included here, you can learn more about 
  both Absalom and Oppara from the Pathfinder Chronicles 
  Campaign Setting hardcover, available online at paizo.com 
  or at your favorite local game store.
  The House of the Immortal Son
  Once a temple to Aroden, the House of the Immortal 
  Son has, since his death, been Taldor’s most opulent 
  and expensive opera house. It is a large, windowless, 
  cylindrical building made of polished marble and 
  granite and surrounded by thick, finely-carved pillars. 
  Built in the earliest traditional styles of Aroden temples, 
  the opera house lacks windows (visitors are meant to look 
  up, not out) and its roof is a complicated piece of stone 
  statuary that replicates the holy symbol of Aroden, a 
  steady winged eye gazing forever toward the heavens.
  The interior of the House of the Immortal Son is full 
  of expensive carpets, excessive gilding, and ridiculously 
  large candelabras and chandeliers. Feel free to talk up the 
  excess of wealth present and be sure to describe the level of 
  opulence that went into the other attendee’s outfits, wigs, 
  hair styles, and jewelry. Taldor is an empire in decline, but 
  Oppara’s super rich aren’t aware of any decline here.
  Once the scenario gets started, all of the interior doors 
  are either unlocked or ajar when the PCs find them. Signs of 
  battle are everywhere—blood, corpses, abandoned clothing 
  or refinery, torn wallpaper, broken mirrors, shattered 
  chandeliers, chipped marble, etc. Feel free to spend as much 
  time breaking the place as you spend talking it up.
  Once Act 1 is under way, all of the exterior doors are 
  magically locked by a spell that originates from the 
  Zyphus Stone in Area 13. The Zyphus Stone also functions as 
  a mass dimensional anchor spell, except it only affects PCs 
  attempting to move beyond the walls of the opera house. 
  
  6
  Pathfinder Society Scenario
  emerge for special parts of an opera that mingle with the 
  crowd. It is clean and simply appointed.
  10. White Entrance: Also known as the Actor’s Door, this 
  plain marbled hallway is filled with simple granite pillars. 
  The floor is split by a dirty white carpet, stained by a century’s 
  worth of artistic foot traffic. The actors of the Immortal Son 
  believe the carpet to be good luck, and replacing it or cleaning 
  it would spell misfortune for the theater.
  11. Main Storage: Used primarily to store larger set 
  pieces no longer used, this musty basement is now the 
  home to a dig project that extends into the bedrock east 
  of the room. This room is well lit by standing lamps.
  12. Bedrock Tunnels: It took months to chisel through 
  the solid bedrock here and two tunnels became one just 
  before Bustrani and Wuthers punched through into 
  the Chamber of the Stone. These tunnels are well lit by 
  standing lamps, but the floors are slippery with ground 
  water and act as the grease spell.
  13. The Chamber of the Stone: Carved from the bedrock 
  around it, this rectangular chamber is covered in runes 
  and glyphs that are a mix of Azlanti and the tongue of the 
  indigenous primitive humans who lived in Taldor before 
  the descendants of Lost Azlant settled here. The symbols 
  are, for the most part, gibberish and reflect nothing more 
  than the Azlanti artistic style that was popular in the region 
  when the room was constructed. The chamber includes a 
  giant raised dais, upon which is perched a large, raw stone 
  with the symbol of Zyphus carved into it: a heavy pick made 
  from a femur, skull, and rib. The stone seems to have been 
  dropped from a great height as the stone dais upon which it 
  rests has collapsed around the shape of the stone. The stone 
  itself shines with a gentle, shimmering glow that bathes the 
  room in greenish light. A circular gap, just large enough to 
  fit the stone, is visible in the ceiling above, and it’s obvious 
  that a flat, heavy capstone was placed over that gap. The 
  tunnel above the gap was filled in 6,000 years ago in hopes 
  that the Zyphus Stone was never accidentally discovered. (See 
  Act 5 for details on the Zyphus Stone.)
  ACt 1: DeAD men WALKing 
  (eL 2, 4, oR 7)
  Though the House of the Immortal Son has a reputation 
  for opulence and excess, it never turns away anyone with 
  any obvious amount of money or fame. Pathfinders are 
  a source of great discussion in Taldor and the nobility 
  love to read of their exploits and adventures. The PCs are 
  allowed to attend the opera for free (regardless of how 
  they’re dressed), but anyone wearing less than a courtier’s 
  outfit and 50 gp or more of jewelry suffers a –2 penalty on 
  all Charisma-based checks when dealing with any Taldan 
  nobles throughout the scenario. 
  Among the Living, the title of the opera the PCs attend, 
  debuts the night they visit the House of the Immortal Son. 
  It’s an epic tale of a lone Ulfen warrior named Victory who 
  sails to the ends of Golarion, crashes off the edge of the 
  world, and finds himself in a gothic paradise where he 
  falls in love with the undead queen of a jungle kingdom. 
  It’s melodramatic, over-acted, gaudy, and tasteless—just 
  the sort of affair Taldor’s wealthy screams to attend.
  Once the PCs settle into their seats near the far back by 
  the doors to Area 6, read the following:
  As yet another twirling dancer in a brown costume festooned 
  with bright pink, flowing silk scarves spins across the jungle 
  set at the front of the stage, the orchestra reaches a screeching 
  crescendo that crashes the entire opera to a halt. The dancers 
  stand quietly for a moment, breathing heavily and listening 
  to the scattered applause across the obviously bored Taldan 
  audience. Suddenly, a sound like a thousand gongs shakes the 
  entire building to its very foundation and the audience murmurs 
  in a mixture of delight and fear. The actors and orchestra, 
  however, flee the stage, disappearing behind the curtains.
  After reading the above aloud, give the PCs a few 
  moments to react to the strange behavior on stage. PCs 
  with any Perform skills can make a DC 12 Perform check 
  to determine that the music, vocals, and dancing of Among 
  the Living is amateurish at best. Unbeknownst to the PCs, 
  the regular performers have all been replaced by a Zyphus 
  cult, whose members spent several weeks practicing the 
  opening of the opera, but they are no replacement for the 
  professional actors and singers (who, unfortunately, now 
  all wander the Immortal Son as the walking dead). 
  Moments after the gong, the doors leading into Area 1a 
  crash open and a horde of zombies floods in, immediately 
  attacking any nobles too shocked to run. The PCs should 
  be concerned only with the zombies that come in from 
  Area 6, as they move directly toward them and attack. For 
  the upper tiers, the cult of Zyphus spent months tracking 
  down and trapping a variety of creatures throughout the 
  wilds of Taldor, and they’ve worked hard the last month 
  to turn them all into zombies to better inflict chaos and 
  death on Oppara and beyond.
  The zombies all fight to the death.
  TIER 1–2 (EL 2)
  Human Commoner Zombie (3)  
  CR 1/2
  hp 16 (MM 266)
  Human Commoner Zyphus Zombie 
  CR 1/2
  hp 16 (MM 266)
  SPECIAL QUALITIES
  Zyphus Rot (Su): When a Zyphus zombie kills a living 
  creature and feeds on it, it passes on a magical disease 
  called Zyphus rot that causes the victim to quickly 
  
  7
  1a 
  2a 
  2 
  2a 
  3 
  4 
  10 
  8 
  9 
  8 
  6 
  5 
  7 
  13 
  Basement 
  Main Floor
  House of the Immortal Son
  11 
  12 
  one square = 10 feet 
  one square = 10 feet 
  N 
  8a 8a 8a 
  8a 
  8a 
  8a 
  8a 
  8a 
  8a 
  8a 8a 8a 
  1a 
  2a 
  2 
  2a 
  3 
  4 
  10 
  8 
  9 
  8 
  8a 8a 8a 
  8a 
  8a 
  8a 
  8a 
  8a 
  8a 
  8a 8a 8a 
  6 
  5 
  7 
  13 
  Basement 
  Main Floor
  House of the Immortal S0n
  11 
  12 
  one square = 10 feet 
  one square = 10 feet 
  N 
  Among The Living
  
  8
  Pathfinder Society Scenario
  animate and rise as a zombie in 1d4 minutes. Once risen, 
  the new zombie no longer carries Zyphus rot and can’t 
  pass it to another living creature. A corpse can be “cured” 
  of Zyphus rot by receiving a cure disease spell prior to 
  reanimation. A Zyphus zombie cannot be cured of the 
  disease unless the artifact that caused it is destroyed. A 
  creature with more than 10 HD is immune to the effects 
  of Zyphus rot. Zyphus rot only affects corporeal creatures 
  (other than undead) that have a skeletal system.
  TIER 3–4 (EL 4)
  Bugbear Zyphus Zombie 
   
  CR 2
  hp 42 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Tier 1–2.
  Human Commoner Zombie (4)  
  CR 1/2
  hp 16 (MM 266)
  TIER 6–7 (EL 7)
  Minotaur Zyphus Zombie                     CR 4
  hp 81 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Tier 1–2.
  Bugbear Zyphus Zombie 
   
  CR 2
  hp 42 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Tier 1–2.
  Human Commoner Zombie (3)  
  CR 1/2
  hp 16 (MM 266)
  Human Commoner Zyphus Zombie 
  CR 1/2
  hp 16 (MM 266)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Tier 1–2.
  Development: Once the zombies are defeated and the 
  nobles have fled their zombie attackers, the PCs find Area 
  1a empty. Bodies of several dozen dead lie scattered about 
  the room and signs of carnage stretch out of every door in 
  every direction. Screaming, moaning, and the sounds of 
  combat can be heard from every corner of the opera house.
  At this point the PCs may proceed in any direction 
  they like—however, they are unable to leave the building 
  because of the magical influence of the Zyphus Stone. Give 
  them some time to regroup and think up a strategy before 
  dropping them into Act 2, Act 3, or Act 4.
  Mission Notes: Once the combat moves on, there are 
  plenty of merchant corpses in the opera house from which 
  a member of the Qadira faction could acquire livery. They’ll 
  also have many opportunities throughout the scenario to 
  fulfill their mission goal—this one is the easiest.
  
  9
  Among The Living
  Init +3; Senses Listen +2, Spot +2
  DEFENSE
  AC 17, touch 9, flat-footed 17 
  (–1 Dex, +8 armor)
  hp 10 (1d8+2)
  Fort +4, Ref –1, Will +4
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +3 (1d6+1/x4) or
  inflict light wounds (DC 14) +1 touch (1d8+1)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 1st)
  1st—cause fearD (DC 13), cure light wounds, doom (DC 13) 
  0—cure minor wounds (2), guidance
  D Domain spell Domains Death, War 
  TACTICS
  During Combat The Cleric of Zyphus uses cause fear immediately 
  to scare away the largest PC. She prefers to keep the zombies 
  between herself and the PCs and to fight with her heavy pick at 
  close range. She’ll use inflict light wounds to heal the zombies 
  when and if she can and uses her death touch ability as a last 
  resort.
  Morale A fierce and devoted loyalist, the Cleric of Zyphus fights 
  to the death.
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12
  Base Atk +0; Grp +1
  Feats Combat Casting, Improved Initiative, Martial Weapon 
  Proficiency (heavy pick), Weapon Focus (heavy pick)
  Skills Concentration +6, Knowledge (religion) +4, Spellcraft +4 
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear potion of cure moderate wounds
  Gear heavy steel shield, masterwork heavy pick, splint mail armor, 
  wooden holy symbol
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Human Commoner Zombie (2)  
  CR 1/2
  hp 16 (MM 266)
  TIER 3–4 (EL 4)
  Zyphus Cult Cleric 
   
  CR 3
  Female human cleric of Zyphus 3
  NE Medium humanoid
  Init +3; Senses Listen +2, Spot +2
  DEFENSE
  AC 19, touch 9, flat-footed 19 
  (–1 Dex, +10 armor)
  hp 23 (3d8+6)
  Cheliax faction members can also fulfill their mission 
  goal by dropping the Paracountess’s letter on a noble 
  corpse. It takes a DC 15 Knowledge (nobility) check to find 
  an appropriate corpse to plant the letter on.
  Rewards: There are no rewards for Act 1.
  ACt 2: the ZYPhUS QUeStion 
  (eL 2, 4, oR 7)
  This encounter can happen anywhere on the main floor. 
  Read the following to start:
  From nearby a voice cries out, “For Father Grim, for Fel 
  Bustrani, consume them and multiply!”
  If the PCs investigate the voice above, they find a pack 
  of theatergoers, backed into a corner, frightened and 
  pushing those at the front toward a Zyphus cleric and her 
  pack of zombies. As this Act can occur anywhere, feel free 
  to set it in a tight space, with the intended victims tightly 
  packed and the zombies closing in.
  When the PCs arrive, the cleric orders the zombies to 
  attack them instead, screaming, “Kill the usurpers, my 
  minions, for the glory of Zyphus and for the glory of Fel 
  Bustrani!” A DC 25 Knowledge (religion) check reveals that 
  Zyphus is an evil (but minor) god of accidental death and 
  that his followers tend to keep to themselves, guarding 
  forgotten graveyards and abandoned barrows. To learn 
  more about the dark godling Zyphus, read the religion 
  chapter of the Pathfinder Chronicles Campaign Setting.
  One of the cowering opera aficionados is none other than 
  Emperor Stavian III’s consul for the fourth district of Oppara 
  Prefecture, Magistros Sebastus Hustavan. Hustavan is a tall, 
  frighteningly thin man of advanced age. His short, gray hair 
  sticks to his head as if it were bathed in cooking oil and his 
  thick, white beard, meticulously trimmed and braided, 
  positively glistens with wax. He wears the finery of his office, 
  a blue silk shoulder sash over long white robes, and his fingers 
  are encrusted with bejeweled rings. In short, Hustavan feels he 
  has a lot to live for and begs incessantly during the battle for 
  the PCs to save his life. He won’t get anywhere near the zombies 
  nor their insane cleric master, but he will move closer to the 
  PCs when he can, shouting out such niceties as, “I outrank 
  everyone in the room, your Emperor requires you to save me!” 
  and “A glorious strike, peasant! The divine hand of Emperor 
  Stavian has guided you here to save me!” and “For the glory of 
  Taldor, you must free me from the bowels of hell!”
  TIER 1–2 (EL 2)
  Zyphus Cult Cleric 
   
  CR 1
  Female human cleric of Zyphus 1
  NE Medium humanoid
  
  10
  Pathfinder Society Scenario
  Fort +5, Ref +2, Will +5
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +5 (1d6+1/x4) or
  inflict light wounds (DC 14) +3 touch (1d8+3) or
  inflict moderate wounds (DC 15) +3 touch (2d8+3)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, desecrate, spiritual weaponD
  1st—cause fearD (DC 13), cure light wounds (2), doom (DC 13) 
  0—cure minor wounds (3), guidance
  D Domain spells Domains Death, War 
  TACTICS
  Before Combat Just before the PCs arrived, the Cleric of Zyphus 
  cast desecrate in order to strengthen her minions in their 
  assault on the cowering theatergoers.
  During Combat The Cleric of Zyphus uses cause fear immediately 
  to scare away the largest PC. She prefers to keep the zombies 
  between herself and the PCs and to fight with her heavy 
  pick at close range. She’ll use inflict light wounds to heal the 
  zombies when and if she can and uses her death touch ability 
  as a last resort.
  Morale A fierce and devoted loyalist, the Cleric of Zyphus fights 
  to the death.
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12
  Base Atk +2; Grp +3
  Feats Combat Casting, Improved Initiative, Lightning Reflexes, 
  Martial Weapon Proficiency (heavy pick), Weapon Focus 
  (heavy pick)
  Skills Concentration +8, Knowledge (religion) +6, Spellcraft +6
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear potion of cure moderate wounds (2)
  Gear full plate armor, heavy steel shield, masterwork heavy pick, 
  wooden holy symbol
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Human Commoner Zombie (2)  
  CR 1/2
  hp 16 (MM 266)
  TIER 6–7 (EL 7)
  Zyphus Cult Cleric 
   
  CR 6
  Female human cleric of Zyphus 6
  NE Medium humanoid
  Init +3; Senses Listen +3, Spot +3
  DEFENSE
  AC 20, touch 9, flat-footed 20 
  (–1 Dex, +11 armor)
  hp 42 (6d8+12)
  Fort +9, Ref +3, Will +8
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +7 (1d6+1/x4) or
  inflict light wounds (DC 14) +5 touch (1d8+5) or
  inflict moderate wounds (DC 15) +5 touch (2d8+6) or
  inflict serious wounds (DC 16) +5 touch (3d8+6)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 6th)
  3rd—animate deadD, cure serious wounds, dispel magic (2)
  2nd—cure moderate wounds (3), desecrate, spiritual weaponD
  1st—cause fearD (DC 14), cure light wounds (2), divine favor, 
  doom (DC 14) 
  0—cure minor wounds (3), guidance (2)
  D Domain spells Domains Death, War 
  TACTICS
  Before Combat Just before the PCs arrived, the Cleric of Zyphus 
  cast desecrate in order to strengthen her minions in their 
  assault on cowering theatergoers.
  During Combat The Cleric of Zyphus immediately casts cause fear 
  to scare away the largest PC. She prefers to keep the zombies 
  between herself and the PCs and to fight with her heavy pick at 
  close range. Once the first zombie goes down (especially if the 
  bugbear Zyphus zombie should go down), the Cleric of Zyphus 
  casts animate dead to create additional zombie minions from 
  the noble corpses that litter the room. She’ll use inflict light 
  wounds to heal the zombies when and if she can and uses her 
  death touch ability as a last resort. 
  Morale A fierce and devoted loyalist, the Cleric of Zyphus fights 
  to the death.
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12
  Base Atk +4; Grp +5
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Martial Weapon Proficiency (heavy pick), 
  Weapon Focus (heavy pick)
  holy Symbol of Zyphus
  
  11
  Among The Living
  Skills Concentration +11, Knowledge (religion) +9, Spellcraft +9
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear elixir of fire breath, potion of cure serious wounds (2)
  Gear cloak of resistance +1, +1 full plate armor, heavy steel shield, 
  masterwork heavy pick, wooden holy symbol
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Bugbear Zyphus Zombie 
   
  CR 2
  hp 42 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  Human Commoner Zombie (4)  
  CR 1/2
  hp 16 (MM 266)
  Mission Notes: Magistros Hustavan is the target 
  of two or three of the faction missions. At some point, 
  the Andoran faction members will want to deliver their 
  bribe and speak to Hustavan about giving a future 
  representative of the Andoran faction what he asks for. 
  It takes only a DC 10 Diplomacy or Intimidate check 
  to get Hustavan to agree—he’s by far the most corrupt 
  bureaucrat in Oppara.
  The Taldor faction also holds a stake in the bearded 
  consul. Members of that faction need to take Hustavan 
  outside of earshot of the non-Taldor faction Pathfinders 
  and deliver the Baron’s message (see the faction missions 
  section below). Once the message is delivered, the Baron’s 
  face pales noticeably, and he blubbers something about 
  his undying loyalty to the Emperor.
  Hustavan can also act as a target for the Cheliax faction. 
  If they manage to slip the Paracountess’s missive into his 
  pocket unseen, that will fulfill their mission objective.
   
  Development: If the PCs manage to slay the cleric and 
  her minions, a DC 10 Search check finds a holy symbol of 
  Zyphus and a letter from Fel Bustrani to all of his followers 
  in the cleric’s belt pouch (see Handout 1). If Hustavan 
  manages to survive the encounter, he latches onto the 
  PCs like a lost puppy and spends the rest of the scenario 
  equally declaring them his saviors and reminding them 
  that he is their superior. The rest of the theatergoers 
  rush off into other parts of the opera house, seeking an 
  exit—or perhaps hoping to rid themselves of Hustavan’s 
  company. If the cleric is captured and interrogated, she 
  knows nothing more than Bustrani’s location in Area 13.
  Rewards: If the PCs defeat the cleric and his minion(s), 
  reward each tier thusly:
  Tier 1–2
  Give each player 69 gp.
  Tier 3–4
  Give each player 152 gp.
  Tier 6–7
  Give each player 548 gp. 
  ACt 3: inteRmiSSion (eL 2, 4, 
  oR 7)
  Act 3 can happen anywhere on the main floor, though if 
  your group has any Osirion faction members in it, Area 
  3 would be the best location for the encounter. Read the 
  following to start:
  On the marble floor lie the entwined bodies of multiple 
  combatants. The hands of noble corpses grip daggers, 
  makeshift clubs, and even a gem-encrusted rapier. Mixed in 
  are the twice-dead bodies of zombies, their gray skin fetid 
  and rotting.
  The description above sets the scene for a distraction. 
  Deanaris Quint, loyal follower of Zyphus and sometime 
  lover to Fel Bustrani, leads a small band of warriors in 
  a meandering circuit of the opera house, looking for 
  anyone brave enough to put up a fight. This encounter is 
  static, meaning Quint and her boys are meant to stumble 
  undetected into the midst of the PCs, perhaps while they 
  are distracted by the bodies detailed above. If the PCs feel 
  they would’ve seen or heard Quint’s band ahead of time, 
  Loyalists of the Grim Harvestman, our time 
  has come!
    My plan to recover the stone, blessed by 
  our beloved Harbinger of Unexpected Tragedy 
  Himself, has succeeded beyond my wildest 
  hopes. The fool Pathfinder I convinced to 
  journey here has fed the strength of our 
  Lord by encountering an unexpected tragedy 
  of his own. His hard work for Grim was 
  not in vain! Come to me at once, at the 
  appointed hour and place, and we shall lay 
  out a bounty before mighty Zyphus that He 
  won’t soon forget. When Pharasma, hated 
  cretin, lies slain in the bowels of hell and 
  our mighty harbinger rules the afterlife, He 
  will reward His faithful few with everlasting 
  life and power of unspeakable might! Come 
  to me, brothers and sisters, come to me!
   
   
   
   
   
   
  Fel
  Handout #1.
  
  12
  Pathfinder Society Scenario
  feel free to allow them Listen checks (against Deanaris’ 
  Move Silently check) to detect the approaching cultist.
  If the PCs fight her band immediately following Act 
  1, their heavy picks are out but clean and unbloodied. If 
  the PCs fight her band at any time after Act 2, Quint and 
  her boys have already put down two resistances and seek 
  another to slay in the name of their grim lord. If this is 
  the PCs’ third or fourth encounter, feel free to point out 
  slain bodies gripping makeshift weapons and torn by the 
  puncture wounds of a heavy pick throughout the rest of 
  the scenario. This act is best set in a location where two 
  hallways meet or near an open door so that the PCs and 
  Quint’s band run into each other.
  As this act is meant to give everyone, especially rogues, a 
  break from fighting zombies, feel free to run it immediately 
  after someone expresses chagrin at facing yet another band of 
  undead. Before this encounter starts, have all of the PCs roll 
  a Move Silently check and then see the Before Combat text in 
  each tier below. (For Tier 6–7, skip the Move Silently check.)
  TIER 1–2 (EL 2)
  Deanaris Quint, 
  Zyphus Cult Lieutenant 
   
  CR 1
  Female human warrior 2
  NE Medium humanoid
  Init +0; Senses Listen +0, Spot +0
  DEFENSE
  AC 16, touch 10, flat-footed 16 
  (+6 armor)
  hp 16 (2d8+3)
  Fort +3, Ref +0, Will +0
  OFFENSE
  Spd 30 ft. (6 squares)
  Melee mwk heavy pick +5 (1d6+2/x4)
  Ranged shortbow +2 (1d6/x3)
  TACTICS
  Before Combat Make a secret Move Silently check for the PCs 
  and a Listen check for Quint against the party’s lowest check 
  result; if she succeeds, she immediately drinks her potion of 
  bull’s strength and is ready to fight the next round. The potion 
  is figured into her stats and lasts for 10 rounds. If she fails, she 
  drinks the potion on her first round of combat.
  During Combat Quint and her band work well together and focus 
  on one target at a time, if possible.
  Morale A fierce and devoted loyalist, Quint fights to the death.
  Base Statistics
  Melee mwk heavy pick +3 (1d6/x4)
  Str 11
  STATISTICS
  Str 15, Dex 11, Con 11, Int 10, Wis 10, Cha 10
  Base Atk +2; Grp +2
  Feats Toughness
  Skills Climb +5, Intimidate +5, Jump +5, Move Silently -2
  Languages Common
  Combat Gear potion of bull’s strength, potion of cure light wounds
  Gear chain shirt armor, heavy steel shield, masterwork heavy pick, 
  shortbow with 20 arrows
  Zyphus Cult Warrior (2) 
   
  CR 1/2
  Male human warrior 1
  NE Medium humanoid
  Init +0; Senses Listen +0, Spot +0
  DEFENSE
  AC 16, touch 10, flat-footed 16 
  (+6 armor)
  hp 11 (1d8+3)
  Fort +2, Ref +0, Will +0
  OFFENSE
  Spd 30 ft. (6 squares)
  Melee mwk heavy pick +2 (1d6/x4)
  Ranged shortbow +1 (1d6/x3)
  TACTICS
  During Combat See Quint’s entry above.
  Morale Fierce and devoted loyalists, the warriors fight to the 
  death.
  STATISTICS
  Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
  Base Atk +1; Grp +1
  Feats Toughness
  Skills Climb +4, Intimidate +4, Jump +4, Move Silently -2
  Languages Common
  Gear chain shirt armor, heavy steel shield, masterwork heavy pick, 
  shortbow with 20 arrows
  TIER 3–4 (EL 4)
  Deanaris Quint, 
  Zyphus Cult Lieutenant 
   
  CR 2
  Female human fighter 2
  NE Medium humanoid
  Init +5; Senses Listen +1, Spot +1
  DEFENSE
  AC 19, touch 11, flat-footed 19 
  (+9 armor)
  hp 23 (2d10+7)
  Fort +5, Ref +3, Will +1
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +8 (1d6+4/x4)
  Ranged mwk shortbow +4 (1d6/x3)
  TACTICS
  Before Combat Make a secret Move Silently check for the PCs 
  and a Listen check for Quint against the party’s lowest check 
  result; if she succeeds, she immediately drinks her potion of 
  bull’s strength and is ready to fight the next round. The potion 
  
  13
  Among The Living
  is figured into her stats and lasts for 10 rounds. If she fails, she 
  drinks the potion on her first round of combat.
  During Combat Quint and her band work well together and focus 
  on one target at a time, if possible.
  Morale A fierce and devoted loyalist, Quint fights to the death.
  Base Statistics
  Melee mwk heavy pick +6 (1d6+2/x4)
  Str 15
  STATISTICS
  Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +2; Grp +4
  Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon 
  Focus (heavy pick)
  Skills Climb +7, Intimidate +4, Jump +7
  Languages Common
  Combat Gear potion of bull’s strength, potion of cure serious 
  wounds, potion of cure light wounds
  Gear half plate armor, heavy steel shield, masterwork heavy pick, 
  masterwork shortbow with 20 arrows
  Zyphus Cult Warriors (2) 
   
  CR 1
  Male human warrior 2
  hp 16 (Use the stats and gear—but not combat gear—for 
  Deanaris Quint in Tier 1–2.)
  TIER 6–7 (EL 7)
  Deanaris Quint, 
  Zyphus Cult Lieutenant 
   
  CR 6
  Female human fighter 6
  NE Medium humanoid
  Init +5; Senses Listen +3, Spot +3
  DEFENSE
  AC 22, touch 11, flat-footed 21 
  (+1 Dex, +11 armor)
  hp 45 (6d10+15)
  Fort +7, Ref +5, Will +3
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee +1 heavy pick +10/+5 (1d6+5/x4)
  Ranged mwk shortbow +8/+3 (1d6/x3)
  TACTICS
  During Combat Quint and her band work well together and focus 
  on one target at a time, if possible.
  Morale A fierce and devoted loyalist, Quint fights to the death.
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +6/+1; Grp +9
  Feats Alertness, Cleave, Improved Initiative, Lightning Reflexes, 
  Power Attack, Toughness, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick)
  Skills Climb +12, Intimidate +8, Jump +12
  Languages Common
  Combat Gear potion of cure serious wounds
  Gear +1 full plate armor, +1 heavy pick, heavy steel shield, 
  masterwork shortbow with 20 arrows
  Zyphus Cult Fighters (2) 
   
  CR 2
  Male human fighter 2
  hp 23 (Use the stats and gear—but not combat gear—for the 
  Deanaris Quint in Tier 3–4.)
  Development: All of the cultists carry a copy of the 
  letter found on the cleric in Act 2. (See Handout #1). If 
  captured and interrogated, Quint’s boys know nothing 
  more than the location of Fel Bustrani (Area 13). If Quint 
  is captured and interrogated, she refuses to say anything 
  at all, though she can be magically persuaded to reveal 
  everything she knows. Quint knows how Wuthers 
  died, she knows about Bustrani’s trick on the famous 
  Pathfinder, she knows about the Zyphus Stone and its 
  powers, and she knows that the plan is to turn everyone 
  in the House of the Immortal Son into zombies before 
  unleashing them on Oppara and the world beyond. If 
  given the opportunity after capture, any of the cultists 
  will escape and run straight to Fel, explaining to the cult 
  leader that there’s strong resistance from one group of 
  Pathfinders in the opera house.
  Mission Notes: If any of the PCs are members of 
  the Osirion faction and this act took place in Area 3, it 
  should be easy enough during the aftermath of the battle 
  for members of that faction to hide the Sapphire Sage’s 
  stone. A DC 15 Spot or Knowledge (engineering) check 
  reveals several large cracks forming in the last column 
  on the right closest to the doors to Area 1a. The stone 
  easily slips between the cracks and disappears inside the 
  column. The stone is completely mundane, though, and 
  the Sapphire Sage only asks the Osirion faction members 
  to do this in order to gauge their loyalty to the Ruby 
  Prince. A week after the events of this scenario, a member 
  of the opera house’s new staff checks Area 3 for the stone 
  and knows if it wasn’t hidden there.
  Rewards: If the PCs defeat Deanaris Quint and her 
  boys, reward each tier thusly:
  Tier 1–2
  Give each player 144 gp.
  Tier 3–4
  Give each player 248 gp.
  Tier 6–7
  Give each player 715 gp. 
  ACt 4: i, ZomBie (2, 3, oR 6)
  Act 4 can happen any where on the main floor. Read the 
  following to start:
  
  14
  Pathfinder Society Scenario
  Various parts of a dozen corpses lie strewn about the floor. Blood 
  and gore stain everything, making the floor slick and filling the 
  room with a metallic aroma. Bodies lie askew, mouths hanging 
  open in silent screams, faces contorted in fear.
  Immediately upon finding the scene detailed above, 
  have the PCs roll a DC 15 Spot check and initiative. Success 
  means they see the human “commoner” zombies among the 
  carnage before they rise and can act in the surprise round 
  as the zombies struggle to stand up. Failure means the PCs 
  cannot act in the surprise round. For Tier 1–2, all of the 
  non-Zyphus zombies are freshly risen members of Taldor’s 
  nobility. The Zyphus zombie was ordered by a passing cleric 
  to lie down and blend with the carnage and attack anyone 
  who came near. For Tier 3–4, as Tier 1–2 except that the 
  bugbear Zyphus zombie is not mixed into the carnage, but 
  instead wanders in from another area during the first round 
  of combat. For Tier 6–7, as Tier 1–2, except that the bugbear 
  Zyphus zombie is concealed beneath a corpse, and the 
  hideous megaraptor zombie, pride of Fel Bustrani, crashes 
  in from another room during the first round of combat.
  TIER 1–2 (EL 2)
  Human Commoner Zombie (3)  
  CR 1/2
  hp 16 (MM 266)
  Human Commoner Zyphus Zombie 
  CR 1/2
  hp 16 (MM 266)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  TIER 3–4 (EL 3)
  Bugbear Zyphus Zombie 
   
  CR 2
  hp 42 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Tier Act 1.
  Human Commoner Zombie (2)  
  CR 1/2
  hp 16 (MM 266)
  TIER 6–7 (EL 6)
  Megaraptor Zombie 
   
  CR 5
  NE Large Undead
  Init +1; Senses darkvision 60ft.
  DEFENSE
  AC 19, touch 11, flat-footed 15 
  (+1 Dex, +9 natural, –1 size)
  hp 107 (16d12+3)
  Fort +5, Ref +7, Will +10
  Defensive Abilities DR 5/slashing; Immune undead immunities
  OFFENSE
  Spd 60 ft. (12 squares; can’t run)
  Melee talons +13 (2d6+6) and 2 foreclaws +8 (1d4+3) and bite +8 
  (2d6+3)
  Space/Reach 10 ft. / 5 ft.
  TACTICS
  During Combat The megaraptor zombie mindlessly attacks the 
  nearest target.
  Morale The megaraptor zombie fights to the death.
  STATISTICS
  Str 23, Dex 13, Con –, Int –, Wis 10, Cha 1
  Base Atk +8; Grp +18
  Feats Toughness
  SQ single actions only
  Bugbear Zyphus Zombie 
   
  CR 2
  hp 42 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  Human Commoner Zombie (2)  
  CR 1/2
  hp 16 (MM 266)
  Mission Notes: The corpses and zombies here are a 
  mix of merchants and wealthy nobles. Both the Qadira 
  faction mission and the Cheliax faction mission can be 
  accomplished after this encounter.
   
  Development: This encounter is pretty straight-
  forward—defeat the zombies and move on.
  Rewards: There are no rewards for Act 4. 
  ACt 5: the ChAmBeR oF the 
  Stone (eL 3, 6, oR 9)
  When the PCs enter Area 12, read the following:
  Glistening with water, the slick walls and floor of these tunnels 
  were recently carved from the thick bedrock beneath Oppara. 
  Well lit by standing lamps, the tunnels stretch into an adjacent 
  chamber, seemingly carved from the bedrock as well. However, 
  the adjacent chamber is made of smooth walls, covered in 
  strange glyphs, and also lit by the same standing lamps. At the 
  center of that chamber stands a tall stone dais. In the middle of 
  the dais is a huge boulder which, by all appearances, fell a great 
  distance before crashing here. The boulder glows with an eerie 
  green light.
  The Chamber of the Stone, now the headquarters of Fel 
  Bustrani’s Zyphus cult, is the source of both the lockdown 
  and the mass dimensional anchor. Once Bustrani sees the 
  PCs, he immediately orders his minion (or minions) to 
  attack them and positions himself on the dais next to the 
  
  15
  Among The Living
  stone. As he speaks directly to Zyphus through the stone (or 
  so he thinks), he’ll fight to the death to protect it. Killing 
  Fel Bustrani will sever his link to the Zyphus Stone’s magic 
  and immediately kills any Zyphus zombies still alive in the 
  building, including any in this room. The Zyphus Stone is 
  unworked stone with hardness 8 and 900 hp. Due to its 
  magical nature, it also has DR 5/magic for Tier 3–4, and 
  DR/10 magic for Tier 6–7. Though it is unlikely that he’d be 
  alive when the PCs destroy the stone, if he is, he focuses all 
  of his attacks on the PC who dealt the destructive blow.
  TIER 1–2 (EL 3)
  Fel Bustrani, Zyphus Cult Leader 
  CR 2
  Male human cleric of Zyphus 2
  NE Medium humanoid
  Init –1; Senses Listen +2, Spot +2
  DEFENSE
  AC 18, touch 9, flat-footed 18 
  (–1 Dex, +9 armor)
  hp 16 (2d8+4)
  Fort +5, Ref –1, Will +5
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +3 (1d6+1/x4) or
  inflict light wounds (DC 14) +2 touch (1d8+2)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 2nd)
  1st—cause fearD (2) (DC 14), cure light wounds, doom (DC 14) 
  0—cure minor wounds (2), guidance (2)
  D Domain spells Domains Death, War 
  TACTICS
  Before Combat If he knows the PCs are coming, Bustrani drinks 
  his potion of bull’s strength (which is not figured into his stats).
  During Combat Bustrani stays near the Zyphus Stone and uses 
  cause fear wherever it benefits his cultist warrior and Zyphus 
  zombie the most. If one of the two cultists is downed, he’ll 
  wade into combat and use his death touch ability on the first 
  PC he encounters. After that, he’ll do his best to keep himself 
  and his remaining ally alive, through spells or potions.
  Morale Fel Bustrani fights to the death.
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12
  Base Atk +1; Grp +2
  Feats Combat Casting, Martial Weapon Proficiency (heavy pick), 
  Spell Focus (necromancy), Weapon Focus (heavy pick)
  Skills Bluff +3, Concentration +7, Knowledge (religion) +5
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of invisibility
  Gear half-plate armor, heavy steel shield, masterwork heavy pick, 
  100 gp
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Zyphus Cult Warrior 
   
  CR 1/2
  Male human warrior 1
  hp 11 (Use the stats for the Zyphus Cult Warrior in Act 3, Tier 1–2)
  Human Commoner Zyphus Zombie 
  CR 1/2
  hp 16 (MM 266)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  TIER 3–4 (EL 3)
  Fel Bustrani, Zyphus Cult Leader 
  CR 5
  Male human cleric of Zyphus 5
  NE Medium humanoid
  Init –1; Senses Listen +3, Spot +3
  DEFENSE
  AC 19, touch 9, flat-footed 19 
  (–1 Dex, +10 armor)
  hp 36 (5d8+10)
  Fort +6, Ref +2, Will +7
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +5 (1d6+1/x4) or
  inflict light wounds (DC 15) +4 touch (1d8+5) or
  inflict moderate wounds (DC 16) +4 touch (2d8+5) or
  inflict serious wounds (DC 17) +4 touch (3d8+5)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 5th)
  3rd—animate deadD, cure serious wounds, dispel magic
  2nd—cure moderate wounds (2), desecrate, spiritual weaponD
  1st—cause fearD (DC 15), cure light wounds (2), divine favor, doom 
  (DC 15) 
  0—cure minor wounds (3), guidance (2)
  D Domain spells Domains Death, War 
  TACTICS
  Before Combat If Bustrani knows the PCs are coming, he’ll cast 
  desecrate to strengthen the ogre Zyphus zombie, drink his 
  potion of invisibility, and cast divine favor on himself (which is 
  not figured into his stats).
  During Combat Bustrani casts cause fear spell on the largest PC 
  and then wades into combat, breaking away and drinking potions 
  as needed. If one or more of the PCs should die in a single round, 
  he’ll back off and cast animate dead to bring them back as zombies. 
  Keep in mind that desecrate doubles the number of HD Bustrani 
  can animate. Throughout combat, Bustrani is mindful of how hurt 
  either himself or his ogre are and will use the appropriate spells to 
  heal himself or the zombie.
  Morale Fel Bustrani fights to the death.
  
  16
  Pathfinder Society Scenario
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12
  Base Atk +3; Grp +4
  Feats Combat Casting, Lightning Reflexes, Martial Weapon 
  Proficiency (heavy pick), Spell Focus (necromancy), Weapon 
  Focus (heavy pick)
  Skills Bluff +5, Concentration +10, Knowledge (religion) +8
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear potion of blur, potion of cure moderate wounds, potion 
  of fly, potion of haste, potion of invisibility
  Gear full-plate armor, heavy steel shield, masterwork heavy pick, 
  1,700 gp in a wooden chest
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Ogre Zyphus Zombie 
   
  CR 3
  hp 55 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  TIER 6–7 (EL 9)
  Fel Bustrani, Zyphus Cult Leader 
  CR 8
  Male human cleric of Zyphus 8
  NE Medium humanoid
  Init +3; Senses Listen +4, Spot +4
  DEFENSE
  AC 21, touch 9, flat-footed 21 
  (–1 Dex, +12 armor)
  hp 55 (8d8+16)
  Fort +8, Ref +3, Will +9
  OFFENSE
  Spd 20 ft. (4 squares)
  Melee mwk heavy pick +8/+3 (1d6+1/x4) or
  inflict light wounds (DC 16) +7 touch (1d8+5) or
  inflict moderate wounds (DC 17) +7 touch (2d8+8) or
  inflict serious wounds (DC 18) +7 touch (3d8+8) or
  inflict critical wounds (DC 19) +7 touch (4d8+8)
  Special Attacks death touch 1/day (PH 186), rebuke undead
  Spells Prepared (CL 8th)
  4th—cure critical wounds, divine powerD, freedom of movement
  3rd—animate deadD, cure serious wounds, dispel magic (2), 
  protection from energy
  2nd—cure moderate wounds (3), desecrate, spiritual weaponD
  1st—cause fearD (2) (DC 16), cure light wounds (2), divine favor, 
  doom (DC 16) 
  0—cure minor wounds (3), guidance (2), resistance
  D Domain spells Domains Death, War 
  TACTICS
  Before Combat If Bustrani knows the PCs are coming, he’ll cast 
  desecrate to strengthen the gray render Zyphus zombie, drink 
  his potion of invisibility, and cast divine power on himself (which 
  is not figured into his stats).
  During Combat Bustrani casts cause fear on the largest PC and 
  then wades into combat, breaking away and drinking potions 
  as needed. If one or more of the PCs should die in a single 
  round, he’ll back off and cast animate dead to bring them back 
  as zombies. Keep in mind that desecrate doubles the number 
  of HD Bustrani can animate. Throughout combat, Bustrani is 
  mindful of how hurt either himself or his gray render are and 
  will use the appropriate spells to heal himself or the zombie.
  Morale Fel Bustrani fights to the death.
  Base Statistics
  Wis 17
  STATISTICS
  Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12
  Base Atk +6/+1; Grp +7
  Feats Combat Casting, Improved Initiative, Lightning Reflexes, 
  Martial Weapon Proficiency (heavy pick), Spell Focus 
  (necromancy), Weapon Focus (heavy pick)
  Skills Bluff +6, Concentration +13, Knowledge (religion) +11
  Languages Common
  SQ Spontaneous casting (inflict spells)
  Combat Gear potion of blur, potion of fly, potion of haste, potion of 
  invisibility
  Gear +1 full plate armor, +1 heavy steel shield, masterwork heavy 
  pick, periapt of wisdom +2, 100 gp
  SPECIAL ABILITIES
  War Domain This domain grants Zyphus clerics a bonus Martial 
  Weapon Proficiency (heavy pick) feat and a bonus Weapon 
  Focus (heavy pick) feat.
  Grey Render Zyphus Zombie 
   
  Cr 6
  hp 133 (MM 267)
  SPECIAL QUALITIES
  Zyphus Rot (Su): See Act 1.
  Rewards: If the PCs defeat Fel Bustrani and his 
  minion(s), reward each Tier thusly:
  Tier 1–2
  Give each player 207 gp.
  Tier 3–4
  Give each player 636 gp.
  Tier 6–7
  Give each player 869 gp. 
  CONCLUSION
  If Bustrani dies, only a speak with dead spell will reveal his 
  entire plan as detailed in the introduction. If Bustrani 
  ends the scenario alive, it’s entirely up to the PCs what 
  to do with him, though the Opparan nobles trapped 
  in the theater with the PCs (especially Hustavan) and 
  
  17
  Among The Living
  their friends in the Taldan legal system would be very 
  interested in seeing the Zyphus cleric disappear forever.
  The Zyphus Stone is a terrible artifact and the PCs, as 
  Pathfinders, should immediately know that its acquisition 
  could be both a boon and a terrible burden for the Society. 
  There are two likely paths the PCs might choose: taking 
  the time and effort necessary to destroy the stone, thus 
  ridding the world of its potent necromantic magic, or 
  returning the stone either to the Grand Lodge in Absalom 
  or to the Pathfinder Lodge in Oppara for safe-keeping. 
  If the PCs extensively search the House of the Immortal 
  Son for Wuthers, they’ll find his zombie corpse among the 
  dead in Area 1a. In his belt pouch is a draft of the final letter 
  he wrote to Venture-Captain Eliza Petulengro, wherein he 
  details the final stages of the dig and the strange character 
  of his companion—noted as “cleric of Irori” but clearly 
  Bustani. His pouch also contains a personal journal, a 
  shorthand record of his many adventures as a Pathfinder.
  Surprisingly, more than half of the theatergoers 
  survived the zombie onslaught by gathering together and 
  fighting off the undead menace. Because the PCs dealt with 
  Quint’s roving band bent on stamping out resistance as 
  well as defeating Bustrani himself, the wealthy socialites 
  and nobility of Oppara now have several dinner parties’ 
  worth of sordid zombie stories with which to frighten 
  and awe their friends.
  FACTION MISSIONS
  Andoran Faction: PCs from the Andoran faction who use 
  the gold trade bars to successfully bribe Hustavan earn 1 
  Prestige Award. 
  Cheliax Faction: Leaving the Paracountess’s letter on 
  the body of a noble (or slipping the letter into Hustavan’s 
  pocket) earns PCs of the Cheliax faction 1 Prestige 
  Award. 
  Osirion Faction: Hiding the Sapphire Sage’s stone in 
  Area 3 earns PCs of the Osirion faction 1 Prestige Award. 
  Qadira Faction: Acquiring the livery of two different 
  Taldan merchant houses earns PCs of the Qadira faction 
  1 Prestige Award.
  Taldor Faction: Taldor faction PCs who take Hustavan 
  aside and deliver the Baron’s message without being heard 
  by non-Taldor faction Pathfinders earn 1 Prestige Award.
  
  18
  Pathfinder Society Scenario
  Taldor Faction Handout
  Agent of the Glorious Empire,
  My jealousy knows no bounds. It has been a decade since I saw our glorious capital, the gilded city of Golarion. And to 
  return to see an opera at the famed House of the Immortal Son, no less—you will be the envy of all your brethren.
  I have it on good authority that our Emperor’s consul for the fourth district of Oppara Prefecture, Magistros Sebastus 
  Hustavan, will be attendance for the opera called Among the Living at the Immortal Son the night you arrive. Be sure you 
  attend that opera specifically and give Hustavan a message for me—tell him Baron Dalsine is aware of the secret account, 
  that we know who funds it, and that he’d best be ready to tell me everything when he travels to Absalom next month as 
  part of a diplomatic mission. Do it quietly, out of earshot of your companions, and you’ll have my thanks.
  With Sincerest Gratitude,
  Baron Jacquo Dalsine
  Cheliax Faction Handout
  Sweet One,
  I’ve missed you terribly these past months and even today spent hours longing for your company. Alas, I’ve been told 
  you’re being sent to dreary Oppara, the so-called gilded capital of loathsome Taldor. If only you could see the frown upon 
  my face, you would know the sadness I feel at seeing you sent away again.
  Since you’re headed that way, I’ve enclosed a letter I’d like you to deliver for me. It bears the seal of a Qadiran merchant 
  prince we bought ages ago, and I’d like you to make certain it ends up in the hands of Taldan nobility. I care not how they 
  receive it—in their pocket, slipped onto an official’s desk, dropped on a well-dressed corpse... how you choose to serve 
  Cheliax is entirely up to you.
  One last thing: open the letter and I’ll personally see to it that you burn in the fires of hell.
  All my love,
  Paracountess Zarta Dralneen 
  Osirion Faction Handout
  Honored Subject of the Ruby Prince,
  The faintest of whispered rumor has reached my ears and they say to me that you are to be sent across the Inner Sea to 
  decadent Taldor’s capital to attend an opera. I won’t spend a moment of this letter wondering why the Pathfinder Society, 
  in its wisdom, has determined that your time is better spent in fine clothing, on soft cushions, and sipping fine wines 
  when you could be dressed in armor, slogging through jungles, and finding the rarest of the world’s objects and bringing 
  news of their discoveries to me.
  It occurs to me that your vacation in the gilded city could be of some use to the Ruby Prince. Emperor Stavian III of 
  Taldor himself is said to sometimes attend the opera at the House of the Immortal Son, and it would benefit Osirion 
  greatly if we could listen in on his inane conversations while he relaxes and watches his subjects perform for him. I’ve 
  enclosed a small stone, a trifle no larger than your thumb that I wish for you to leave behind after the opera is over. 
  Specifically, there is an entrance to the House of the Immortal Son that is bedecked with a violet carpet—this is the 
  Emperor’s exclusive entrance. Leave the stone there—in a crack of granite, under the rug, inside a lamp, the choice is up 
  to you. Be sure where you leave it, though, is somewhere not easily discovered by the opera house’s cleaning crew.
  One last thing: it is forbidden for anyone not of the royal court to enter the hallway in question, so you’ll need your 
  finest subterfuge to gain access. I’m sure you will succeed.
  In All Sincerity,
  Amenopheus, The Sapphire Sage
  
  19
  Among The Living
  Qadira Faction Handout
  Servant of the Satrap,
  How I envy you! To attend an opera in the heart of our enemy’s capital must truly fill you with a mixture of excitement 
  and disgust. When the merchant princes gather and wonder aloud within my hearing whether the sizeable investment 
  we’ve placed in those, like you, who serve the Satrap from within the Pathfinder Society is worth it, I can finally tell them 
  that Pathfinders, the great heroes of Taldan nobility, can move freely in Oppara without attracting the sort of attention 
  a full-blown merchant caravan of Sedeq might garner as it prances into the so-called gilded city. Of course, I can only 
  dare challenge them on this subject with a success to report—your success.
  There will be many wealthy merchants of Taldor in attendance at the House of the Immortal Son. They are a celebratory, 
  rude, and drunken lot whose idea of social grace is to willingly destroy or give away expensive personal possessions for 
  all to see, hoping it’ll raise their status as super wealthy so that the petulant Emperor, the man-boy Stavian III, might 
  take notice of them and raise them to his royal court.
  To this end, I wish for you to acquire the livery of at least two merchant houses. Once the opera is over, they’ll surely 
  be drinking excessively in the house’s bar, and with some manipulation and clever bargaining, I’ve no doubt you’ll be 
  able to get what we require.
  Kind Regards,
  Pasha Muhlia Al-Jakri
  Andoran Faction Handout
  Fellow Patriot,
  Word has reached my ears that you are to be sent to Oppara to attend an opera. Try not to let the decadence of Taldan 
  society sway you from our cause—Taldor is our mortal enemy and to that end, I ask you to spy on them. Many members 
  of the Taldan elitist nobility will be present at that opera. Befriend one and convince him that ours is the greater cause—
  for his money pouch. Enclosed you’ll find a satchel of gold trade bars—be certain that he knows this is just a taste, and 
  receive assurances from him that he’ll give us what we ask for when the time is right.
  It’s probably too much to hope for, but if he’s a civil servant, an underpaid member of low nobility slogging away in 
  service to his retched bureaucratic Empire—why, that would serve Andoran the best.
  Sincerely,
  Captain Colson Maldris
   
  
  20
  Pathfinder Society Scenario
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 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 07: Among the Living. Copyright 2008, Paizo Publishing, LLC; Author: Joshua J. Frost.
  
  1-2
  3-4
     
  Scenario 07: Among the Living
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Scenario Chronicle #
  Sub Total
  GOLD
  Gold Spent
  Sub Total
  Items Bought
  Items Sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIENCE
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  TIER
  MAX GOLD
  Sub Total
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  TIER
  TIER
  TIER
  Potion of cure moderate wounds (Cost: 300 gp)
  Potion of bull’s strength (Cost: 300 gp)
  Potion of invisibility (Cost: 300 gp)
  +2 Full plate armor (Cost: 5,650 gp)
  Elixir of fire breath (Cost: 1,100 gp)
  Cloak of resistance +1 (Cost: 1,000 gp)
  Potion of blur (Cost: 300 gp)
  Periapt of wisdom +2 (Cost: 4,000 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  6-7
  1-2
  3-4
  6-7
  420
  1,036
  2,132
  
SOURCE: textdata/thevault/Pathfinder/Adventure Modules/Society/S00-07 Among the Living.pdf