TEXT: By John Compton
  All for Immortality, Part 3:
  Serpents Fall
  PATHFINDER SOCIETY SCENARIO #7-29 
  TIER 12–15
  
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  Pathfinder Society Scenario #7–29: All for Immortality Part 3: Serpents Fall is a Pathfinder Society Scenario designed for 
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  Society Organized Play campaign, but can easily be adapted for use with any world.
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  All for Immortality, Part 3: 
  Serpents Fall
  Pathfinder Society Scenario #7–29
  
  Ostenso •
  Cheliax
  3
  of Ostenso showed virtually no sign that Alexayn had 
  ever touched it. Even the Consortium had let his name 
  rot in obscurity. For weeks, Suliji eyed the ostentatious 
  mausoleum where he was buried. Only desperation—
  stoked by a team of auditors having discovered that 
  Suliji was stealing relics with the strongest psychic 
  attunements—drove her to finally break into the crypt 
  with half a dozen Aspis cutthroats on her heels.
  She had hoped for a hiding place. What she found 
  instead was an indignant mummy who nearly struck her 
  down before recognizing the ring on her hand. Wondering 
  what had befallen his mercantile empire, the reanimated 
  mogul Alexayn strode to his mausoleum’s door to gaze 
  upon the city—and was furious to find that the public 
  institutions he had funded and the monuments that 
  commemorated his philanthropy (admittedly bankrolled 
  F
  or decades, the Pathfinder Society and the Aspis 
  Consortium have clashed with one another. 
  Usually these skirmishes occur far from either’s 
  headquarters, where a handful of daring agents might 
  fight within an unexplored ruin beneath the veil of 
  plausible deniability. It’s a proud tradition that has kept 
  the conflicts restricted to personal rivalries that rarely 
  touch the rest of their respective institutions.
  Of course, any tradition has its exceptions and 
  iconoclasts. In recent years, the Society has surged in 
  regional popularity and influence, emboldening it to foil 
  Aspis plans of ever-greater consequence. Chief among 
  these plans was the tapestry debacle of 4713 ar, when the 
  Consortium broke into the so-called Hao Jin Tapestry 
  demiplane to plunder its riches—only to be thwarted and 
  have their back door captured by the Society. As bronze 
  agents look to silver agents look to gold for guidance 
  in arresting their rivals’ ascension, the Consortium’s 
  shadowy council of Patrons has provided little support. 
  In their place, Consortium agents and opportunists have 
  organized their own resistance. As these increasingly 
  daring vigilantes have proved victorious in increasingly 
  risky schemes, a few have grown particularly ambitious. 
  Born to a farm family in Katapesh, Suliji Peshar was 
  no stranger to the power of trade, yet she always lacked 
  the capital to start a business that would measure up to 
  her incredible ambitions. Rather than cultivate cacti, 
  she became an apprentice at an auction house, where she 
  learned to appraise even the rarest goods. During that 
  time, she was exposed to a ring once worn by Jhandorage 
  Vaulnder Alexayn, one of the founders of the Aspis 
  Consortium. Something within the ring called to her, 
  begging her to honor its legacy and wield its power. She 
  acquiesced, not entirely knowing what she held, and before 
  the next morning, she had stolen a fistful of other jewelry 
  and made her way on board a ship bound for Cheliax.
  The Aspis Consortium was happy to hire an industrious 
  appraiser, and Suliji steadily built her credentials while 
  also awakening her latent psychic abilities. For all the 
  majesty that echoed from the ring, Suliji’s new home 
  All for Immortality, Part 3
  Serpents Fall
  By John Compton
  WHERE ON GOLARION?
  Serpents Fall takes place in Ostenso, the seat of Cheliax’s 
  navy and the home of the powerful Aspis Consortium’s 
  headquarters. For more information about Cheliax and Os-
  tenso, see Pathfinder Campaign Setting: The Inner Sea 
  World Guide and Pathfinder Campaign Setting: Cheliax, The 
  Infernal Empire, available at your local hobby store and on-
  line at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  by underhanded business practices) were gone. As the thugs 
  rushed into the crypt, they froze in fear of the mummy 
  before them. He scowled and demanded to know if the 
  name Jhandorage Vaulnder Alexayn still echoed in Aspis 
  halls and commanded respect throughout Cheliax. The 
  thugs professed ignorance, and for that they were swiftly 
  pulverized by the former tycoon’s inhuman strength.
  With that, he turned to Suliji and began questioning her 
  about the ring, how she secured it, what had befallen the 
  world in his absence, and why he was forgotten. He learned 
  that almost every testament to his success had been 
  demolished, repurposed, or removed. Fury nearly drove 
  him to destroy what he could of Ostenso before inevitably 
  perishing, but Suliji sensed an opportunity and offered to 
  serve as his agent—someone who could restore his fame 
  while shielding the public from his undead form. He 
  agreed, but his first priority was the brutal embarrassment 
  of the Consortium’s leadership, something so crushing 
  that it would shame them into remembering the man who 
  had made the organization great. Failing that, it would all 
  burn—the city, the Aspis, everything.
  This plan fit nicely into Suliji’s open-ended ambitions, 
  which quickly took a more concrete shape thanks to 
  her new benefactor. Alexayn eagerly shared some of 
  the Consortium’s darkest secrets with her to use as 
  blackmail, including the existence of Conference Z, 
  the identities of past Patrons, and the hereditary curse 
  that afflicted one of the leading Aspis families. He also 
  allowed Suliji to take some of the lavish grave goods sealed 
  throughout his mausoleum, many of which were merely 
  fancy baubles to him but carried extraordinarily potent 
  psychic resonances that Suliji could see (including two 
  other rings that she always wears). Properly bankrolled, 
  Suliji quickly advanced up the Consortium’s ranks by 
  sponsoring several successful ventures, greasing the right 
  palms, planting suggestions at opportune moments, and 
  GM RESOURCES
  Serpents Fall makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Class Guide (ACG), 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Occult Adventures (OA), Pathfinder RPG Ultimate 
  Equipment (UE), Pathfinder RPG Ultimate Intrigue (UI), 
  Pathfinder RPG Ultimate Magic (UM), Pathfinder RPG 
  Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG 
  Bestiary 5. This adventure assumes the GM has access to 
  these sourcebooks. All rules referenced in this adventure are 
  available in the free online Pathfinder Reference Document 
  at paizo.com/prd, and the relevant rules from the Bestiary 
  volumes are reprinted at the back of the adventure for the 
  GM’s convenience.
  gathering a council of self-important dupes that she 
  named the Korholm Agenda.
  Simply put, the Korholm Agenda would not exist 
  were it not for Suliji Peshar. She handpicked each of 
  its members for their combination of skills and easily 
  manipulated goals: ambitious-yet-immoral powerbrokers, 
  forsaken operatives, vengeful vagabonds, and blackmailed 
  specialists, all of whom hold grudges against the 
  Pathfinder Society. Suliji knew that she could not pay off 
  her debt to Alexayn without an impressive force to attack 
  the Aspis Consortium. The Agenda was eager to attack the 
  Pathfinder Society when the opportunity presented itself. 
  No one was as eager as the gold agent Kitio Aspenthi, so 
  Suliji let him take charge—all the better to paint a target 
  on his back later. As predicted, the Society retaliated for 
  the unprovoked attack, launching the two powers into a 
  prolonged war. All the while, Suliji had begun selling 
  Aspis secrets to the Society under the alias Three Rings 
  to build her credentials as an informant and speed the 
  Consortium’s defeat by the Society’s hand. When it became 
  clear the Society had identified the Korholm Agenda as the 
  real perpetrators, Suliji provided them the information 
  they needed to find and defeat other Agenda members.
  Suliji cares little for her Consortium allies. Having seen 
  the lengths to which the members of the Consortium are 
  willing to go to achieve their goals, she has little trouble 
  justifying her own deeds as necessary. The one exception 
  to her indifference was her halfling protegee Joliryn, who 
  was utterly loyal to Suliji and the one person the half-
  orc could trust. Suliji always told herself that Joliryn was 
  nothing more than another pawn, but when Aspis Patron 
  Iaovin Ratarion sent a team that executed Joliryn, Suliji 
  surprised herself by feeling genuine grief, remorse, and 
  vengeful wrath. Suliji had been planning to sweep in as 
  a savior after the Pathfinder attacks and take her place as 
  one of the most influential Patrons. But at that moment, 
  she decided to pursue the plan the mummy Alexayn had 
  outlined for her, ironically just as the mummy became 
  convinced she had no intentions of fulfilling it. She would 
  storm the Aspis Building itself and confront the Patrons. 
  Iaovin Ratarion would suffer, the Aspis would be crippled, 
  and she could retire from the high-stakes life of crime 
  and betrayal to live in luxury and continue studying 
  psychically significant objects whenever she wished.
  First, she played Kitio Aspenthi against Pashow, leaving 
  him to take a fall for her own plots, and she jeopardized 
  the secrecy of the clandestine research group Conference 
  Z, allowing the Pathfinders to locate one of its bases of 
  operations. All that remains is to finish off her plan to 
  cripple the snake by cutting off its head, after which 
  she figures she can give Alexayn credit to hide her own 
  involvement and placate the mummy. She has returned to 
  Ostenso with the last of her minions in tow. There, she has 
  
  5
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  A DANGEROUS MISSION
  Beginning in Season 4, all scenarios operate under the 
  assumption that there are six players in the group and 
  provide notes for scaling down the adventures for smaller 
  groups. Serpents Fall also provides the GM notes for scaling 
  the difficulty up. Playing an even harder version of the 
  scenario doesn’t offer extra rewards; it’s available solely 
  to provide groups a legal way to face a greater challenge 
  and win bragging rights. The GM should make this option 
  available to the players before the game begins and should 
  use the notes for scaling up only if all of the players explicitly 
  agree to take on the extra challenge. Be cognizant of the 
  players’ desires; if even one is hesitant or has to be pressured 
  into participating on “hard mode,” don’t use this option.
  Also keep in mind that tougher battles take longer to 
  finish. Using this option could cause the adventure to run 
  considerably longer than a 4- to 5-hour slot.
  dispatched them to set fires, provoke Aspis agents, and draw 
  resources away from the Aspis Building while she infiltrates 
  the headquarters and assassinates the Consortium’s 
  leadership. The only variable she hasn’t accounted for is the 
  Pathfinder Society. Until recently, the Society had acted on 
  the intelligence she provided in their mutual self-interest, 
  but now that plans have changed, the Society is a wild card. 
  Suliji believes that her new plan is swift and silent enough 
  that no one, not even the Pathfinders, will see it coming. 
  However, she is always prepared for the unexpected, and 
  if Pathfinders do crash her party, she hopes to convince 
  them that the enemy of their enemy is their friend. Marcos 
  Farabellus and his handpicked team of elite agents are wise 
  to part of Suliji’s plan. Both Suliji’s fate and the Consortium’s 
  rest in these agents’ hands.
  ADVENTURE SUMMARY
  The PCs travel to the Chelish military port Ostenso to 
  enter the mausoleum of Jhandorage Vaulnder Alexayn, 
  one of the legendary founders of the Aspis Consortium. 
  Upon breaking in, they find the deceased tycoon has risen 
  as a mummy who loathes that his storied contributions 
  are now largely ignored by his greedy successors. If the 
  PCs are willing to look past his ghastly form, he shares 
  much of the series’ backstory, including how he helped the 
  half-orc Suliji Peshar undermine the Consortium so that 
  he might remind the forgetful Aspis of his legacy. He now 
  is certain that Suliji has also betrayed him, and that she’s 
  performing a coup that would leave her in control. The 
  PCs can instead fight him to acquire similar information 
  from his personal records.
  In order to stop Suliji—or at least to ensure that Aspis 
  infighting ends in a result favorable to the Society—the 
  PCs must break into the Aspis Building, the worldwide 
  headquarters for the Consortium. Depending on which 
  entrance they choose, they face either an Aspis agent and 
  his muscle-bound guardians or a ferocious froghemoth. 
  The PCs then navigate the Aspis Building, evading traps, 
  patrols, and other threats—ideally without attracting 
  additional attention—before finally reaching the Argent 
  Atrium, a central hub that leads to the Consortium’s 
  innermost offices. There Mr. Khayn, the head of Aspis 
  security, personally attempts to drive off the PCs with the 
  help of a hateful spirit and any other forces he can muster.
  Suliji Peshar has already cornered one of the 
  Consortium’s Patrons, its innermost circle of leadership, 
  in a gallery known as the Hall of Blades. There she 
  attempts to extract critical information from him until 
  the PCs arrive. The PCs must choose to either fight off 
  Suliji and protect the Patrons or ally with Suliji and kill 
  the Patrons. Either way, the Society will have enormous 
  leverage to use against the Consortium in ending a 
  yearlong surge in hostilities.
  GETTING STARTED
  At the bidding of the Master of Swords Marcos Farabellus, 
  the PCs set out from Diobel on the west coast of the 
  Isle of Kortos toward the Chelish port of Ostenso. By 
  that point, Farabellus had informed them that they are 
  headed to Ostenso for a highly sensitive incursion into 
  the Aspis Consortium’s backyard, giving the PCs at 
  least that much warning in case they want to make any 
  purchases before departing. He also informed the PCs 
  that he would meet up with them along their journey 
  to Ostenso. Several dozen miles outside of the port, 
  a Thuvian ship out of Merab hails the PCs’ vessel, and 
  Marcos Farabellus waves to the PCs from its deck. As the 
  two ships approach, Farabellus activates a magic item and 
  flies over to the PCs to provide more information about 
  the task ahead. If the PCs use teleport or other means to 
  travel to Ostenso, paraphrase the meeting below to fit 
  with their circumstances.
  Marcos Farabellus rests one foot atop a coil of rope while 
  flicking open a thin leather bag to double-check the dozen 
  pages inside. “I haven’t traveled this much this quickly in a 
  long time,” he confides with a tired grin. “Fortunately, it’s 
  nearly at an end. Thanks to Professor Kramolag’s testimony, 
  we’ve identified the last of the Korholm Agenda’s ringleaders. 
  I recently dispatched a team to deal with the boss in Thuvia, 
  but it sounds like there’s far worse afoot in Ostenso. Kramolag 
  seemed convinced that the lady we’re after is a half-orc named 
  Suliji Peshar, and she’s gotten rich and powerful by smuggling 
  coin out of the tomb of the Consortium’s richest founder, 
  Jhandorage Vaulnder Alexayn. 
  “I’ve tried to secure any information about her schemes, but 
  had little luck. Kramolag seems convinced that Suliji is planning 
  
  Marcos 
  Farabellus
  6
  PATHFINDER SOCIETY SCENARIO
  some attack on the Aspis Consortium, which seems a little 
  far-fetched, but after what we’ve seen the Agenda do so far, 
  it’s still within the realm of possibility.” The Master of Swords 
  rubs his beard with one hand in thought. “The Consortium may 
  not be our friends, but they’re a known quantity. Hell, even if 
  such an attack only killed off a leader or two, that half-orc’s 
  proven canny enough that, for all we know, she might 
  be planning to frame the Society for an attack 
  against the Consortium’s home turf—or all 
  of Cheliax itself!”
  He hands over the leather case. “The 
  crux of the matter is that we don’t have 
  enough facts to decide how to proceed. 
  Professor Kramolag’s story seems to 
  check out so far, and my usual inside 
  informant Three Rings has disappeared 
  altogether. Something momentous in the 
  works, and the whole thing stinks of Aspis. 
  But without more details, I can’t tell you what 
  to do. It’s going to be up to you to figure out 
  how best to serve the Society’s short-
  term and long-term interests in the 
  coming crisis. I want you to get to the 
  bottom of it and confront Suliji Peshar. 
  If, as we suspect, she plans to frame the 
  Pathfinder Society, you need to stop her, 
  and otherwise, you’ll be well-placed to 
  take decisive action to gain us leverage 
  over the Consortium toward a peaceful resolution of hostilities. 
  Our best lead at the moment is the mausoleum of Jhandorage 
  Vaulnder Alexayn.” Farabellus winces at the long name. “It’s on 
  Ostenso’s outskirts, and I understand Suliji’s visited it numerous 
  times over the past year. Check it out, find what clues you can, 
  and take whatever actions you deem appropriate. I’ve already 
  sent your teams ahead to learn what news they can, so once you 
  know more, consider them at your disposal.”
  The PCs likely have some questions for Marcos 
  Farabellus. Likely inquiries and his answers are below.
  Who was Jhandorage Vaulnder Alexayn? “If you 
  associate the Aspis Consortium with being rich, it’s 
  because its co-founder Alexayn set that trend. He died 
  just before Aroden did, and among his many monuments 
  and public works in his hometown Ostenso was his 
  immense mausoleum. He was both respected and feared 
  in his time, but the Consortium’s come a long way since 
  his death. Everyone in Ostenso knows a building or two 
  named after him, but otherwise he’s just a little-known 
  name in the history books.”
  Who is Three Rings? “Three Rings is an informant—
  maybe several informants—who appears in a different 
  guise every time we talk to him or her. The only 
  consistency is the three rings worn on one hand, 
  hence the nickname. Thanks to Three Rings’s sudden 
  disappearance, I’d say it’s either one of Suliji’s allies or 
  one of her latest victims. Three Rings is a friend to the 
  Society and has been invaluable in our efforts this year. 
  If Suliji is allied with Three Rings, it might mean there’s 
  more to her actions than we understand, but if she’s hurt 
  Three Rings for betraying the Consortium’s secrets to us, 
  she has earned our ire.”
  Does the Aspis Consortium suspect Suliji Peshar 
  is a threat? “I don’t believe they do, and they don’t 
  appear to have taken my warning seriously.”
  What should we do if we face Aspis agents? 
  Farabellus exhales and furrows his brow. “The 
  Society’s maintained an uneasy alliance 
  with certain elements the Consortium, 
  particularly Three Rings, in order to 
  eliminate the Korholm Agenda, but 
  that information’s been shared on a 
  strictly need-to-know basis. Any Aspis 
  forces you meet will likely consider 
  you a foe. I ask that you keep harm 
  to bystanders, even those in the employ 
  of the Consortium, to a minimum, 
  though given the circumstances, 
  I understand that may not be 
  possible. If Suliji is planning to stir 
  up the Aspis against the Society, 
  which as I said is one of the only 
  reasons I can think of for an attack, then the more Aspis 
  you kill, rather than incapacitate, in her pursuit, the 
  more you’re playing right into that plan. We’re trying to 
  avert a catastrophe, not start one.”
  Is there anything we shouldn’t do in pursuit of 
  Suliji? Farabellus hesitates before saying, “If you need 
  to take risks, just be sure that the payoff is worth the 
  possible consequences.”
  Will you be accompanying us? “I’m bound for the 
  Grand Lodge to coordinate what I hope are the last efforts 
  to mop up the Korholm Agenda. If things go absolutely 
  sideways, feel free to contact me magically.”
  The leather case contains several maps of Ostenso, 
  including one marked with key sites like Alexayn’s 
  mausoleum. It also contains short dossiers on the 12 
  Pathfinders who have assisted the PCs since Pathfinder 
  Society Scenario #7–20: All for Immortality, Part 1: First Taste 
  of Eternity (see Player Handouts #1 through #3 on pages 
  43–45). Be sure to examine the players’ Chronicle sheets 
  and cross out the names of any NPC Pathfinders who 
  perished during First Taste of Eternity or All the Gods Beyond. 
  If the players played First Taste of Eternity and All the Gods 
  Beyond separately and had different Pathfinder NPCs die, 
  use the average number of deaths for each team (rounded 
  up). If a player has not played one of these scenarios, 
  
  7
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  count that PC’s performance as if one additional NPC on 
  two of the teams died (determined randomly). If a player 
  has not played either of the scenarios, treat it instead as if 
  one NPC on each of the teams died.
  Once the PCs have asked their questions, Farabellus 
  clicks his heels together and flies back to the Thuvian 
  vessel. The PCs are less than a day’s travel away from 
  Ostenso, and if any spellcasters want to change their 
  prepared spells based on the briefing, they have enough 
  time to do so.
  KNOWLEDGE (HISTORY OR LOCAL)
  Based on the result of Knowledge (history or local) check, 
  the PCs might know more of Ostenso and its criminal 
  underbelly. Each PC notes all of the information whose 
  DC is less than or equal to the result of her check.
  15+: Ostenso is Cheliax’s easternmost major port, made 
  all more strategically important due to its proximity 
  to the nation’s rival Andoran. As the homeport of the 
  Chelish navy, Ostenso is well guarded, prosperous, and 
  frequented by countless ships each year. In fact, nearly a 
  quarter of the city is built over the water, creating entire 
  districts of piers and wooden plazas that span between 
  the natural rock pillars known as the Custodisce Break.
  25+: Ostenso was not always so powerful. Before 
  Andoran seceded from Cheliax, the city was “merely” a 
  thriving port city. The Aspis Consortium chose Ostenso 
  as its base of operations in part because of its considerable 
  infrastructure but also because of the cofounder Jhandorage 
  Vaulnder Alexayn’s love of the city. By generously doling 
  out gold and understated violence alike, he expertly 
  earned his neighbors’ admiration and his enemies’ fear. 
  Among the better-kept secrets is that Ostenso’s sewers 
  let out under the docks and create a navigable network of 
  tunnels. Chelish authorities habitually sweep through the 
  sewers to catch casual smugglers, but it’s said the Aspis 
  Consortium maintains a professional agreement that buys 
  them free use of the tunnels.
  35+: The smugglers in Ostenso must remain few 
  and canny in order to dodge the city’s vigilant guards, 
  but even these criminals rarely risk traveling near the 
  Aspis Building’s foundation. It’s said there’s a series of 
  alarms, traps, or wards that signal the Consortium leg-
  breakers above, and those who become too curious often 
  disappear permanently.
  ALEXAYN’S MAUSOLEUM
  Traffic in Ostenso’s harbor is brisk and efficient, and the 
  PCs have little difficulty going through Chelish customs. 
  However, if the PCs travel with bizarre animal companions 
  or openly declare themselves as Pathfinders, they earn 1 
  Awareness Point unless they manage to smooth over the 
  matter with a successful DC 30 Bluff check. It is dusk by 
  the time the PCs leave the harbor, and from there the PCs 
  can head southwest to the mausoleum. The walk can be a 
  good opportunity to present a few vignettes of Chelish life 
  that emphasize its fairly strict rules and open promotion 
  of Asmodeus without overlooking the city’s general 
  prosperity and safety. The PCs’ teams of Pathfinder agents 
  are busily at work gathering information undercover and 
  have little to report at this time.
  As the PCs arrive at their destination, read or 
  paraphrase the following.
  The mausoleum is a mansion of a crypt that towers more 
  than 40 feet in height atop a low hill on the edge of the city. 
  Surrounding the structure sprawls a modest park that has 
  benefited from only infrequent maintenance. A broad set of 
  stairs leads up to a looming, recessed stone door partially 
  obscured by the forest of columns that circumnavigates the 
  crypt’s facade.
  With a successful DC 18 Knowledge (engineering) 
  check, a PC can identify that the mausoleum incorporates 
  architectural flourish and motifs from throughout the 
  Inner Sea region, though the architects managed to 
  incorporate these into an overall flattering tribute to 
  a world traveler rather than a gaudy display of cultural 
  appropriation. Furthermore, the PC notes that the broad 
  lines carved into the structure would have once been 
  imbedded with precious metals that are now noticeably 
  absent; as a PC can surmise with a successful DC 15 
  Knowledge (history) check, these were stripped away 
  during the Chelish Civil War and never replaced. The 
  looters respected Alexayn’s legacy just enough to leave the 
  interior untouched. Later would-be thieves, seeing how 
  thoroughly their predecessors had stripped the outside, 
  assumed that there was nothing of value left within. 
  The front door (hardness 8, hp 60, break DC 28) is 
  locked (Disable Device DC 40). A PC who succeeds at a DC 
  TRACKING AWARENESS
  Ostenso displays a true slice of Cheliax’s main traits and 
  virtues; it’s harsh but fair, unforgiving but efficient, and 
  accessible yet suspicious. Even though the PCs have little 
  difficulty traveling about the city and points of interest, 
  sundry factions like Suliji’s minions, Consortium spies, and 
  Chelish authorities keep tabs on their movements. Over 
  the course of the adventure, the PCs likely accumulate 
  Awareness Points, which are an abstract measure of how 
  much the PCs’ rivals know of the PCs, their activities, and 
  their location. The PCs begin with 3 Awareness Points. As 
  they gain points, keep an ongoing tally. Several encounters 
  and success conditions reference the PCs’ total.
  
  8
  PATHFINDER SOCIETY SCENARIO
  20 Perception check notices weathered signs of tampering, 
  including places where someone repeatedly attempted to 
  force the door with a crowbar. As night falls, there are few 
  witnesses to the PCs’ breaking and entering. If the PCs 
  manage to open the door with minimal noise, they enter 
  without being seen. If they resort to repeated Strength 
  checks or outright destruction of the door, a few passers-by 
  report the incident. Such reports earn the PCs 1 Awareness 
  Point. As Suliji launches her attack on the Aspis Building 
  later in the adventure, the local guards never make it to the 
  mausoleum in time to confront the PCs here.
  The mausoleum has 10-foot-wide halls, 10-foot 
  ceilings, three floors, a basement level, and more than 
  a dozen rooms. Among these are painted chambers that 
  commemorate his early adventuring life (including him 
  slaying a blue dragon), later business successes, and 
  greatest philanthropic works in Ostenso. Another room 
  is covered floor-to-ceiling in effusive testimonials of 
  Alexayn’s accomplishments, credentials, and generosity 
  from important figures of the age; several of these quoted 
  names are scratched out with the word “Betrayer” or “Liar” 
  inexpertly carved nearby. In some places, the tables and 
  stands clearly once held grave goods or trophies but are 
  now empty. Wherever Alexayn is depicted, he appears as a 
  handsome Chelish man with shoulder-length hair (later 
  with a receding hairline) and a rapier worn at his hip.
  A. THE WYRM ROOM (CR 16 OR CR 18)
  Among the few pristine chambers in the mausoleum is 
  this trophy room, whose faded tapestries show Alexayn’s 
  greatest combat victories with more than a hint of artistic 
  license. The preserved dragon head here is genuine, 
  having once belonged to an old blue dragon that Alexayn 
  helped slay with four comrades. In addition to the elegant 
  weapons and chests of foreign coins scattered across the 
  ground where the reanimated mogul has pored over them, 
  a score of swords and shields from across Golarion hang 
  from the walls. The PCs approach from the east, and the 
  door to the west leads to Alexayn’s burial chamber and 
  sarcophagus, which he smashed after first reanimating.
  Creatures: Shortly after Alexayn awoke to undeath and 
  killed Suliji’s pursuers, he saw with his own unholy eyes 
  the city that had forgotten him. The half-orc only barely 
  convinced him to remain in hiding while she acted as 
  his agent among the living. He has spent the past few 
  years prowling his mausoleum, taking inventory of his 
  grave goods, remembering his past accomplishments, 
  and defacing those reminders of friends who clearly let 
  him down after he died—he believes it their fault that his 
  name doesn’t grace the lips of every Aspis agent every day. 
  When the PCs arrive, the mummy is listlessly rearranging 
  his Garundi coinage in small piles that make a crude 
  political map of the continent from a century ago. As 
  the PCs approach, he stands, takes a reflexive swig from 
  an empty goblet, and glowers at the PCs before saying, 
  “So, has Suliji tired of working behind my back and has 
  finally sent thugs to drive the dagger home?”
  When Suliji made her last visit to Alexayn’s tomb, the 
  mummy lord finally realized that she had no intention of 
  enacting his scheme of revenge and bringing about the 
  resurgence of his fame to the extremes that he desires. 
  At that time, she had been planning to use the attack on 
  the Patrons to gain a place among them while working 
  modestly to restore his name’s prominence, rather 
  than using the leverage to blackmail the Patrons into 
  putting Alexayn’s name first and foremost. Nonetheless, 
  the former tycoon remains unable to walk the streets 
  of Ostenso without being hunted down as an undead 
  menace, and he has no idea her plans have changed. The 
  mummy noble is bitter yet believes in doing things by the 
  book, which is to say engaging in banter with intruders 
  before ending their lives. In truth, this encounter need 
  not involve combat at all; the PCs’ and Alexayn’s goals 
  largely align, insomuch as they both he and the PCs are 
  no friends of the Aspis Patrons and they both seek Suliji 
  Peshar, whom he makes a point of referring to only by 
  epithets like “the wretch” or “the traitorous whelp.”
  Once introductions have concluded and he confirms 
  the PCs are enemies of his enemies, he’s amenable to 
  wryly explaining much of the information found in this 
  adventure’s background; his knowledge of Suliji’s exact 
  plans and most recent accomplishments is relatively 
  vague. He can also answer some of the PC’s questions, 
  including the likely ones below. Once the PCs’ curiosity 
  is sated, he proposes a deal (see Development below).
  Where has Suliji gone? or What did you help Suliji plan? 
  “The whelp was to be my hand, delivering a message to 
  the Consortium’s inane leaders: Remember Jhandorage 
  Vaulnder Alexayn, and restore my legacy across Ostenso 
  and beyond. Of course, they wouldn’t listen to an upstart 
  gold agent, but they would listen to an upstart gold agent 
  who managed to sneak into the innermost offices, kill 
  a few stakeholders, and spell out the message in blood! 
  From what she reported to me, the Aspis Building’s 
  layout has changed little since I died, and she now knows 
  how to bypass several of its defenses. However, when she 
  last visited me, it was clear the foul turncoat intended not 
  to truly restore my glory but to stage a coup and become a 
  Patron herself. Wretch.”
  Could Suliji succeed at her plan? “The traitor is very 
  capable, and she’s taken much of my magical arsenal. 
  Even if she doesn’t succeed at becoming a Patron, she 
  could kill countless stakeholders, wreck the Consortium’s 
  headquarters, and drive the surviving Patrons to cower 
  inside their shells, afraid to act.” He swirls his empty 
  goblet in thought before adding, “Now if others can’t do 
  
  N
  A. The Wyrm Room
  A : Alexayn
  S2
  S1
  A
  S : Spirit of Serpents
  GameMastery Map Pack: Palace
  1 square = 5 feet
  9
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  me the dignity of remembering my deeds, understand 
  I’d practically invite such destruction. In fact, Patrons’ 
  blood would be a most worthy ink for my message. I 
  wanted her to make them suffer, not to worm her way into 
  their ranks.”
  What magic items does Suliji have? “Bah, I hardly 
  know what half of them did beyond give me the grim 
  satisfaction of wearing something with an obscene price 
  tag. The upstart laid claim to a Taldan dueling blade—
  far too clumsy for my tastes—a rather brutal gauntlet 
  I picked up from a Yamasan vampire, General Coren’s 
  second-best breastplate worn as part of Taldor’s Third 
  Army of Exploration, and a handful of rings and other 
  baubles. I found it very amusing when she took only one 
  of the rings that links its wearer’s life to that of someone 
  who wears the other ring, but it seems the little miscreant 
  stole the ring’s partner during her last visit.”
  What’s Suliji’s fighting style? “What does it matter? 
  She knows her way around a conspiracy, and she has a 
  fine resume for lying to her betters. The turncoat has a 
  knack for magic of all kinds, and she’s a quick study with 
  a sword. She can stay quiet when she needs to, and there 
  are few barriers she can’t overcome. Honestly, she would 
  be an ideal agent were it not for her turning on me. Stab 
  her a few times, and I imagine she’ll die. I can think of 
  few times it hasn’t worked for me.”
  Did Suliji ever mention the name Three Rings? 
  Alexayn’s laugh is as dry and mirthless as sepulcher. 
  “Has the betrayer sunk to stealing my name as well as 
  my jewelry? Three Rings was one of the aliases I used 
  for behind-the-scenes work while creating the Aspis 
  Consortium, though most who would remember that 
  are likely dead now. I’d bet my finest Andoren wine-slave 
  that whoever’s calling herself Three Rings now is the 
  backstabber herself.” Alexayn only grumbles if informed 
  that Andoran has both broken away from Cheliax and 
  banned slavery since his death.
  Did you kill that dragon? “Of course I did. I’m not 
  some Pathfinder who takes credit for discovering other 
  people’s accomplishments.”
  There’s a fair chance that the PCs find Alexayn’s 
  undead form repugnant and wish to destroy him entirely. 
  If so, Alexayn wearily draws his rapier and apologizes for 
  being out of practice; he notes it might make their deaths 
  less painless than he’d normally manage. At the first sign 
  of combat, one or more spectral guardians known as 
  spirits of serpents emerge in his defense. Each appears 
  to be a ghostly humanoid with delicate wings comprised 
  
  Jhandorage 
  Vaulnder Alexayn
  10
  PATHFINDER SOCIETY SCENARIO
  of ethereal serpents that lash out at enemies. Alexayn 
  begins the encounter near the center of the room, and 
  any spirits hide within the chamber’s ceiling, listening 
  for signs of conflict.
  SUBTIER 12–13 (CR 16)
  JHANDORAGE VAULNDER ALEXAYN 
  CR 15
  Human mummy lord swashbuckler 14 (Pathfinder RPG Bestiary 
  5 176, Pathfinder RPG Advanced Class Guide 56)
  LE Medium undead (augmented human)
  Init +11; Senses darkvision 60 ft.; Perception +18
  Aura great despair (30 ft., DC 25)
  DEFENSE
  AC 31, touch 18, flat-footed 23 (+6 armor, +5 Dex, +3 dodge, +7 
  natural)
  hp 235 (14d10+154)
  Fort +16, Ref +18, Will +10 (+14 vs. attempts to command or 
  control him)
  Defensive Abilities channel resistance +4, charmed life 6/day, 
  evasion, nimble +3, rejuvenation, uncanny dodge; DR 10/—; 
  Immune cold, electricity, undead traits
  OFFENSE
  Speed 30 ft.
  Melee +3 rapier +27/+22/+17 (1d6+11/15–20 
  plus 14 precision plus insidious 
  mummy rot) or
  mwk dagger +25/+20/+13 (1d4+8/17–20 
  plus 14 precision plus insidious 
  mummy rot) or
  slam +19 (1d6+4 plus insidious  
  mummy rot)
  Ranged mwk dagger +22 (1d4+5/19–20)
  Special Attacks channel rot, deeds 
  (bleeding wound, derring-do, 
  dodging panache, evasive, 
  kip-up, menacing swordplay, 
  opportune parry and riposte, 
  precise strike, subtle blade, superior 
  feint, swashbuckler initiative, 
  swashbuckler’s grace, targeted 
  strike), insidious mummy rot, 
  panache (8), sandstorm wrath 
  (8d8 fire and slashing, DC 25), 
  swashbuckler weapon training +3, 
  undead mastery (DC 25)
  TACTICS
  During Combat Alexayn relies heavily on his 
  swordsmanship to strike down 
  foes, deflect attacks, and disarm 
  his enemies. Unless the PCs have 
  expressed an unbending desire to 
  destroy him, each time he gains a 
  significant advantage, he invites them to set aside their 
  weapons and talk like civilized people. He suppresses 
  his great despair aura until it seems clear that he has no 
  recourse but to slay the PCs.
  Morale Alexayn fights until reduced to 50 hit points, at 
  which point he hastily asks if his surrender would spare his 
  continued existence. If he believes the PCs would accept 
  his terms and not destroy him, he submits. Otherwise he 
  fights until destroyed, using every dirty trick he can to 
  infect the PCs.
  STATISTICS
  Str 16, Dex 20, Con —, Int 15, Wis 12, Cha 26
  Base Atk +14; CMB +19 (+21 disarm, +21 trip); CMD 35 (37 vs. 
  disarm, 37 vs. trip)
  Feats Blind-Fight, Combat Expertise, Critical Focus, Disarming 
  StrikeAPG, Improved Disarm, Improved Initiative, Improved 
  Trip, Iron Will, Persuasive, Shadow StrikeAPG, Staggering 
  Critical, ToughnessB
  Skills Acrobatics +22, Bluff +25, Climb +8, Diplomacy +29, 
  Intimidate +37, Knowledge (local) +11, Knowledge 
  (nobility) +11, Linguistics +2, Perception +18, Perform 
  (dance) +14, Perform (oratory) +14, Sense Motive +26, 
  Stealth +22, Swim +8; Racial 
  Modifiers +8 Intimidate, +8 Sense 
  Motive, +8 Stealth
  Languages Common,  
  Osiriani, Varisian
  SQ Alexayn’s arrogance, 
  swashbuckler finesse
  Other Gear +2 mithral 
  chain shirt, +3 rapier, 
  mwk daggers (3), belt of 
  incredible dexterity +2, cloak 
  of resistance +2, headband of vast 
  intelligence +2, rod of splendor
  SPECIAL ABILITIES
  Alexayn’s Arrogance (Su) Aleyaxn’s 
  massive mausoleum to his own greatness 
  strengthens him. He gains the benefits of the 
  desecrate spell as if the mausoleum were a 
  desecrated altar to his own pride. These bonuses 
  do not apply to other undead in the area, and 
  they have already been factored into his statistics. 
  Alexayn gains an additional +4 bonus on saving 
  throws against effects that would attempt to 
  command or exert direct control him, such as 
  command undead or enchantment (compulsion) 
  effects affected by the Threnodic Spell metamagic feat 
  (Pathfinder RPG Ultimate Magic 157).
  Channel Rot (Su) A mummy lord can 
  deliver its insidious mummy rot through 
  melee weapon attacks, its slam attack, 
  and any natural attacks it has.
  
  11
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Great Despair Aura (Su) All creatures within a 30-foot radius 
  that see a mummy lord must succeed at a Will saving throw 
  or be paralyzed with fear for 1d4 rounds, then shaken for 
  the following 1d4 rounds. Whether or not the saving throw 
  is successful, that creature cannot be affected again by the 
  same mummy lord’s great despair aura ability for 24 hours. 
  This is a mind-affecting paralysis and fear affect. The save DC 
  is Charisma-based.
  Insidious Mummy Rot (Su) Curse and disease—slam; save 
  Fortitude DC 25; onset 1 minute; frequency 1/day; effect 2d4 
  Constitution and 2d4 Charisma damage; cure —. Insidious 
  mummy rot is both a curse and disease, and can be cured 
  only by first removing the curse and then curing the disease. 
  Even after the curse element of insidious mummy rot is 
  lifted, a creature suffering from it cannot recover naturally 
  over time. Anyone casting a conjuration (healing) spell on 
  the afflicted creature must succeed at a DC 26 caster level 
  check, or the spell is wasted and the healing has no effect. 
  Anyone who dies from insidious mummy rot transforms into 
  a pile of sand and cannot be raised by means other than 
  resurrection or more powerful magic.
  Rejuvenation (Su) One day after a mummy lord is destroyed, 
  the necromantic energies that created the abomination 
  begin to rebuild its body. This process takes 1d10 days. If 
  the body is destroyed before that time passes, the process 
  starts anew. After this time, the mummy lord awakens fully 
  healed in its tomb. To permanently destroy a mummy lord, 
  it must be destroyed and then its remains must be targeted 
  by consecrate, hallow, and dispel evil, cast in consecutive 
  rounds and in that order.
  Sandstorm Wrath (Su) Three times per day as a standard 
  action, a mummy lord can exhale a blast of superheated 
  sand in a 40-foot cone. The blast deals 2d8 points of fire and 
  slashing damage for every 3 Hit Dice a mummy lord has. A 
  successful Reflex save halves this damage. Creatures that fail 
  this save are blinded for 2d4 rounds.
  Undead Mastery (Su) As a standard action, a mummy lord 
  can attempt to bend any undead creature within 50 feet to 
  its will. The targeted undead must succeed at a DC 25 Will 
  save or fall under the mummy lord’s control (the save DC is 
  Charisma-based). An undead with an Intelligence score is 
  allowed an additional save every day to break free of the 
  mummy lord’s control; for undead without an Intelligence 
  score, the control is permanent. A creature that succeeds at 
  its Will save cannot be affected again by the same mummy 
  lord’s undead mastery for 24 hours. A mummy lord can 
  control 6 Hit Dice of undead creatures for every Hit Die it has. 
  If the mummy lord exceeds this limit, any excess undead 
  from earlier uses of this ability become uncontrolled, as per 
  animate dead. If another creature is currently controlling 
  an undead that fails its save against undead mastery, the 
  mummy lord must roll an opposed Charisma check against 
  the current controller. If the mummy lord succeeds, it wrests 
  away control of the undead. Otherwise, the mummy lord’s 
  undead mastery attempt has no effect.
  SPIRIT OF SERPENTS 
  CR 13
  Variant pharonic guardian (Pathfinder RPG Bestiary 5 191)
  LE Medium undead (incorporeal)
  Init +12; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 27, touch 23, flat-footed 19 (+5 deflection, +8 Dex, +4 shield)
  hp 171 (18d8+90)
  Fort +11, Ref +14, Will +14
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee +3 ghost touch speed longsword +22/+22/+17/+12 
  (1d8+8/17–20), incorporeal touch +16 touch (1d8 plus 
  poison) or
  incorporeal touch +21 (1d8 plus poison)
  Space 5 ft.; Reach 5 ft. (10 ft. with incorporeal touch)
  Special Attacks insightful strike, poison, soul-rending wings
  Spell-Like Abilities (CL 18th; concentration +23)
  3/day—suggestion (DC 18)
  1/day—greater command (DC 20)
  TACTICS
  Before Combat The spirit resides just within the wall, emerging 
  when Alexayn is threatened. The spirit can pick up a sword 
  and shield as part of its movement to enter the chamber.
  During Combat The spirit helps Alexayn by flanking his targets, 
  impeding those who attempt to surround the mummy, or 
  flitting through a wall to harass spellcasters and ranged foes.
  Morale The spirit fights until destroyed or until Alexayn 
  commands it to stop.
  STATISTICS
  Str —, Dex 27, Con —, Int 13, Wis 16, Cha 21
  Base Atk +13; CMB +21; CMD 36
  Feats Combat Expertise, Combat Reflexes, Improved Critical 
  (longsword), Improved Initiative, Improved Vital Strike, 
  Martial Weapon Proficiency (longsword), Stand Still, Step Up, 
  Vital Strike, Weapon Focus (longsword)
  Skills Fly +16, Intimidate +26, Knowledge (history) +19, 
  Knowledge (religion) +22, Perception +24, Sense Motive +24
  Languages Aklo, Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ guardian sword and shield
  Other Gear mwk light steel shield, mwk longsword
  SPECIAL ABILITIES
  Guardian Sword and Shield (Su) The spirit of serpents can 
  imbue any sword and shield with the ghost touch and speed 
  special abilities and a +3 enhancement bonus. This effect 
  lasts for as long as the spirit wields them and for 1 minute 
  thereafter. The spirit uses these items as if it had a Strength 
  score equal to its Charisma score.
  
  12
  PATHFINDER SOCIETY SCENARIO
  Insightful Strike (Ex) The spirit of serpents gains a +4 insight 
  bonus on attack rolls against foes whose thoughts it has read 
  via its judging gaze ability.
  Judging Gaze (Su) The spirit of serpents’ gaze attack allows it 
  to read the minds of those within 30 feet, as per the detect 
  thoughts spell with 3 rounds of concentration (Will DC 24 
  negates). This is a mind-affecting divination effect, and the 
  save DC is Charisma-based.
  Poison (Su) Incorporeal touch—injury; save Fort DC 24; 
  frequency 1/round for 6 rounds; effect 1d3 Int; cure 2 saves.
  Soul-Rending Wings (Su) As a standard action every 1d4 
  rounds, the spirit of serpents can flare its wings to fire rays 
  of soul-cutting light in two 30-foot lines extending away 
  from it. Living creatures in the lines take 1d4 negative levels 
  (Reflex DC 24 negates). A creature whose thoughts the spirit 
  of serpents has read via its judging gaze ability takes a –2 
  penalty on this save. The Fortitude save to remove these 
  negative levels is also DC 24, though without the –2 penalty 
  from judging gaze. The save DCs are Charisma-based.
  SUBTIER 14–15 (CR 18)
  JHANDORAGE VAULNDER ALEXAYN 
  CR 17
  Human mummy lord swashbuckler 16 (Pathfinder RPG Bestiary 
  5 176, Pathfinder RPG Advanced Class Guide 56)
  LE Medium undead (augmented human)
  Init +11; Senses darkvision 60 ft.; Perception +20
  Aura great despair (30 ft., DC 26)
  DEFENSE
  AC 35, touch 19, flat-footed 26 (+8 armor, +5 Dex, +4 dodge, 
  +8 natural)
  hp 268 (16d10+178)
  Fort +18, Ref +20, Will +12 (+16 vs. attempts to command or 
  control him)
  Defensive Abilities channel resistance +4, charmed life 6/day, 
  evasion, nimble +4, rejuvenation, uncanny dodge; DR 10/—; 
  Immune cold, electricity, undead traits
  OFFENSE
  Speed 30 ft.
  Melee +3 rapier +29/+24/+19/+14 (1d6+11/15–20+16 precision 
  plus insidious mummy rot) or 
  mwk dagger +27/+22/+17/+12 (1d4+8/17–20+16 precision 
  plus insidious mummy rot) or 
  slam +21 (1d6+6 plus insidious mummy rot)
  Special Attacks channel rot, deeds (bleeding wound, 
  derring-do, dizzying defense, dodging panache, evasive, 
  kip-up, menacing swordplay, opportune parry and riposte, 
  perfect thrust, precise strike, subtle blade, superior 
  feint, swashbuckler initiative, swashbuckler’s edge, 
  swashbuckler’s grace, targeted strike), insidious mummy 
  rot, panache (8), sandstorm wrath (10d8 fire and slashing, 
  DC 26), swashbuckler weapon training +3, undead mastery 
  (DC 26)
  TACTICS
  Use the tactics in Subtier 12–13.
  STATISTICS
  Str 16, Dex 20, Con —, Int 16, Wis 12, Cha 26
  Base Atk +16; CMB +21 (+23 disarm, +23 trip); CMD 38 (40 vs. 
  disarm, 40 vs. trip)
  Feats Blind-Fight, Combat Expertise, Combat Reflexes, 
  Critical Focus, Disarming StrikeAPG, Improved Disarm, 
  Improved Initiative, Improved Trip, Iron Will, Persuasive, 
  Seize AdvantageACG, Shadow StrikeAPG, Staggering Critical, 
  ToughnessB
  Skills Acrobatics +24, Bluff +27, Climb +8, Diplomacy +31, 
  Intimidate +39, Knowledge (local) +13, Knowledge 
  (nobility) +13, Linguistics +4, Perception +20, Perform 
  (dance) +15, Perform (oratory) +15, Sense Motive +28, 
  Spellcraft +22, Stealth +22, Swim +7; Racial Modifiers +8 
  Intimidate, +8 Sense Motive, +8 Stealth
  Languages Common, Osiriani, Varisian
  SQ Alexayn’s arrogance, swashbuckler finesse
  Other Gear +4 spitefulACG mithral chain shirt, +3 rapier, 
  mwk daggers (3), belt of incredible dexterity +2, cloak 
  of resistance +3, headband of vast intelligence +2, rod 
  of splendor
  SPECIAL ABILITIES
  Alexayn’s Arrogance (Su) See Subtier 12-13.
  Channel Rot (Su) See Subtier 12–13.
  Great Despair Aura (Su) See Subtier 12–13.
  Insidious Mummy Rot (Su) See Subtier 12–13. The saving 
  throw DC is 26, and the DC of caster level checks for 
  conjuration (healing) spells is 28.
  Rejuvenation (Su) See Subtier 12–13.
  Sandstorm Wrath (Su) See Subtier 12–13. The blast deals 10d8 
  points of fire and slashing damage, and its save DC is 26.
  Undead Mastery (Su) See Subtier 12–13.
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove all spirits of serpents from  
  the encounter.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Both Subtiers: If a spirit of serpent’s soul rending wings 
  ability hits a creature with death ward or another effect 
  that protects against negative energy, instead of dealing 
  negative levels to that creature, the ray attempts to dispel 
  that effect, as per dispel magic (CL 18).
  Subtier 12–13: Add an additional spirit of serpents to  
  the encounter.
  Subtier 14–15: Add two additional spirits of serpents to 
  the encounter.
  
  13
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  FULFILLING ALEXAYN’S DEAL
  If the PCs agree to restore Alexayn’s reputation in exchange 
  for his help, the mummy holds them to their word. 
  Exactly how the PCs fulfill the agreement is open-ended, 
  but it should involve at least three significant acts or one 
  exceptionally dramatic act that spreads word of Alexayn’s 
  glory and involvement. The PCs might decide to menacingly 
  announce that Alexayn sent them at the beginning of 
  combat, paint eerie messages like “Remember Jhandorage 
  Vaulnder Alexayn” on the walls of the Aspis Building, or any 
  number of other stunts. These actions rarely involve skill 
  checks—rather, the PCs just need to remember to honor 
  Alexayn’s demands. Fulfilling this objective also makes it 
  painfully obvious that someone has broken into the Aspis 
  Building, earning the PCs 1 Awareness Point.
  A mummy makes a terrible foe, and if the PCs neglect 
  their part of the deal, Alexayn quickly realizes that the 
  Pathfinders failed or forgot to uphold their end of the 
  bargain. His hatred drives him to leave his tomb, hunt down 
  something they hold dear, and destroy it. In this case, he 
  seeks out one of the NPC Pathfinder teams shortly after the 
  mission, kills 1d2 of the surviving members, and leaves a 
  mocking message for the PCs explaining how their own 
  negligence doomed their proteges. Count these deaths for 
  the purpose of the scenario’s rewards, but the deaths occur 
  after the team returns any loaned items to the PCs.
  SPIRITS OF SERPENTS (2) 
  CR 13
  hp 171 each (see Subtier 12–13)
  TACTICS
  Use the tactics in Subtier 12–13.
  Treasure: Every object in this room is valuable. The 
  swords and shields lining the wall are each encrusted with 
  gems or made of expensive materials, such as mithral or 
  various skymetals. The tapestries of Alexayn’s victories 
  are masterfully made of silk and gold and woven with tiny 
  gemstones to catch the light. Alexayn’s coin collection is 
  also worth far more than the coins’ face value. It includes 
  treasures such as a full set of coins from each of the seven 
  domains of Thassilon at the time of Earthfall.
  Development: Alexayn’s goals are simple: having his 
  name spoken by everyone in the Aspis Consortium and 
  revenge against those who he feels betrayed him (either 
  Suliji Peshar or the current Patrons who ignored his 
  legacy, or both), in that order. He’s not thrilled about 
  working with the PCs, but he’s wiling to strike a deal 
  in which he exchanges what he knows of the Aspis 
  Building’s layout, its defenses, and Suliji’s likely targets 
  within for the PCs’ promise to both end a traitor’s life 
  (preferably Suliji, but a Patron at a minimum) and leave 
  a clear message to the Consortium that it is to remember 
  and honor its founder. He assures them that they need 
  not return with any evidence of the deed; if they succeed, 
  the proof should be apparent from his lonely refuge here.
  If the PCs accept Alexayn’s simple offer, he tells them 
  what he knows, which translates as the PCs facing one 
  fewer obstacle (minimum one) during the Traversing 
  the Serpents’ Den challenge (see page 21). As the GM, 
  also consider this an open-ended rationale for providing 
  the players additional guidance and clarification as they 
  plan their assault. Agreeing to the mummy’s terms does 
  leave the PCs beholden to him. Should they fail to fulfill 
  both his conditions, his displeasure drives him to leave 
  his mausoleum and destroy something precious to the 
  PC. See the nearby sidebar for more details. Finally, 
  the PCs can choose to refuse Alexayn’s deal, in which 
  case he admits that they already know what they must 
  to chase after Suliji, even if they are blind not to accept 
  good advice when it’s offered. He does not menace them 
  as they leave, knowing that at the least they’re likely to 
  slay Suliji or cause mayhem in the Aspis building even 
  without his help.
  If the PCs destroy Alexayn before he can convey 
  the fundamentals of Suliji Peshar’s old plans and the 
  ramifications, they find his own personal notes recorded 
  on cracking parchment. These musings detail his 
  suspicions sufficiently to inform the PCs that the Aspis 
  Building is their next objective if they wish to find 
  the half-orc.
  Rewards: If the PCs fail to defeat or negotiate with 
  Alexayn, reduce each PC’s gold earned as follows.
  Subtier 12–13: Reduce each PC’s gold earned by 4,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 5,133 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 6,267 gp.
  PLANNING THE ASSAULT
  In the time the PCs spent in the mausoleum of Jhandorage 
  Vaulnder Alexayn, Suliji made her move on the Aspis 
  Building. Ostenso is on high alert following a coordinated 
  string of arsons, murders, and break-ins associated with 
  Consortium interests throughout the city—the work of 
  Suliji’s handful of remaining operatives to provide her 
  cover as she broke into the estate. These incidents have 
  drawn not only the local guards’ attention but also that 
  of the Aspis. To protect their property, the Patrons in 
  the Aspis Building dispatched many of their operatives 
  and mercenaries to search for the culprits, mitigate the 
  damage, and prevent further incidents. This investigation 
  has left the headquarters understaffed. However, even the 
  skeleton crew that remains is a formidable force, and the 
  PCs must take care as they follow Suliji Peshar.
  Shortly after the PCs exit the mausoleum, their NPC 
  Pathfinder teams find them and urge them to take cover 
  
  14
  PATHFINDER SOCIETY SCENARIO
  in a nearby building to report their findings. The teams 
  can relay the general state of affairs in Ostenso, and 
  while they are aware that many of the targets are Aspis 
  properties, they are not sure who is responsible. One 
  team also noticed that the Aspis Building, which earlier 
  had several visible guards patrolling the grounds, now 
  appears conspicuously abandoned. 
  The PCs’ goal is to enter the Aspis Building, and 
  between the information provided earlier by Marcos 
  Farabellus the intelligence provided by their teams, and 
  any secrets provided by Alexayn, the PCs can identify at 
  least three principle means of entry: the front entrance, 
  the shipping entrance, and the reporting entrance. 
  In addition, if the PCs earlier learned of the Ostenso’s 
  extensive sewer network, they can choose that as an 
  additional approach. The NPC teams can provide some 
  qualitative information about each entrance to help the 
  PCs make an informed choice.
  Before setting off, the PCs can assign their teams 
  to break into the Aspis Building from any of the other 
  entrances. If the PCs wrap up the meeting before providing 
  their teams any instructions, one of the NPC Pathfinders 
  inquires whether the teams can help infiltrate the 
  compound or create distractions at the other entrances 
  to provide the PCs cover. This is a dangerous mission, 
  and the PCs can ask one or more teams to perform less 
  hazardous work like keeping watch or keeping open an 
  escape route to the harbor; however, the PCs’ infiltration 
  becomes considerably more difficult for each team that 
  isn’t helping break into the estate. See Appendix 2: Field 
  Command on page 48 for more details.
  Should the PCs choose some means of entering the 
  Aspis Building other than the ones listed (for example, 
  scaling the exterior and breaking through a window), 
  simply adapt one of the options below that best fits the 
  PCs’ strategy and its ramifications. The Aspis Building 
  is warded against external teleportation effects, though 
  it is possible to use teleportation effects normally once 
  inside the building.
  Front Entrance: A broad, impressive flight of stone steps 
  leads up to the Aspis Building’s front entrance—a pair 
  of thick darkwood doors carved with serpent insignia. If 
  the PCs choose the front entrance, use the encounter in 
  area B. In addition, the PCs earn 1 Awareness Point due to 
  this entrance’s visibility and heightened security.
  Reporting Entrance: When visiting Aspis agents 
  hope to enter quietly, they use this small door far from 
  the front entrance. If the PCs choose this route, use the 
  encounter in area B. The reporting entrance presents two 
  challenges. First, the doorway is narrow and fairly low, 
  so only Medium and smaller creatures (and at the GM’s 
  discretion some larger serpentine or otherwise flexible 
  creatures) can move through it comfortably; a Large 
  creature must succeed at a DC 25 Escape Artist check to 
  enter through here, and a Huge creature cannot use this 
  entrance at all.
  Second, the Consortium relies on magical and 
  mechanical means to monitor whoever comes and goes 
  through this entrance. These alarms signal several 
  guardrooms throughout the building unless the PCs 
  disable them first; the mechanisms are effectively a 
  magical trap. A PC must examine the door and succeed at 
  a DC 32 Perception check (DC 37 in Subtier 14–15) to find 
  the alarms, and disabling them requires a successful DC 
  35 Disable Device check (DC 40 in Subtier 14–15) or for a 
  PC to dispel the effect (CL 13th in Subtier 12–13 or CL 15th 
  in Subtier 14–15). If the PCs disarm the alarms, they can 
  use this entrance without any issues. If they trigger the 
  alarm, they earn 2 Awareness Points but can otherwise 
  use this entrance.
  Sewer Entrance: The Aspis Building sits on prime 
  real estate—both on the surface as well as in the sewers 
  below. One of the NPC teams can readily secure several 
  15-foot-long boats for the PCs to punt their way from the 
  harbor up one of the sewer tunnels. If the PCs choose 
  this route, use the encounter in area C. In addition, 
  the sewer entrance leads up to a room deep within the 
  compound that is much closer to the building’s central 
  offices; the PCs encounter one fewer obstacle (minimum 
  one) during the Traversing the Serpents’ Den challenge 
  (see page 21).
  Shipping Entrance: Far from the front entrance is 
  an immense set of sliding doors and a portcullis that 
  bar the way into the Aspis Building’s warehouse. If the 
  PCs choose this route, use the encounter in area B. The 
  shipping entrance is at the far end of the compound and 
  relatively distant from most other rooms in the Aspis 
  Building, so the PCs encounter an additional obstacle 
  during the Traversing the Serpents’ Den challenge (see 
  page 21) if they choose this route.
  B. ENTRANCE HALL (CR 15 OR CR 17)
  Run this encounter only if the PCs chose to enter the 
  Aspis Building through the front entrance, the shipping 
  entrance, or the side entrance. As they traverse the 
  OPTIONAL ENCOUNTER
  Areas B and C present two different combat encounters 
  depending on which route the PCs take to enter the Aspis 
  Building, but they are optional encounters. If the PCs fought 
  Alexayn in area A or otherwise have less than 165 minutes 
  remaining in which to finish the adventure as they enter the 
  Aspis Building, consider skipping these encounters. Instead 
  move directly to the Traversing the Serpents’ Den challenge.
  
  N
  B. Entrance Hall
  A : Aspis Concierge
  C1
  C2
  A1
  A2
  C : Calikang
  GameMastery Map Pack: Palace
  1 square = 5 feet
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  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  hallways, one of the first rooms they come across is an 
  expansive entrance hall.
  Plush red carpet crosses the painted floor of this fine hall. 
  Display stands support wonders from the Inner Sea region 
  and beyond, and statues of stone, wood, and bronze reflect a 
  variety of artistic and cultural styles.
  The Aspis Building contains numerous entry halls, 
  ballrooms, and receiving areas designed to impress 
  visitors. As the PCs wind their way through the towering 
  structure, they come across one such room. For the 
  purpose of this encounter, the PCs approach from the east.
  Creatures: The Consortium employs scores of servants, 
  each well versed in the arts of etiquette, hospitality, and 
  casual espionage. Due to the ongoing crisis, most of these 
  servants have taken shelter elsewhere in the compound. 
  One of the chief concierges remains on duty, ensuring 
  that (at the minimum) ruffians don’t wander in and steal 
  all the silver. This managing butler is also a capable 
  combatant and is authorized to command the calikangs 
  that stand here. Calikangs are six-armed giants that serve 
  as guardians, and they loyally attack if the PCs become 
  hostile or if the concierge signals to them.
  Ever a host, the concierge greets the PCs, informs 
  them that the Aspis Building is closed for business until 
  tomorrow morning, and prompts them to depart the 
  premises. If they cooperate, he keeps tabs on them from a 
  safe distance with the calikangs following out of sight to 
  see that they do as they say. If the PCs instead try to trick 
  their way past the concierge, they find him difficult to 
  dupe. He has it on good authority that there is at least one 
  deadly intruder on the premises, and he has little reason 
  to assume the PCs aren’t trespassing, too. In the likely 
  event that the PCs initiate hostilities, he is prepared 
  to fight. 
  
  Calikang
  16
  PATHFINDER SOCIETY SCENARIO
  SUBTIER 12–13 (CR 15)
  ASPIS CONCIERGE 
  CR 12
  Half-elf bard 13
  LN Medium humanoid (elf, human)
  Init +4; Senses low-light vision, see invisibility; Perception +22
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 101 (13d8+39)
  Fort +11, Ref +12, Will +14; +2 vs. enchantments, +4 vs. bardic 
  performance, language-dependent, and sonic
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +11/+6 (1d4-1/19–20)
  Special Attacks bardic performance 33 rounds/
  day (swift action; countersong, dirge of doom, 
  distraction, fascinate [DC 21], inspire competence 
  +4, inspire courage +3, inspire greatness, soothing 
  performance, suggestion [DC 21])
  Bard Spells Known (CL 13th; concentration +18)
  5th (2/day)—greater dispel magic, song of discord 
  (DC 22)
  4th (4/day)—dimension door, freedom of movement, 
  greater invisibility, zone of silence
  3rd (5/day)—confusion (DC 20), glibness, good 
  hope, haste, see invisibility
  2nd (6/day)—detect thoughts (DC 17), heroism, suggestion 
  (DC 19), tongues, whispering wind
  1st (7/day)—alarm, charm person (DC 18), comprehend 
  languages, cure light wounds, disguise self,  
  expeditious retreat
  0 (at will)—detect magic, ghost sound (DC 15), light, mage 
  hand, open/close (DC 15), prestidigitation
  TACTICS
  Before Combat The concierge is aware that there is at least 
  one active threat in the compound, so he has already cast 
  freedom of movement, heroism, and see invisibility on 
  himself. These are accounted for in his statistics.
  During Combat The concierge uses his inspire courage ability 
  and spells to augment the calikangs’ combat abilities. He 
  endeavors to keep at least one of the monstrous humanoids 
  between himself and the PCs.
  Morale If reduced to 30 or fewer hit points—or if faced with 
  other evidence of his inevitable death—the concierge 
  escapes to elsewhere in the compound using dimension 
  door. Otherwise he surrenders unless the calikangs appear 
  to have the upper hand.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 21
  Base Atk +9; CMB +10; CMD 18
  Feats Aspis Warden, Great Fortitude, Greater Spell Focus 
  (enchantment), Improved Initiative, Skill Focus (Perform 
  [oratory]), Spell Focus (enchantment), Still Spell, Toughness
  Skills Knowledge (geography) +14, Knowledge (history) +14, 
  Knowledge (local) +19, Knowledge (nobility) +19, 
  Linguistics +13, Perception +22, Perform (comedy) +26, 
  Perform (dance) +26, Perform (oratory) +32, Profession 
  (concierge) +17, Spellcraft +17, Stealth +12; Racial Modifiers 
  +2 Perception
  Languages Common, Elven, Infernal, Kelish, Osiriani, 
  Shadowtongue, Skald, Tien, Undercommon, Varisian
  SQ bardic knowledge +6, elf blood, jack-of-all-trades, lore master 
  2/day, versatile performances (comedy, dance, oratory)
  Combat Gear potion of invisibility, scroll of cure serious 
  wounds; Other Gear +1 glamered studded leather, 
  mwk dagger, circlet of persuasion, cloak of 
  resistance +2, headband of alluring charisma +2, 
  ring of mind shielding, 148 gp
  SPECIAL ABILITIES
  Aspis Warden The concierge has trained extensively to 
  protect the Aspis Building, and has developed techniques 
  for working more effectively with its other defenders. When 
  fighting within the Aspis Building, the concierge’s harmless 
  spells and beneficial abilities (such as inspire courage) bypass 
  his allies’ spell resistance and immunities.
  CALIKANGS (2) 
  CR 12
  LN Large monstrous humanoid (Pathfinder Campaign Setting: 
  The Inner Sea World Guide 307)
  
  17
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Init +6; Senses darkvision 60 ft., true seeing; Perception +20
  DEFENSE
  AC 27, touch 11, flat-footed 25 (+2 Dex, +12 natural, +4 shield, 
  –1 size)
  hp 157 each (15d10+75); fast healing 5
  Fort +12, Ref +11, Will +11
  Defensive Abilities defensive slam, energy absorption, 
  suspend animation; Immune electricity, mind-affecting 
  effects, negative energy; SR 23
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +18/+13/+8 (2d6+8/17–20), +1 longsword 
  +18 (2d6+8/17–20), 4 slams +16 (1d6+3)
  Space 10 ft., Reach 10 ft.
  Special Attacks breath weapon (60-foot line, 14d6 energy 
  damage, Reflex DC 22 half, usable 1/day)
  Spell-Like Abilities (CL 12th; concentration +15)
  Constant—air walk, magic weapon, true seeing, water walk
  3/day—lightning bolt (DC 16)
  1/day—chain lightning (DC 19)
  TACTICS
  Before Combat The calikangs are in a state of suspended 
  animation. They exit this state at the beginning of combat, 
  granting them a +4 bonus on their initiative checks.
  During Combat The calikangs endeavor to keep threats 
  from harming the concierge while patiently cutting down 
  their foes. When closing with targets, the calikangs use a 
  combination of chain lightning and Vital Strike to soften 
  up targets before performing full attack actions. They use 
  their breath weapons if they have a good chance to do 
  so without hitting the concierge. They deliberately catch 
  each other in their electric attacks to trigger each other’s 
  energy absorption.
  Morale The calikangs loyally attempt to drive off intruders until 
  they are slain.
  STATISTICS
  Str 25, Dex 15, Con 20, Int 8, Wis 14, Cha 17
  Base Atk +15; CMB +23; CMD 35
  Feats Critical Focus, Double Slice, Great Fortitude, Improved 
  Critical (longsword), Improved Initiative, Staggering Critical, 
  Two-Weapon Fighting, Vital Strike
  Skills Intimidate +21, Perception +20, Use Magic Device +18
  Languages Common, Giant
  SPECIAL ABILITIES
  Defensive Slam (Ex) A calikang gains a cumulative +1 shield 
  bonus to its AC for each of its arms that does not wield a 
  manufactured weapon, to a maximum of +4 for four hands. 
  A calikang can make slam attacks with these arms without 
  losing this AC bonus.
  Breath Weapon (Su) A calikang can choose what kind of 
  energy damage its breath weapon inflicts when it uses this 
  ability, choosing from acid, cold, electricity, fire, or sonic 
  energy. A calikang is particularly adept at using electricity in 
  this manner, and inflict 1 additional point of damage per die 
  (+14 for most calikangs) when it choose to inflict electricity 
  damage with its breath weapon.
  Energy Absorption (Su) A spell that inflicts energy damage 
  that is defeated by the calikang’s SR or immunity to 
  electricity is absorbed into its body, healing it for an amount 
  of damage equal to the absorbed spell’s caster level and 
  granting an additional daily use of its breath weapon.
  Suspend Animation (Su) As a full-round action, a calikang can 
  enter a state of suspended animation, freezing in place and 
  becoming motionless. It remains aware of its surroundings. 
  In this state, the calikang is immune to disease, inhaled 
  toxins, poison, starvation, and thirst, and receives a +4 bonus 
  on all Fortitude saves. The calikang can exit this state as an 
  immediate action—if it does so to attack a foe or initiate 
  combat, it gains a +4 insight bonus on its Initiative check.
  SUBTIER 14–15 (CR 17)
  ASPIS CONCIERGES (2) 
  CR 12
  hp 101 each (see Subtier 12–13)
  TACTICS
  Use the tactics from Subtier 12–13. One concierge instead uses 
  the inspire greatness or dirge of doom bardic performance.
  CALIKANG SENTINELS (2) 
  CR 14
  Calikang fighter 2 (Pathfinder Campaign Setting: The Inner Sea 
  World Guide 307)
  LN Large monstrous humanoid
  Init +7; Senses darkvision 60 ft.; Perception +21
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 12–13: Remove one calikang from the encounter.
  Subtier 14–15: Remove one Aspis concierge from the 
  encounter. Replace one of the calikang sentinels with a 
  calikang from Subtier 12–13.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 12–13: The concierge has consumed an 
  alchemical draught that grants him a +5 alchemical bonus 
  on his initiative check. Replace both the calikangs with the 
  calikang sentinels from Subtier 14–15.
  Subtier 14–15: Each of the concierges has consumed 
  an alchemical draught that grants him a +5 alchemical 
  bonus on his initiative check. Add one calikang sentinel to 
  the encounter. Each of the calikangs benefits from greater 
  heroism (CL 13th), which a concierge who does not appear 
  in this encounter cast before leaving to search elsewhere in 
  the building.
  
  18
  PATHFINDER SOCIETY SCENARIO
  DEFENSE
  AC 32, touch 12, flat-footed 29 (+4 armor, +3 Dex, +12 natural, 
  +4 shield, –1 size)
  hp 195 (17d10+102); fast healing 5
  Fort +16, Ref +12, Will +12; +1 vs. fear
  Immune electricity, mind-affecting effects, negative energy; 
  SR 23
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +22/+17/+12/+7 (2d6+10/17–20), 
  +1 longsword +22/+17 (2d6+10/17–20), 4 slams +20 
  (1d6+4) or
  6 slams +25 (1d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (60-foot line, 14d6 energy 
  damage, Reflex DC 23 half, usable 1/day)
  Spell-Like Abilities (CL 12th; concentration +17)
  Constant—air walk, magic weapon, true seeing, water walk
  3/day—lightning bolt (DC 18)
  1/day—chain lightning (DC 21)
  TACTICS
  Use the calikang tactics from Subtier 12–13.
  STATISTICS
  Str 29, Dex 17, Con 22, Int 8, Wis 12, Cha 21
  Base Atk +17; CMB +27; CMD 40
  Feats Critical Focus, Double Slice, Great Fortitude, Improved 
  Critical (longsword), Improved Initiative, Improved Two-
  Weapon Fighting, Iron Will, Staggering Critical, Stunning 
  Critical, Two-Weapon Fighting, Vital Strike
  Skills Intimidate +25, Perception +21, Use Magic Device +20
  Languages Common, Giant
  SQ breath weapon, defensive slam, energy absorption, suspend 
  animation
  Gear chain shirt, +1 longsword (2), aegis of recoveryUE
  SPECIAL ABILITIES
  Defensive Slam (Ex) See Subtier 12–13. 
  Breath Weapon (Su) See Subtier 12–13.
  Energy Absorption (Su) See Subtier 12–13.
  Suspend Animation (Su) See Subtier 12–13.
  Development: The PCs earn 1 Awareness Point for 
  each concierge that escapes. In the event that the PCs 
  manage to trick or dominate a concierge, he can help 
  guide them past a few known hazards; reduce the number 
  of obstacles the PCs encounter by one (minimum one) 
  during the Traversing the Serpents’ Den challenge (see 
  page 21). Situations in which the PCs harm other Aspis 
  employees or cause property damage are anathema to the 
  concierge’s interests, likely allowing him to attempt a new 
  saving throw against ongoing domination effects. Should 
  he break free, he attempts to feign compliance until he 
  can best betray the PCs—likely during an upcoming 
  encounter. However, even a charmed concierge’s loyalties 
  and standing orders are too strong to allow him to lead 
  the PCs deeper into the building.
  Once the PCs complete this encounter, transition to 
  the Traversing the Serpents’ Den challenge on page 21.
  Rewards: If the PCs fail to defeat or decisively bypass 
  this encounter, reduce each PC’s gold earned as follows. 
  Ignore this adjustment if the PCs skipped this encounter 
  due to time constraints or because they fought Alexayn.
  Subtier 12–13: Reduce each PC’s gold earned by 2,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,566 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 3,133 gp.
  C. THE SEWER LANDING (CR 15 OR CR 17)
  Run this encounter only if the PCs chose to enter through 
  the sewer entrance. The PCs have as many 10- and 
  15-foot-long skiffs that they can paddle or punt through 
  the sewer tunnels. The group should determine which 
  PCs are in which boat (as well as the order in which the 
  boats travel). The PCs’ knowledge is sufficient to navigate 
  to less than a few hundred feet from the Aspis Building, 
  where a stone dock serves as one of the Consortium’s 
  many means of smuggling sensitive shipments into and 
  out of the building. The water in the sewer tunnels is 
  about 5 feet deep, and the water deepens to about 15 feet 
  in depth in the subterranean harbor. The PCs approach 
  from the south or the east.
  Creature: The Aspis agents sent to steal dragon eggs 
  in Varisia recovered what they thought to be a normal 
  specimen, but it hatched into an aberrant draconic 
  monstrosity on the voyage back to Cheliax. Suspecting 
  that a froghemoth with green dragon blood would be 
  hard to sell, the Consortium’s beast handlers instead 
  chose to raise the scaly creature and train it as a 
  guardian. The froghemoth has since grown a little too 
  big for the only home it has ever known, yet it remains 
  fairly content to accept handouts from the Consortium 
  in return for snatching up any trespassers who don’t 
  speak the right passwords. The froghemoth treats the 
  entire area as a swamp for the purpose of attempting 
  Stealth checks.
  As the PCs approach, the froghemoth lies in wait 
  underwater, intermittently spying on them with its 
  eyestalk. The murky water hides the predator’s form well, 
  and the PCs do not spot it unless they succeed at a DC 
  36 Perception check (DC 39 in Subtier 14–15). If able to 
  launch an ambush, the froghemoth waits until the first 
  boat docks at the stone pier.
  SUBTIER 12–13 (CR 15)
  DRACONIC FROGHEMOTH 
  CR 15
  Half-dragon froghemoth (Pathfinder RPG Bestiary 170, 136)
  N Huge dragon
  
  N
  C. The Sewer Landing
  F : Froghemoth
  Pathfinder Flip-Mat: Thieves’ Guild
  1 square = 5 feet
  F
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  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  
  20
  PATHFINDER SOCIETY SCENARIO
  Init +5; Senses all-around vision, blindsight 30 ft., darkvision 
  60 ft., low-light vision; Perception +28
  DEFENSE
  AC 32, touch 9, flat-footed 31 (+1 Dex, +23 natural, –2 size)
  hp 232 (16d8+160)
  Fort +15, Ref +8, Will +11
  Immune acid, electricity (partial), paralysis, sleep; Resist fire 10
  Weaknesses slowed by electricity
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee bite +24 (2d6+14/19–20 plus grab), 2 claws +22 (1d8+7 
  plus grab), 4 tentacles +22 (1d8+7 plus grab), tongue +22 
  (1d4+7 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks breath weapon (30-foot cone of acid once per 
  day, 16d6 acid damage, Reflex DC 28 half), constrict (1d6+14), 
  swallow whole (3d6+14 plus 6d6 acid, AC 21, 23 hp)
  TACTICS
  During Combat The froghemoth lashes out with its natural 
  attacks, saving its breath weapon until it can affect most 
  of its targets and perhaps sink a boat. If it is not sustaining 
  much damage, it attempts to swallow a PC or two.
  Morale If the froghemoth is reduced to 40 or fewer hit points, 
  its instinct is to hide underwater and hope that the PCs leave 
  it alone; it’s too big to flee this area without exposing itself 
  to more attacks. If attacks continue or it is fighting one or 
  more submerged foes, it fights to the death.
  STATISTICS
  Str 38, Dex 13, Con 30, Int 4, Wis 13, Cha 13
  Base Atk +12; CMB +28 (+32 grapple); CMD 39
  Feats Cleave, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill 
  Focus (Stealth)
  Skills Intimidate +10, Perception +28, Spellcraft +10, Stealth +18 
  (+26 in marshes), Swim +22; Racial Modifiers +8 Perception, 
  +8 Stealth in marshes
  Languages Draconic (cannot speak)
  SQ stunted appendages
  SPECIAL ABILITIES
  All-Around Vision (Ex) The draconic froghemoth’s stalked eyes 
  allow it to see in all directions at once. It cannot be flanked.
  Slowed by Electricity (Ex) Although a draconic froghemoth 
  is immune to damage from electricity, whenever it would 
  otherwise take such damage it is instead slowed for 1 round.
  Stunted Appendages (Ex) The draconic froghemoth does not 
  gain a fly speed from the half-dragon template, and its claws 
  count as secondary natural attacks. Instead, its stomach 
  churns with caustic juices, dealing additional acid damage to 
  creatures it swallows whole. Its swim speed also increases 
  to 50 feet.
  SUBTIER 14–15 (CR 17)
  THREE-MAW FROGHEMOTH 
  CR 17
  Unique half-dragon froghemoth (Pathfinder RPG Bestiary 170, 
  136)
  N Huge dragon
  Init +5; Senses all-around vision, blindsight 30 ft., darkvision 
  60 ft., low-light vision; Perception +35
  DEFENSE
  AC 32, touch 9, flat-footed 31 (+1 Dex, +23 natural, –2 size)
  hp 275 (19d8+190)
  Fort +16, Ref +9, Will +14
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 12–13: In the course of disciplining the 
  froghemoth, the Aspis Consortium has amputated two of 
  its tentacles (leaving it with only two tentacle attacks). This 
  abuse also gives the froghemoth the sickened condition and 
  reduces the save DC of its breath weapon to 24.
  Subtier 14–15: Apply the adjustments in Subtier 12–13 
  above. In addition, the froghemoth has only two mouths 
  (giving it only two bite attacks), and it must forgo both 
  bite attacks when using its many maws ability to swallow 
  an opponent.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Both Subtiers: The froghemoth loses its slowed by 
  electricity weakness, and is completely immune to electricity. 
  It uses the base saves of a dragon rather than an aberration, 
  which grants it a +5 bonus on Fortitude and Reflex saves. 
  Mental conditioning from Aspis agents has also granted it 
  a +5 bonus on Will saves. Apply the agile mythic template 
  (Pathfinder RPG Mythic Adventures 224) to the froghemoth. 
  This increases its AC by 2, its hit points by 8, its base speed 
  to 40 feet, and its swim speed to 60 feet. It also grants the 
  froghemoth a +20 bonus on initiative checks, mythic rank 1, 
  the evasion defensive ability (as the rogue class feature), 
  and the dual initiative mythic ability. 
  Dual Initiative (Ex): The monster gets two turns each 
  round, one on its initiative count and another on its initiative 
  count – 20. For example, if the monster’s initiative is 23, for 
  its first turn it could make a full attack (and take a 5-foot 
  step) at initiative 23, and for its second turn at initiative 3 
  it could take a move action and cast a spell. This allows the 
  monster to perform two actions per round that normally 
  take an entire round. For the purposes of spells and effects 
  that have a duration of a round or longer or trigger at the 
  beginning of the creature’s round or the start of its turn such 
  as saving throws against ongoing effects or taking bleed 
  damage), only the monster’s first turn each round counts 
  toward such durations.
  
  21
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Immune acid, electricity (partial), paralysis, sleep; Resist fire 10
  Weaknesses slowed by electricity
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee 3 bites +26 (2d6+14/19–20 plus grab), 2 claws +24 
  (1d8+7 plus grab), 4 tentacles +24 (1d8+7 plus grab), tongue 
  +24 (1d4+7 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks breath weapon (30-foot cone of acid once per 
  day, 19d6 acid damage, Reflex DC 29 half), constrict (1d6+14), 
  swallow whole (3d6+14 plus 10d6 acid, AC 21, 27 hp)
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 38, Dex 13, Con 30, Int 4, Wis 13, Cha 13
  Base Atk +14; CMB +30 (+34 grapple); CMD 41
  Feats Cleave, Improved Critical (bite), Improved Initiative, 
  Improved Iron Will, Iron Will, Lightning Reflexes, Lunge, 
  Multiattack, Power Attack, Skill Focus (Stealth)
  Skills Intimidate +10, Perception +35, Spellcraft +13, Stealth 
  +21 (+29 in marshes), Swim +22; Racial Modifiers +12 
  Perception, +8 Stealth in marshes
  Languages Draconic (cannot speak)
  SQ stunted appendages
  SPECIAL ABILITIES
  All-Around Vision (Ex) See Subtier 12–13.
  Many Maws (Ex) If the three-maw froghemoth begins its 
  turn with an opponent grappled and performs a full attack 
  action, it can use its swallow whole ability on that creature 
  as a free action in place of making a bite attack. It cannot 
  swallow more than one creature per round in this way. When 
  performing a full-attack action, the three-maw froghemoth 
  can forgo all of its bite and tongue attacks in order to use its 
  breath weapon as a free action.
  Slowed by Electricity (Ex) See Subtier 12–13.
  Stunted Appendages (Ex) See Subtier 12–13.
  A series of tunnels and stairs lead to the Aspis 
  Building’s basement, and from there to the ground floor. 
  Once the PCs complete this encounter, transition to the 
  Traversing the Serpents’ Den challenge on page 21.
  Rewards: If the PCs fail to defeat the froghemoth, 
  reduce each PC’s gold earned as follows. Ignore this 
  adjustment if the PCs skipped this encounter due to time 
  constraints or because they fought the mummy Alexayn.
  Subtier 12–13: Reduce each PC’s gold earned by 2,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,566 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 3,133 gp.
  TRAVERSING THE SERPENTS’ DEN
  Once the PCs have broken through one of the entrances, 
  they must wind their way through the Aspis Building’s 
  interior, a many-story array of workshops, meeting 
  rooms, offices, storage, lounges, training facilities, 
  visitor accommodations, and more. Although only a 
  fraction of the Consortium’s badge-holding members 
  undergo complete training here, the Aspis pride 
  themselves on maintaining the space and equipment 
  necessary to conduct all aspects of their operations in 
  their headquarters. There is far too much to explore in 
  the course of a single adventure; fortunately, the PCs’ 
  objective doesn’t require breaking into each and every 
  room. Instead, the PCs face several obstacles as they 
  wind their way up several floors and through impressive 
  galleries. After each challenge, the PCs also might find a 
  trove of useful information or gear (see Treasure below).
  During this challenge, the PCs encounter three 
  obstacles that the GM can select or determine at random 
  from the table below. Receiving key intelligence from 
  Alexayn in area A or using the Reporting Entrance reduce 
  the number of obstacles the PCs must face by one each, 
  and use of exceptional magic or skills such as find the path 
  should likewise reduce the number of obstacles by one 
  (minimum one). On the other hand, using the Shipping 
  Entrance increases the number of obstacles by one.
  Do not repeat any obstacle except Consortium Security, 
  and even then avoid presenting that obstacle twice in a 
  row if possible. Several of the PCs’ choices can modify 
  how many obstacles the PCs must overcome, though they 
  must always face at least one obstacle. Aim to resolve each 
  of these challenges in 5–10 minutes.
   
  1d6 
   
   
  Obstacle
   
  1–2 
   
   
  Consortium Security
   
  3–4 
   
   
  Countless Barriers
   
  5 
   
   
  Gallery of Fortune
   
  6 
   
   
  Guards and Wards
  Consortium Security: Although many of the Aspis 
  Building’s armed operatives have dispersed throughout 
  Ostenso to handle the other crises instigated by Suliji, 
  there are still groups patrolling the halls. A typical 
  such group includes approximately eight 3rd- to 5th-
  level NPCs, which pose virtually no combat threat to the 
  PCs at this level. Rather, they are a menace because they 
  can raise the alarm and earn the PCs more Awareness 
  Points. There are numerous ways in which the PCs might 
  dispatch or deceive these patrols. 
  Combat: For a group of high-level Pathfinders, there’s 
  little more satisfying than knocking down a bunch 
  of inferior Aspis goons. Rather than run an actual 
  encounter, allow each PC to take a full round worth of 
  actions, such as casting a spell, performing a full attack 
  action, or the like. Treat the agents’ AC as 18 and their 
  saving throw bonuses as +4 each (increase these to 20 and 
  +6 in Subtier 14–15). If the PCs’ total damage dealt equals 
  at least 50 points per PC (75 points per PC in Subtier 14–15), 
  
  22
  PATHFINDER SOCIETY SCENARIO
  they defeat the patrol before anyone can call for help. If 
  the PCs do not meet that total, they defeat the agents but 
  earn 1 Awareness Point. If they do not deal damage equal 
  to at least half that value, many agents raise the alarm, 
  earning the PCs 2 Awareness Points. For the purpose of 
  this calculation, any damaging effects that could affect 
  three or more targets increase their effective damage 
  dealt by 50%. If the PCs use a spell that would severely 
  hamper the agents’ ability to flee or call for help (such 
  as silence or wall of stone), treat that spell as though it had 
  dealt damage equal to 10 times the spell’s level.
  Deception: The PCs might use any number of methods to 
  trick or evade the patrols. In most cases, this should involve 
  one PC taking the lead on a DC 25 skill check. Before the 
  lead PC rolls the check, the other PC should each attempt 
  the same check at DC 20 or an unrelated check at DC 25; 
  for each failed secondary check, increase the lead PC’s 
  check DC by 5. For example, the lead PC might attempt a 
  Bluff check with several other PCs attempting DC 20 Bluff 
  checks to support her story, another attempting a DC 25 
  Disguise check to avoid suspicion, and another attempting 
  a DC 25 Stealth check to avoid notice altogether. Let the 
  players roleplay their deception for a few minutes, and 
  consider awarding as much as a +10 bonus on the lead PC’s 
  check for exceptional circumstances, canny excuses, or 
  other great ideas. Increase the primary check’s DC by 5 and 
  the secondary checks’ DCs by 2 in Subtier 14–15.
  If the lead PC fails the check, the patrol tries to raise 
  the alarm. Treat this as the combat solution above, but 
  each PC only receives a standard action with which to 
  deal damage or cast spells.
  Countless Barriers: The Aspis Building is no fortress, 
  but it does sport scores of mechanical and magical barriers 
  that can slow intruders. Believing that security has been 
  compromised, Mr. Khayn has invoked several basic 
  precautions, including locking down key passageways. 
  As the PCs follow Suliji’s trail to the restricted area, they 
  must either overcome or find a way around mundane 
  doors, portcullises, magical walls, and arcane locks.
  Rather than describe and roll a new check for every 
  barrier, this obstacle involves four of the following 
  checks: Disable Device (DC 30), Escape Artist (DC 30), 
  Intelligence (DC 18), Strength (DC 16), and Wisdom (DC 
  18). Alternatively, a PC can attempt a DC 16 dispel check 
  using dispel magic or cast other spells that allow the group 
  to negate a magical barrier or bypass it completely (e.g. 
  dimension door or passwall). Only allow a single spell or 
  roll for each of the four checks, and the PCs cannot use 
  the same ability or skill check more than once; they 
  inevitably encounter something with no lock to pick or 
  that resists physical force. In Subtier 14–15, increase the 
  DCs of the skill checks by 5 and the DCs of ability and 
  caster level checks by 2.
  If the PCs succeed at three or four checks, they easily 
  bypass the obstacle. If they succeed at only two, they make 
  progress but attract attention along the way, earning 
  them 1 Awareness Point. If they succeed at fewer than two 
  checks, they earn 1 Awareness Point and have to take a 
  massive detour that increases the number of obstacles 
  they must face during this scene by one.
  Gallery of Fortune: Not every passage sees regular 
  use, and some routes through the Aspis Building have 
  insidious effects on all but a few operatives. Among these 
  is the Gallery of Fortune, a high-ceilinged hallway lined 
  with portraits and busts of the Consortium’s greatest 
  leaders, moneymakers, and innovators—at least those 
  whose identities and involvement the organization hasn’t 
  kept secret. The area has a grim reputation for granting 
  future prosperity to a rare few and afflicting all others 
  with bad luck. As a result, agents-in-training sometimes 
  use the Gallery of Fortune as a hazing ritual, pushing 
  recruits to travel its length and gaze upon the deceased 
  moguls. Those who don’t look at the art at all tend to 
  escape unscathed but earn the ridicule of their peers.
  Word of this obscure hall and juvenile ritual rarely 
  spreads beyond the Aspis Building, so knowing the 
  information above requires a successful DC 30 Knowledge 
  (local) check. In order to overcome this obstacle, the PCs 
  must reach the other end of this 100-foot-long gallery, 
  either traversing the hall or finding an alternate route 
  that might expose the PCs to other perils. If the PCs 
  elect to circumnavigate the challenge, they intuit an 
  equally viable route with a successful DC 30 Knowledge 
  (engineering) or Survival check (DC 35 in Subtier 14–
  15)—or with powerful abilities or magic such as find the 
  path. If they fail the check, they wander for a time, earn 
  1 Awareness Point as they waste time, and otherwise 
  successfully bypass the obstacle. If they fail by 10 or more, 
  they only find more trouble, earning them 1 Awareness 
  Point and increasing the number of obstacles they must 
  face by one.
  The depictions of Aspis leaders are not haunted or 
  trapped in any traditional sense. Instead they bear a 
  psychic resonance akin to a hazard that afflicts unfamiliar 
  creatures with one or more curses; those disguised as 
  a specific, well-regarded Aspis agent can potentially 
  trick the portraits (Perception +20). A PC can sense 
  this unnatural presence with spells like detect psychic 
  resonanceOA and detect undead, and any defenses against 
  psychic abilities and undead apply to this obstacle. Any 
  PC who traverses the area is subject to a gaze attack 
  (against which the PC can avert or close her eyes if warned 
  ahead of time). Each affected PC must succeed at a DC 25 
  Will save or receive the curse of failure below. Those who 
  fail the save by 5 or more also earn one of the secondary 
  curses below: clouded vision, haunted, or lame. If an 
  
  23
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  oracle or other PC with the curse class feature is affected 
  by the secondary curse, she also treats her effective oracle 
  level as 1 for the purpose of calculating the benefits of 
  her curse(s). Any creature wearing or carrying a wayfinder 
  especially offends the spirits, increasing the save DC by 
  3. The curses last until removed by break enchantment, 
  remove curse, or a similar effect. The effective caster level 
  of the curse is 13th (0r 15th, in Subtier 14–15).
  Curse of Failure: Terrible luck follows the PC. She 
  becomes unable to remove any magic items that grant 
  her a luck bonus, and all luck bonuses instead apply an 
  equal penalty to the affected rolls and statistics. She is 
  unable to benefit from any effects that allow her to roll 
  multiple dice and take the better result, and whenever she 
  would reroll a die, she instead rolls two dice and takes the 
  lower result. Finally, the PC always rolls initiative checks 
  twice and takes the lower result; if she would normally 
  roll multiple dice and take the better initiative result, she 
  instead rolls a single die.
  Clouded Vision: The PC’s eyes are obscured, making it 
  difficult for her to see. She cannot see anything beyond 
  30 feet.
  Haunted: Malevolent spirits follow the PC wherever she 
  goes, causing minor mishaps and strange occurrences 
  (such as unexpected breezes, small objects moving on 
  their own, and faint noises). Retrieving any stored item 
  from her gear requires a standard action, unless it would 
  normally take longer. Any item she drops lands 10 feet 
  away from her in a random direction.
  Lame: An unshakable malaise overtakes the PC, 
  reducing her base speed by 10 feet if her base speed is 
  30 feet or more. If her base speed is less than 30 feet, her 
  speed is reduced by 5 feet.
  Guards and Wards: During a security incident, a 
  guards and wards triggers in several main thoroughfares, 
  ensnaring intruders and causing them to wander in 
  circles. In order to proceed, the PCs must identify and 
  overcome these magical defenses. 
  Rather than map, describe, and detail every twist and 
  turn, this obstacle involves four of the following skill 
  checks and saves: Knowledge (arcana, DC 30), Perception 
  (DC 40), Spellcraft (DC 30), Reflex (DC 23), and Will (DC 
  23). With the exception of the Reflex saves, these rolls all 
  involve compulsions, enchantments, and illusions, so if 
  a PC has a bonus on checks against such effects, he can 
  apply them here. Alternatively, a PC can attempt a DC 22 
  dispel check using dispel magic or cast other spells that 
  allow the group to negate a magical barrier or bypass it 
  completely (e.g. dimension door or passwall). Only allow a 
  single spell or roll for each of the four checks, and the 
  PCs cannot use the same ability or skill check more 
  than once; the guards and wards effect presents sundry 
  challenges that cannot all be disbelieved or thwarted 
  with arcane know-how. In Subtier 14–15, increase the DC 
  of the skill checks by 5 and the DCs of saving throws and 
  caster level checks by 2.
  If the PCs succeed at four or five checks, they easily 
  bypass the obstacle. If they succeed at only three, they 
  make progress but attract attention along the way, 
  earning them 1 Awareness Point. If they succeed at fewer 
  than three checks, they earn 1 Awareness Point and have 
  to take a massive detour that increases the number of 
  obstacles they must face during this scene by one.
  Treasure: Each time the PCs are done dealing with 
  an obstacle, they find one of the following caches of 
  important documents or obscure treasures if they didn’t 
  receive the worst possible result of that obstacle. They 
  always find the Patrons’ plans first. Afterward, either 
  select a treasure at random or choose one that one or more 
  of the PCs would find especially exciting. The PCs may 
  chose to face additional obstacles to gain more treasures, 
  at the risk of racking up more Awareness points. After 
  the PCs have faced all of their required obstacles, inform 
  them of this option.
  Patrons’ Plans: Although the Patrons craft most of their 
  proposals in the secure heart of the Aspis Building, early 
  versions of those plans must still reach the desks of critical 
  intermediaries and high-ranking agents who would be 
  responsible for executing those initiatives. The PCs come 
  across a cluster of offices reserved for silver and gold agents, 
  several of which have these drafts open atop desks for 
  review. Even with a casual perusal, the PCs can assess that 
  these are proposals for action in the Lands of the Linnorm 
  Kings (Knowledge [geography]), in Mendev (Knowledge 
  [local]), in the Mwangi Expanse (Knowledge [nature]), 
  and somewhere beyond the Material Plane (Knowledge 
  [planes]). If a PC succeeds at the region’s DC 20 Knowledge 
  check, she is able identify valuable supporting evidence 
  and make better sense of that plan as detailed below, in 
  turn providing the Society important forewarning.
  A Patron named Stichalto the Cynic is attempting to 
  get two campaigns off the ground. He has secured key 
  contacts and potential turncoats along the border between 
  Irrisen and the Lands of the Linnorm Kings, enabling 
  the Aspis Consortium to transport supplies to the beset 
  Ulfen border towns. Once he has their trust and stable 
  routes, he intends to poison their food shipments in 
  advance of an Irriseni offensive—all in exchange for a 
  generous payment from the White Witches. Stichalto has 
  also lifted the moratorium on underhanded practices in 
  Mendev, following the successful conclusion of the Fifth 
  Mendevian Crusade. His plan to overcharge Nerosyan for 
  shipments of staples while eliminating local competitors 
  is partly underway, and he has identified a sizeable 
  population of low templars as idle mercenaries willing to 
  raid the reclaimed territories for Sarkorian goods–even if 
  
  24
  PATHFINDER SOCIETY SCENARIO
  it means undermining the Mendevian efforts to resettle 
  those lands and construct fortifications against another 
  demonic incursion.
  The Patron Iaovin Ratarion has spent the better part of 
  10 years expanding Aspis operations in Bloodcove in the 
  Mwangi Expanse, but the vigilant Ekujae elves and people 
  of Nantambu have prevented the Consortium from freely 
  exploiting the Expanse’s riches. His proposal would 
  weaken Nantambu’s eastern defenses and simultaneously 
  goad the charau-ka of Usaro to attack, buying local Aspis 
  agents several years in which to snatch up resources 
  without local resistance. The office’s occupant has penned 
  the question, “What happens if the charau-ka completely 
  overrun the Expanse?” in the margins, but Iaovin has 
  either not responded yet or believes that prospect is 
  a non-issue.
  Finally, the Patron Kaera Hightower reports good 
  progress on the Plane of Earth, where the Consortium’s 
  investment in a mercenary company known as the 
  Carnelian Corps has paid significant dividends. She cites 
  her past successes tied to the Hao Jin Tapestry campaign to 
  justify directing further resources to the Opaline Vault, 
  the seat of the shaitan genie empire.
  Badge of the Charlatan (CL 5th, aura none): This gold 
  Aspis badge simultaneously provides all benefits of a ring 
  of invisibility and a hat of disguise. As a standard action, the 
  wielder can transform it into any other badge of authority 
  with which she is familiar. The badge is under a constant 
  greater magic auraUI effect to appear nonmagical.
  Belt 
  of 
  Many 
  Forms 
  (CL 
  8th; 
  aura 
  moderate 
  transmutation):  This flexible belt provides a +6 
  enhancement bonus to its wearer’s choice of Strength, 
  Dexterity, or Constitution. The wearer can change 
  the bonus to apply to a different ability score once per 
  day as a standard action. Treat the ability score bonus 
  as a temporary bonus for the first 24 hours after its 
  type changes. The belt also grants additional benefits 
  depending upon the ability score selected, granting 
  all of the benefits of the one of the following magic 
  items: belt of the weaselUE (Dexterity), elemental earth beltUE 
  (Constitution), or minotaur beltUE (Strength)
  Headband of Mental Adaptability (CL 8th; aura moderate 
  transmutation): This headband functions as a belt of many 
  forms above, except that it grants its +6 enhancement 
  bonus to Intelligence, Wisdom, or Charisma, and 
  it grants the benefits of one of the following items: 
  headband of ponderous recollectionUE (Intelligence), headband 
  of unshakable resolveUE (Wisdom), or rod of splendor 
  (Charisma). The skills granted by the Intelligence option 
  are fixed at the time of creation (one of which must be a 
  Knowledge skill). 
  Development: Once the PCs overcome the obstacles, 
  they reach the Argent Atrium (area D).
  D. THE ARGENT ATRIUM (CR VARIES)
  Most of the Consortium’s higher echelons maintain 
  offices in the upper half of the towering Aspis Building, 
  far from any windows or other access points that would 
  allow rivals to spy on their work. The only publicized 
  means of accessing this restricted area is through the 
  Argent Atrium, an interior plaza that serves as a meeting 
  place for operatives of all stripes—especially those 
  hoping to climb the ranks by attaching themselves to 
  the high and mighty. Two sets of stairs lead up 10 feet to 
  a security checkpoint to the north. Other doors lead to 
  offices, scriptoriums, and meeting rooms.
  Polished flagstones and meticulous masonry line the floor and 
  walls of this atrium, whose mirrored ceiling and small skylights 
  seem positioned to channel sunlight throughout the entire 
  chamber. The floor bears an intricate serpent design inlaid 
  with silver, and two sets of stairs ascend to a balcony and two 
  heavy doors.
  Creatures: The head of security is a grizzled veteran 
  of countless heists named Mr. Khayn, and he has used 
  his numerous channels to track the PCs’ approximate 
  position and likely destination over the course of their 
  infiltration. Capable as he is, he is unaware that Suliji 
  Peshar has already slipped past the checkpoint into the 
  Patrons’ offices beyond. He does, however, have ample 
  reason to believe that whatever the PCs are up to they’re 
  not supposed to be here whoever they’re with. Mr. 
  Khayn’s not normally one for flowery speeches, and recent 
  events have put him in a sour mood, so after a brief and 
  disapproving introduction and preamble, he offers the 
  PCs one chance to show themselves out of the building. 
  If they don’t comply, he doesn’t mind chatting for a while 
  longer. After all, the more time they spend talking, the 
  more time he has for his reinforcements to arrive; if the 
  PCs spend a considerable amount of time trying to make 
  their case to Mr. Khayn, they earn 1 Awareness Point. 
  Convincing Mr. Khayn that there’s another intruder 
  who’s a mutual enemy is not necessarily impossible, but 
  even if he believes the PCs, the head of security believes 
  that bringing armed, unapproved visitors into the 
  restricted area is a very bad idea. It’s far preferable handle 
  one problem at a time by getting the PCs off the premises 
  first. If the PCs don’t cooperate, Mr. Khayn reluctantly 
  but confidently attacks.
  The silver insignia is not just a decorative feature 
  denoting this area’s importance; it’s also the ritual focus 
  for a nemhain, the spectral horror that arose when one of 
  the Aspis Building’s previous security directors willingly 
  sacrificed herself to continue serving the Consortium. 
  Mr. Khayn is loyal to the Patrons and has selected this 
  atrium for this confrontation because of the undead ally, 
  
  N
  D. The Argent Atrium
  N : Nemhain
  M : Mr. Khayn
  N
  M
  1 square = 5 feet
  25
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  but even he considers her utter devotion unsettling. The 
  insignia has hardness 8 and 60 hit points.
  Finally, Mr. Khayn has called in a number of extraplanar 
  allies who are on their way—namely several shaitans 
  who belong to the Carnelian Corps mercenary outfit. In 
  order to reach this area, they arrive outside the building 
  and use their earth glide ability to travel straight up into 
  the atrium, arriving at random in any of the six marked 
  locations. See the Awareness Points sidebar on page 28 for 
  more details on how many genies appear and when.
  BOTH SUBTIERS
  SHAITANS (UP TO 4) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 143; see page 46)
  TACTICS
  During Combat The shaitans prefer to cut down enemies in 
  melee, using quickened glitterdust to mark enemies they 
  can only sense with tremorsense. They enjoy pushing feeble 
  targets into walls using their stone curse ability.
  Morale The Carnelian Corps contract with the Consortium is 
  important, and the shaitans fight bravely so long as Mr. 
  Khayn does. If he falls, a shaitan flees if reduced to 20 or 
  fewer hit points or faced with unbeatable odds.
  SHAITAN PASHAS (UP TO 2) 
  CR 13
  Advanced shaitan (Pathfinder RPG Bestiary 143)
  LN Large outsider (earth, extraplanar)
  Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +23
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 189 (18d10+90)
  Fort +17, Ref +9, Will +15
  Immune electricity
  OFFENSE
  Speed 20 ft., burrow 60 ft., climb 20 ft.
  Melee mwk scimitar +23/+18/+13/+8 (1d8+5/18–20) or 
  2 slams +17 (2d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery
  Spell-Like Abilities (CL 18th; concentration +20)
  At will—plane shift (willing targets to elemental planes, 
  Astral Plane, or Material Plane only), meld into stone, 
  soften earth and stone, stone shape, veil (self only)
  3/day—quickened glitterdust (DC 14), rusting grasp, stone 
  tell, stoneskin, wall of stone, wish (to nongenies only)
  1/day—earthquake, transmute mud to rock, transmute rock 
  to mud
  
  Mr. Khayn
  26
  PATHFINDER SOCIETY SCENARIO
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 12–13: When delivering a touch spell with its 
  bound spirits, the lesser nemhain must first use a standard 
  action to cast the spell. Remove the nemhain’s profane 
  regeneration ability. Treat the PCs’ Awareness Point total as 
  2 lower when calculating any reinforcements.
  Subtier 14–15: Replace the nemhain with a lesser 
  nemhain from Subtier 12–13.
  Make the following changes for groups that 
  explicitly agreed to a greater challenge.
  Subtier 12–13: Treat the PCs’ Awareness Point 
  total as 3 higher when calculating any reinforcements. 
  All shaitans appear 1 round faster than they normally 
  would. Replace each of the first two shaitans 
  with a shaitan pasha from Subtier 
  14–15. The shaitans’ contract 
  authorizes the pashas to cast 
  wish up to three times at Mr. 
  Khayn’s behest. These wishes 
  do not directly harm the 
  PCs but rather can create 
  obstacles, heal Mr. Khayn, 
  or enhance his combat 
  abilities. Good examples 
  include 
  casting 
  reach 
  greater polymorph to 
  turn Mr. Khayn into a 
  girallon, casting reachAPG heal, or providing 
  him the benefits of righteous might. Mr. Khayn 
  need merely voice his desire, and the pasha casts the spell on 
  its turn. The contracts also oblige them to use effects such as 
  resurrection and heal to allow him to make further wishes if 
  he is incapacitated.
  Subtier 14–15: Treat the PCs’ Awareness Point total as 
  3 higher when calculating any reinforcements. All shaitans 
  appear 1 round faster than they normally would. Replace 
  the first, second, and third shaitans with pashas. Each of the 
  shaitan pashas is authorized to grant wishes, as detailed 
  above. Add a lesser nemhain from Subtier 12–13 to the 
  encounter; both nemhains use the silver insignia as their 
  ritual focus. Mr. Khayn has consumed a potion of strong 
  jawAPG (CL 12th), increasing his unarmed damage to 6d8.
  TACTICS
  Use the shaitans’ tactics above.
  STATISTICS
  Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
  Base Atk +18; CMB +24 (+28 bull rush); CMD 35 (37 vs. bull 
  rush)
  Feats Combat Casting, Great Fortitude, Greater Bull Rush, 
  Improved Bull Rush, Improved InitiativeB, Iron Will, 
  Lightning Reflexes, Power Attack, Quicken Spell-Like Ability 
  (glitterdust), Toughness
  Skills Acrobatics +1 (–3 when jumping), Appraise +23, 
  Bluff +23, Climb +34, Craft (gemcutting) +21, Knowledge 
  (engineering) +23, Perception +23, Sense Motive +23, 
  Spellcraft +23
  Languages Aquan, Auran, Common, Ignan, 
  Terran; telepathy 100 ft.
  SQ metalmorph, stone curse, stone glide
  Gear mwk scimitar
  SPECIAL ABILITIES
  Earth Mastery (Ex) A shaitan 
  gains a +1 bonus on attack and 
  damage rolls and a +2 bonus on 
  opposed Strength-based checks 
  if both it and its foe are touching 
  the ground. It takes a –4 penalty on 
  attack and damage rolls against 
  airborne or waterborne opponents.
  Metalmorph (Su) As a standard 
  action, a shaitan can touch a 
  single metal object of no more 
  than 10 pounds and transform it 
  into any other metal for 1 day.
  Stone Curse (Su) If a shaitan 
  succeeds at a bull rush combat 
  maneuver check by 5 or more 
  and pushes its target into a stone barrier, the 
  target must succeed at a DC 19 Reflex save or 
  be forced into the barrier as if the target had 
  cast meld into stone until the target succeeds at a DC 19 
  Fortitude save as a full-round action to exit the stone. The 
  save DCs are Strength-based.
  Stone Glide (Su) This functions as the earth elemental’s earth 
  glide ability, except the shaitan can move through stone, 
  dirt, crystal, or metal.
  SUBTIER 12–13 (CR VARIES)
  MR. KHAYN 
  CR 15
  Human brawler (steel-breaker) 15 (Pathfinder RPG Advanced 
  Class Guide 23, 88)
  LE Medium humanoid (human)
  Init +2; Senses Perception +23
  DEFENSE
  AC 27, touch 15, flat-footed 22 (+8 armor, +2 Dex, +3 dodge, +4 
  natural)
  hp 132 (15d10+45)
  Fort +16, Ref +16, Will +15
  OFFENSE
  Speed 30 ft.
  
  27
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Melee unarmed strike +25/+20/+15 (2d6+8/19–20) or
  unarmed strike flurry of blows +23/+23/+18/+18/+13/+13 
  (2d6+8/19–20) or
  mwk silver short sword +24/+19/+14 (1d6+5/19–20) or
  dagger +23/+18/+13 (1d4+6/19–20)
  Ranged dagger +17 (1d4+6/19–20)
  Special Attacks brawler’s flurry, close weapon mastery, 
  knockout 2/day (DC 23), martial flexibility 10/day, stunning 
  fist (15/day, DC 20), sunder training (sunder +5, disarm +4)
  TACTICS
  Before Combat Mr. Khayn knows that there’s at least one 
  intruder nearby, so he drinks a potion of barkskin (CL 9th) 
  and potion of heroism (CL 12th); their effects are already 
  incorporated into his statistics. See the Awareness Points 
  sidebar on page 28 for other actions he takes before combat.
  During Combat On the first round of combat, Mr. Khayn 
  activates his boots of speed and then spends a swift action 
  to activate his martial flexibility to gain three feats. Good 
  choices include Greater Disarm, Pummeling StyleACG, and 
  Pummeling ChargeACG. He prefers to disarm or sunder his foes’ 
  gear, depriving them of what they need to fight him on an 
  even footing. When possible, he prefers to use his brawler’s 
  flurry, interspersing combat maneuvers to put his foes at a 
  disadvantage. He is mindful of arcane spellcasters and takes 
  modest risks in order to reach and neutralize them. 
  Morale Mr. Khayn is a professional with a generous 
  resurrection clause in his contract. He fights to the death.
  STATISTICS
  Str 22, Dex 14, Con 14, Int 12, Wis 16, Cha 11
  Base Atk +15; CMB +23 (+29 disarm, +25 grapple, +32 sunder, 
  +27 trip); CMD 36 (42 vs. disarm, 38 vs. grapple, 43 vs. 
  sunder, 38 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, 
  Greater Sunder, Greater Trip, Improved Critical (unarmed 
  strike), Improved Disarm, Improved Grapple, Improved 
  Sunder, Improved Trip, Improved Unarmed Strike, Iron Will, 
  Power Attack, Stunning Fist, Tiring Critical
  Skills Acrobatics +21, Climb +15, Intimidate +20, Knowledge 
  (local) +16, Perception +23, Profession (bodyguard) +13, 
  Ride +11, Sense Motive +23, Swim +15
  Languages Common, Halfling
  SQ brawler’s cunning, exploit weakness, martial training
  Gear +4 chain shirt, daggers (4), mwk silver short sword, 
  amulet of mighty fists +2, belt of giant strength +2, boots 
  of speed, cloak of resistance +3, headband of inspired 
  wisdom +2, steelhand circleUE, 118 gp
  SPECIAL ABILITIES
  Best of the Best (Ex) Mr. Khayn ability scores are derived using 
  25-point buy, and he has the wealth of an NPC 1 level higher 
  than normal. This increases his CR by 1.
  LESSER NEMHAIN 
  CR 12
  NE Medium undead (incorporeal)
  Init +10; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 23, flat-footed 16 (+6 deflection, +6 Dex, 
  +1 dodge)
  hp 161 (14d8+98); profane regeneration 5
  Fort +10, Ref +12, Will +15
  Defensive Abilities incorporeal; Immune undead traits; Resist 
  acid 10, fire 10
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +16 touch (2d8 plus 1d4 Con drain)
  Spell-Like Abilities (CL 12th; concentration +18)
  3/day—slay living (DC 21), telekinesis (DC 21)
  1/day—harm (DC 22), wall of force
  TACTICS
  Before Combat The nemhain flits between the rooms south 
  of the atrium, listening for signs of conflict and occasionally 
  peeking through a wall to watch for intruders.
  During Combat The nemhain uses its mobility and spell-like 
  abilities to soften up targets and isolate targets—even sealing 
  off a hallway to deny spellcasters and ranged specialist from 
  participating in the encounter.
  Morale The nemhain is sworn to defend the Aspis Building and 
  fights until destroyed. 
  STATISTICS
  Str —, Dex 22, Con —, Int 23, Wis 23, Cha 23
  Base Atk +10; CMB +16; CMD 33
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Lightning Reflexes, Mobility, Toughness
  Skills Bluff +20, Diplomacy +20, Fly +31, Intimidate +23, 
  Knowledge (arcana) +23, Knowledge (religion) +23, Perception 
  +23, Sense Motive +23, Spellcraft +23, Stealth +23
  Languages Common; telepathy 100 ft.
  SQ rejuvenation
  SPECIAL ABILITIES
  Bound Spirits (Su) A nemhain is surrounded by a whirling cloud 
  of spirits that are bound to her—often the spirits of close 
  relatives or friends she had in life. As a swift action, she can 
  direct these bound spirits to strike at any creature within 30 
  feet as a ranged touch attack (with an attack bonus of +16). 
  These spirits can be used to cause damage as if the nemhain 
  had touched the target with her incorporeal touch, or they 
  can be used to deliver a harm or slay living effect. Using 
  these spirits to deliver one of these spell-like abilities is a 
  swift action; the nemhain does not need to take a standard 
  action to cast the spell-like ability, but it still counts against 
  the number of times per day she can use that spell-like ability. 
  The nemhain can also send these spirits as a group up to 1 
  mile away to act as scouts; they have a fly speed of 60 feet 
  (perfect). She can observe and listen through them, but as 
  long as they don’t share her space, she can’t use them to 
  deliver ranged touch attacks. These spirits are impervious 
  to almost all attacks and magic, save the following: dispel 
  
  28
  PATHFINDER SOCIETY SCENARIO
  evil, raise dead, or resurrection. Such spells cause the spirits 
  to vanish and to be useless to the nemhain for 1 hour. True 
  resurrection makes the spirits useless for 24 hours.
  Profane Regeneration (Su) This ability functions like 
  regeneration except the nemhain has it despite the fact that 
  she lacks a Constitution score. A nemhain reduced to 0 hit 
  points is staggered instead of destroyed while her profane 
  regeneration is active. As long as her profane regeneration is 
  active, a nemhain ignores all damage that would reduce her 
  hit points below 0.
  Rejuvenation (Su) All nemhains are tied to a ritual object 
  used in their creation. This object is typically a large statue, 
  pillar, or monolith. Until this object is destroyed, a destroyed 
  nemhain automatically rejuvenates back to full hit points 1d4 
  days after she is destroyed, always appearing adjacent to 
  her ritual object.
  SUBTIER 14–15 (CR VARIES)
  MR. KHAYN 
  CR 15
  Human brawler (steel-breaker) 16 (Pathfinder RPG Advanced 
  Class Guide 23, 88)
  LE Medium humanoid (human)
  Init +2; Senses Perception +24
  DEFENSE
  AC 28, touch 16, flat-footed 22 (+8 armor, +2 Dex, +4 dodge, +4 
  natural)
  hp 140 (16d10+48)
  Fort +18, Ref +18, Will +16
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +26/+21/+16/+11 (2d10+8/19–20) or
  unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 
  (2d10+8/19–20) or
  mwk silver short sword +25/+20/+15/+10 (1d6+5/19–20) or
  dagger +24/+19/+14/+9 (1d4+6/19–20)
  Ranged dagger +18 (1d4+6/19–20)
  Special Attacks awesome blow, brawler’s flurry, close weapon 
  mastery, knockout 3/day (DC 24), martial flexibility 11/day, 
  stunning fist (17/day, DC 21), sunder training (sunder +5, 
  disarm +4)
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 23, Dex 14, Con 14, Int 12, Wis 16, Cha 11
  Base Atk +16; CMB +24 (+30 disarm, +26 grapple, +33 sunder, 
  +28 trip); CMD 38 (44 vs. disarm, 40 vs. grapple, 45 vs. 
  sunder, 40 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, 
  Greater Sunder, Greater Trip, Improved Critical (unarmed 
  strike), Improved Disarm, Improved Grapple, Improved 
  Sunder, Improved Trip, Improved Unarmed Strike, Iron Will, 
  Power Attack, Stunning Fist, Tiring Critical
  Skills Acrobatics +22, Climb +15, Intimidate +21, Knowledge 
  (local) +16, Perception +24, Profession (bodyguard) +15, 
  Ride +11, Sense Motive +24, Swim +15
  Languages Common, Halfling
  SQ brawler’s cunning, exploit weakness, martial training
  Other Gear +4 chain shirt, daggers (4), mwk silver short sword, 
  amulet of mighty fists +2, belt of giant strength +2, boots 
  of speed, cloak of resistance +4, headband of inspired 
  wisdom +2, monk’s robe, steelhand circleUE, 118 gp
  SPECIAL ABILITIES
  Best of the Best (Ex) Mr. Khayn ability scores are derived using 
  25-point buy, and he has the wealth of an NPC 1 level higher 
  than normal. This increases his CR by 1.
  NEMHAIN 
  CR 15
  hp 225 (Pathfinder RPG Bestiary 5 182; see page 47)
  TACTICS
  Use the tactics from Subtier 12–13.
  Development: If the PCs defeat Mr. Khayn in such a 
  way that they can question him, he is very frank about 
  not being in any position to stop the PCs but also having 
  a vested, professional interest in not assisting them in 
  AWARENESS POINTS
  The PCs’ Awareness Point total heavily influences how much 
  warning Mr. Khayn had to prepare for this confrontation 
  as well as how seriously he takes the PCs as a threat 
  when calling in backup. Make the following cumulative 
  adjustments based on the number of Awareness Point total 
  when combat begins. In Subtier 14–15, the replace the first 
  shaitan and the third shaitan with a shaitan pasha.
  0 or fewer: Make no changes to the encounter.
  1: At the beginning of the second round, one shaitan 
  arrives and acts immediately.
  2–3: During this encounter, Mr Khayn can reroll a single 
  d20 roll after seeing the result and use the higher of the two 
  results. Increase the number of shaitans to two.
  4–5: Increase the number of shaitans to three. Any genies 
  beyond the first two appear at the beginning of the third 
  round of combat.
  6–7: Mr. Khayn has consumed a special extract that grants 
  him a +2 luck bonus on attack rolls, skill checks, and saving 
  throws as well as a +2 luck bonus to his AC during the 
  encounter. His number of rerolls increases to two.
  8: Mr. Khayn has consumed an extract that grants him 
  true seeing during the encounter. Increase the number of 
  shaitans to four.
  9: Increase Mr. Khayn’s luck bonuses to +4.
  10 or more: Mr. Khayn gains an additional reroll for each 
  additional Awareness Point the PCs have beyond 9.
  
  Nemhain
  29
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  whatever they’re planning. After all, his maintaining his 
  position and the Consortium’s trust relies on his doing 
  his job to the best of his ability, and even though he’s 
  now demonstrated that even the best of his ability was 
  insufficient for this incident, his compliance could be 
  grounds for termination and blacklisting. As far as he’s 
  concerned, using enchantment magic to make him break 
  his vows would be akin to salting farm fields or making 
  a paladin break her vows to add insult to injury. If the 
  PCs instead use Intimidate or more mundane methods 
  to interrogate him, he holds less of a grudge.
  Mr. Khayn knows the layout of the inner offices to the 
  north, and he carries a key to unlock the checkpoint doors 
  that stand between here and there. He understands that 
  three of the Patrons are currently in residence, though 
  many of them maintain alternate means of entering and 
  exiting the building that can occasionally circumvent Mr. 
  Khayn’s surveillance—as he notes with a shrug, “Magic.” 
  He has no reason to believe that anyone unauthorized 
  has entered the area, and even those authorized persons 
  are all Patrons. He also knows that the Patrons’ wing is 
  beyond his jurisdiction for installing and maintaining 
  traps and other stationary defenses, so each Patron might 
  have his or her own tricks to repel attackers.
  Should the PCs use compulsion magic to force 
  Mr. Khayn to accompany them, he treats 
  most actions past the checkpoint as 
  actions against his nature for the 
  purpose 
  of 
  attempting 
  new 
  saving throws. In the event 
  that he breaks free in sight 
  of a threatened Patron, he 
  takes whatever actions seem 
  necessary and most likely to 
  save that Patron’s life.
  Rewards: If the 
  PCs fail to defeat 
  Mr. Khayn, reduce 
  each 
  PC’s 
  gold 
  earned 
  as follows. 
  Subtier 12–13: Reduce each 
  PC’s gold earned by 3,000 gp.
  Out of Subtier: Reduce each PC’s 
  gold earned by 3,850 gp.
  Subtier 14–15: Reduce each PC’s gold 
  earned by 4,700 gp.
  E. THE HALL OF BLADES (CR 17 
  OR CR 19)
  The nearby checkpoint doors 
  (hardness 5, hp 20, Strength 
  DC  23, Disable Device 30) are 
  more a formality than an obstacle 
  for high-level PCs. Before the PCs enter, they hear a 
  magical message from Suliji, addressing each PC by 
  name before adding, “I expected nothing less from you. 
  Welcome, friends. We have much to discuss!” Beyond lies 
  a much smaller series of halls leading to Patrons’ offices, 
  meeting rooms, and several showy galleries. Suliji began 
  to abandon caution here, employing a few spells and 
  attacks to neutralize the opposition. Her violent display 
  leaves a sufficient trail for the PCs to find their way to the 
  Hall of Blades, an immense lounge and display case for 
  edged weaponry from across Golarion.
  Hundreds, likely thousands of swords, knives, and other 
  blades of nearly every size and curvature adorn this gallery, 
  which includes both cases and stands as well as fireplaces and 
  comfortable chairs, as if also serving as an ostentatious lounge. 
  Edged weapons even comprise the frames of three chandeliers 
  that cast cheery, magically sustained light throughout the hall.
  Each of the central display cases is a 3-foot-tall wooden 
  cabinet topped with a 1-foot-high glass-paneled case 
  containing a variety of weapons. Several hardwood 
  partitions (hardness 5, hp 20, Strength DC 20) stand 
  between the room’s columns, breaking the hall into 
  a variety of spaces. Each of the eight straight 
  partition panels bears a tall glass-fronted 
  display 
  cabinet 
  containing 
  yet 
  more weapons; the two curved 
  partitions have no displays, 
  only chairs. A number 
  of glass cabinets line 
  the room’s perimeter, 
  alongside 
  numerous 
  suits of armor.
  As long as a creature 
  is adjacent to a display 
  case of any type, he can 
  draw 
  any 
  masterwork 
  heavy blade or light blade 
  from that case as if picking 
  it up off the ground. He can 
  continue to do so within 
  reason, 
  and 
  at 
  the 
  GM’s discretion, a case 
  might 
  only 
  contain 
  a few daggers or a 
  single exotic weapon of a 
  particular type.
  Hazard: Above, the three 
  chandeliers are made of dozens 
  of sharpened blades each, and 
  they make deadly improvised 
  weapons 
  and 
  hazards. 
  If 
  a 
  
  N
  E. The Hall of Blades
  S : Suliji
  I
  : Iaovin Ratarion
  I
  S
  C
  C : Corrupted Avenger
  B : Blade Golem
  B2
  B1
  1 square = 5 feet
  30
  PATHFINDER SOCIETY SCENARIO
  creature destroys the brass chain holding one aloft, it 
  falls, dealing 4d6 slashing damage and entangling any 
  creatures occupying the 10-foot-square space beneath it 
  (Reflex DC 18 negates). A fallen chandelier is treated as 
  difficult terrain. A blade golem (see Creatures below) can 
  also snap off a chandelier within its reach as a move action 
  that does not provoke an attack of opportunity and wield 
  it as an improvised weapon (chandelier +19/+14/+9/+4 
  [2d10+12]) that breaks after hitting three times.
  Creatures: Suliji Peshar has cornered one of the 
  Patrons, a crafty Chelish businessman named Iaovin 
  Ratarion (LE male human aristocrat 5/rogue 6). Iaovin’s 
  richly embroidered jacket is rumpled and his normally 
  dismissive countenance shaken from being manhandled 
  by Suliji. He now slouches in a chair in a daze following 
  her ongoing questioning. During any combat, Iaovin 
  behaves as a noncombatant, though he is nonetheless 
  in danger. He has an effective Armor Class of 14, saving 
  throw bonuses of +9 each, and 64 hit points.
  Suliji is a far more effective negotiator than she is an 
  interrogator, but Iaovin finds her threats of physical 
  violence more than sufficient to cooperate. Even if 
  Iaovin doesn’t recognize the PCs or their affiliation, he 
  identifies them as his potential saviors. He tries to send 
  subtle visual cues to the PCs that he is in need of help and 
  that Suliji is a dangerous woman—Suliji easily notices 
  these during any conversation, but such messages do not 
  threaten her plans.
  She’s aware that Pathfinders have been shadowing her 
  and thwarting several of her plans over the past weeks, 
  and she can readily piece together the PCs’ affiliation 
  unless they’ve taken extraordinary steps to disguise 
  themselves. She sees the PCs as former unwitting allies 
  turned rivals whom she might convince to become 
  accomplices. As a result, she capitalizes on their shared 
  hatred of the Aspis Consortium and attempts to convince 
  them to help her kill the resident Patrons, beginning 
  with Iaovin Ratarion. The PCs are likely to be skeptical of 
  this offer, but Suliji is ready with reasons why they should 
  help her assassinate the Consortium’s powerbrokers 
  while they can; she makes extensive use of her glibness-
  enhanced bonus on Bluff checks to convey her sincerity. 
  Note that her ongoing mind blank prevents the PCs from 
  detecting the glibness. 
  Suliji is a skilled negotiator who has used her tongue, 
  wits, and talent for deception to turn a setback into a 
  victory many times in the past. She identified the PCs 
  as rising stars in the Pathfinder Society during her time 
  
  Iaovin 
  Ratarion
  31
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  as Three Rings, and she knows enough about them to 
  address them by name and reference their deeds. Use the 
  PCs’ Chronicle sheets as a guide to their most impressive 
  accomplishments—she pays them compliments if the 
  opportunity arises. While reviewing Chronicle sheets, 
  also check to see if the PCs have played adventures in 
  which they have benefited from her information (see Are 
  you Three Rings? below). If any of the PCs are half-
  orcs, she also appeals to their shared racial 
  adversities, in part spinning her actions as 
  a way of defying stereotypes and ultimately 
  elevating their kind beyond their neighbor’s 
  brutish stereotypes. Depending on the 
  PCs’ factions, Suliji adds more details that 
  she thinks might interest them. If there are 
  Dark Archive PCs, Suliji promises to explain 
  secrets from the Hall of Blades. If there 
  are Exchange PCs, she mentions all the 
  opportunities for the Exchange to flourish 
  as the Consortium’s stranglehold 
  shrinks (especially if the PCs 
  ask questions about the power 
  vacuum). If there are Grand 
  Lodge PCs, she makes sure to 
  mention her respect for the 
  Society, her previous aid to the 
  Society, and her desire to work 
  with the Society in the future. 
  If there are Liberty’s Edge PCs, 
  Suliji mentions that a weaker Aspis 
  Consortium is one of the best possible 
  ways to combat slavery in the Inner 
  Sea region, emphasizing her targets’ 
  ties to slavery in the Mwangi Expanse (Iaovin Ratarion), 
  Plane of Earth (Kaera Hightower), and Irrisen (Stichalto). 
  If there are Scarab Sage PCs, Suliji plays up her admiration 
  and respect for the sages as a fellow Garundi scholar of 
  antiquities, and she tentatively agrees to a conversation 
  with Tahonikepsu if a PC attempts to recruit her to the 
  Scarab Sages for a faction journal card goal. If there are 
  Silver Crusade PCs, Suliji emphasizes Stichalto’s plans to 
  harm Mendev for his own profits and the many evils the 
  Consortium has pursued. If there are Sovereign Court 
  PCs, she expresses her admiration for their organization’s 
  willingness to get things done behind the backs of the 
  government bureaucracies that failed to do so, and offers 
  her support in their future endeavors.
  The PCs’ likely questions and objections and Suliji’s 
  responses appear below for the GM to read or paraphrase 
  as best suits the scene. Despite her precautions against 
  truth-telling magic, Suliji’s responses are a mixture of 
  truth, exaggerations, and cherry-picking the fragment 
  of the truth that she thinks the PCs are most likely to 
  agree with, rather than complete falsehoods—after all, 
  statements with a kernel of truth are easier to defend. 
  A PC with a Sense Motive skill formidable enough to 
  oppose her Bluff skill believes that while she might be 
  exaggerating to make a strong sell, Suliji is genuine in the 
  offers that she makes. She is a consummate opportunist, 
  and she rarely rejects a plan outright if it could prove 
  profitable to her. If she reveals her feelings about 
  Joliryn, such PCs realize that while she is a bit 
  embarrassed about her emotional response 
  to the halfling’s death, Suliji is being 
  genuine, perhaps the most honest she’s been 
  throughout the conversation.
  Who are you? Suliji rolls her neck before 
  answering. “I am Suliji Peshar, daughter 
  of a cactus farmer, student of antiquities, 
  ally of the Society, and thorn in the 
  Consortium’s side.”
  Who is your hostage? “This is 
  the esteemed Iaovin Ratarion, a 
  Patron of the Aspis Consortium. 
  He cleans up nicely, so it is easy to 
  overlook the blood of the innocent 
  upon his hands. To his credit, though, 
  he has delegated the lion’s share of 
  atrocities to his agents abroad.”
  Are you Three Rings? “I am 
  indeed the person who has 
  been providing the Society with 
  crucial intelligence as of late. You 
  have so many enemies that hide in 
  the shadows. I caught the light upon 
  my mirror to reveal them to you. 
  Think of all of the plots you could not have thwarted 
  without my assistance.” Check to see if any PC has a 
  Chronicle sheet from #7–03: The Bronze House Reprisal, 
  #7–07 Trouble in Tamran, #7–15: The Deepmarket Deception, 
  or #7–22: Bid for Alabastrine. If they do, Suliji is likely to 
  refer to the assistance she provided them in Magnimar, 
  Nirmathas, Goka, or Druma, respectively, as a part of 
  her argument.
  Were you just manipulating the Society this whole 
  time? “Were the Aspis agents whose plans you stopped 
  in their tracks my opponents as well? Yes, but that does 
  nothing to diminish the value of my contributions 
  toward your cause.”
  We can’t trust you. You betrayed even your allies (e.g. 
  Professor Kramolag and Jhandorage Vaulnder Alexayn). 
  “Ah, the ambitious Inphira Kramolag and Master 
  Alexayn, queen and king of hypocrisy. The professor’s 
  experiments, as I’m sure you’ve seen, are abominations 
  that twist, corrupt, and destroy. And our esteemed 
  founder wasn’t willing to accept renewed prominence if 
  
  32
  PATHFINDER SOCIETY SCENARIO
  it didn’t come in exactly the way he wanted. I agree that 
  I’m an iconoclast willing to end a few lives and break a 
  few conventions to avert a disaster or overthrow a reviled 
  regime. But of course, you’re Pathfinders and have done 
  the same, even if under a different banner and while 
  telling yourself a less bitter story about why you’ve stolen, 
  trespassed, and killed. Perhaps it’s best to hold each other 
  at arm’s length, but that doesn’t mean we cannot work 
  together to accomplish something good.”
  We can’t trust you. You’ve caused so much harm to 
  the Society. Suliji offers a conciliatory shrug. “It is true 
  that among my actions to assist the Society, I have dealt 
  them harm as well. After all, there was no way to uncover 
  the information I leaked to you about your biggest 
  enemies within the Consortium without at least token 
  participation on my part. Then again, you’ve thwarted a 
  few of my side plans recently as well—most impressively, 
  I might add. I am inclined to take that more as a token 
  that you are worthy allies than an excuse for umbrage. 
  The Aspis have harmed the Society, the Society has 
  harmed the Aspis, and they both have harmed me. We’re 
  in a cycle that has continued for decades and will persist 
  for centuries so long as the shadowy leaders continue to 
  pit their pawns against one another. If you want to see an 
  end to the tragedy, we must break that cycle by breaking 
  the leaders.” Suliji waves a hand consolingly. “I don’t 
  mean the Decemvirate, though I suppose I’m open to 
  discussion if you insist. I mean the Patrons.”
  Killing the Patrons will ruin the Consortium and 
  bring chaos to the Inner Sea region. “Yes, the serpent’s 
  body does thrash for a time once you cut off its head. 
  Fortunately, no matter how you look at it, this does not 
  spell disaster, nothing of the sort, really. If you love 
  tradition, the nations of the Inner Sea are staunch, and 
  their laws and cities are more than strong enough to 
  withstand a temporary stir. If you love chaos, think of 
  the new growth that might emerge once the towering 
  tree falls and lets the sun shine upon the forest floor 
  once more. The Aspis have been smothering all sorts of 
  less deplorable businessfolk out of the market with their 
  stranglehold on trade. Any vacuum will be relatively 
  small and filled with healthy competition, including, I 
  suspect, from the Society and its allies”
  What do you get out of all of this? or Why are you doing 
  this? “My goals are straightforward. Break apart the 
  Consortium’s monopoly, shatter its strength, and carve 
  a niche for my own. I appreciate wealth and power, yet I 
  don’t have the stomach for much more violence. You can 
  continue uncovering relics without Aspis interference, 
  and I can retire out of the way to a prosperous shipping 
  company along eastern Garund. I’ll be happy to send any 
  tips your way if I see something I think would interest 
  you.” If some of the PCs are good-aligned, despite Suliji’s 
  embarrassment about her emotional reaction to Joliryn’s 
  death, she figures the truth may soften the PCs’ view 
  towards her and make them more likely to side with her, 
  so she adds, “Truth be told, the Patrons killed someone I 
  cared about recently. That’s when I started to re-evaluate 
  this life, and that’s when I realized they needed to go.” If 
  any of PCs has the Spoils of the Siege (Joliryn) boon from 
  #6–98: Serpent’s Rise, she turns to Iaovin and adds “This 
  is for Joliryn.””
  We want more than that from you. You say you’re our 
  ally, but will you prove it and officially join the Pathfinder 
  Society? “I’m not up to becoming a field agent, but if 
  the Society can produce agents as impressive as you, I 
  suppose I would be a fool not to agree to act as a contact 
  and ally. Even if the Consortium bore a grudge for that, 
  I’d doubt they would have the nerve to pursue it.”
  We were told not to kill the Patrons or We shouldn’t 
  spark hostilities with the Aspis. “You are in the heart of 
  their operation with a dagger to their throat. You can give 
  this conflict a merciful death by eliminating some of the 
  most depraved souls you’ll likely ever meet, or you can 
  let these battles continue, condemning hundreds more to 
  die. Did someone ask you to stay your blade, or did they 
  ask you to recognize an opportunity and seize it?”
  It’s better we keep the devil we know than leave a 
  vacancy for an even worse organization. Suliji shakes her 
  head slowly. “I have been forced to extremes to oppose 
  the Consortium, yet hope to set my blade aside soon. 
  The Patrons plot to poison countries just so that they 
  might sell the antidote. This man alone is responsible for 
  many of the Society’s ills over the past decade. Besides, I 
  dare say the Society’s own Exchange faction would be an 
  excellent group to fill that vacancy, and far more agreeably 
  that the Consortium does, no?” If the PCs confront Suliji 
  with their evidence that she was hoping to undermine 
  Thuvia in order to exploit its sun orchid elixir trade, she 
  smoothly tries to pin those actions—or at least the extent 
  of that plan—on Kitio Aspenthi, the Aspis gold agent who 
  oversees Thuvian operations and directed most of the 
  Korholm Agenda’s operations.
  We’re considering your offer, but we already promised 
  Alexayn we would kill you for betraying him. “I have 
  reason to understand our esteemed founder and the way 
  he thinks more than any other living person. What he 
  cares about are the end results, the better to convince 
  himself that his charitable acts justified what he did to 
  build his fortune. Given that I’m doing what he asked 
  right now, I am certain he would accept the lives of the 
  Patrons who obscured his legacy over my own.”
  What do you want us to do? “Two other Patrons—
  Stichalto the Cynic and Kaera Hightower—are in 
  residence. Stichalto plans to undermine Mendev for 
  profit and betray the Ulfen to the white witches, while 
  
  33
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Kaera was the mastermind behind that entire Hao Jin 
  Tapestry business four years ago. Eliminate them, and 
  avenge the Pathfinders they killed. I will deal with this 
  one and obscure signs of our passage. Kaera has few 
  defenses, though I understand that Stichalto’s dealings 
  with the witches of Irrisen have granted him a powerful 
  protector of some sort. If you’re worried that they might 
  have a way to return from the dead, I can provide you with 
  the means to both prevent that and render poetic justice 
  for your Master of Spells.”
  What happens after we help you? “We go our separate 
  ways, and I scatter breadcrumbs implicating a savage, 
  internal power struggle that resulted in dead Patrons. I 
  didn’t plan it this way originally, but there’s no reason we 
  couldn’t give Alexayn what he wants and give him all the 
  credit. Nobody need know of your involvement, if you wish 
  it. Of course, if you would prefer to make the Consortium 
  understand just what will happen if they dare to attack 
  the Pathfinders again, we can easily send them that 
  message instead.” Suliji’s affirmation is an exaggeration 
  of both the effort she plans to take help the PCs hide their 
  involvement and her faith in her own ability to outwit all 
  of the resources the Aspis Consortium can bring to bear 
  in an investigation.
  Over the course of the All for Immortality series, the PCs 
  have received multiple warnings about Suliji Peshar and 
  the potential results of her plan. However, but this point 
  in their careers, the PCs have become influential power 
  players in the Society who make decisions that affect the 
  entire Inner Sea region. It’s up to them to decide how to 
  proceed, and their decision here will have consequences 
  for the Consortium for years to come. After all, as Marcos 
  Farabellus likely noted at the beginning of the scenario, 
  they might have to weigh the opportunities and decide 
  what is best. If the PCs agree, see the Development section 
  at the end of this encounter.
  Even if the PCs ultimately refuse her invitation, Suliji 
  is personally familiar with spell durations and pushes 
  for the discussion to last at least 2 minutes to outlast the 
  most ephemeral of enchantments the PCs might have 
  cast before entering the room. All of her spells referenced 
  in her tactics last for an hour or more except shield (16 or 
  18 minutes), so her spells likely outlast theirs. If she hears 
  spellcasting outside, Suliji even casts ghost sound to create 
  the illusion that someone’s on the verge of executing a 
  captive, goading the PCs to burst into the room before 
  they can finish their spellcasting routines—at which 
  point she begins her pitch. Note that as an occultist, her 
  spellcasting has no verbal components, so the PCs can’t 
  hear it from outside.
  Suliji’s deep connection to ancient and exotic 
  collections resonates with the Hall of Blades, and many 
  of the weapons are temporarily attuned to her psychic 
  abilities. If combat begins, these weapons spring from 
  their cases in her defense. Most accumulate into vaguely 
  humanoid giants comprised of swords, behaving in many 
  ways like clockwork golems. Once Suliji had cornered 
  Iaovin here, she took a few minutes to linger over one of 
  the most powerful blades, a holy avenger, which she imbued 
  with a fraction of her mind. Her villainous focus has 
  begun corrupting this blade, and it bears an ephemeral 
  intelligence that animates it much like a dancing weapon 
  that can fly and strike independently.
  Should the PCs and Suliji fight, Iaovin Ratarion 
  prioritizes his own safety first. If the PCs expressed an 
  interest in ensuring he survives the encounter, he looks 
  for low-risk opportunities to sneak to one of the side cases 
  and retrieve one of the weapons he thinks could help the 
  PCs (see Treasure below)—especially if one or more PCs 
  is relying on a replacement weapon after Mr. Khayn or 
  the corrupted avenger breaks their primary armaments.
  SUBTIER 12–13 (CR 17)
  SULIJI PESHAR 
  CR 16
  Female half-orc occultist 16 (Pathfinder RPG Occult 
  Adventures 46)
  NE Medium humanoid (human, orc)
  Init +5; Senses aura sight, blindsight 40 ft., darkvision 60 ft.; 
  Perception +22
  DEFENSE
  AC 32, touch 11, flat-footed 30 (+11 armor, +1 Dex, +5 natural, 
  +4 shield)
  hp 187 (16d8+112)
  Fort +21, Ref +12, Will +16; +8 resistance vs. divination and 
  mind-affecting effects
  Defensive Abilities orc ferocity; DR 10/adamantine (150 
  points); SR 27
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee +5 adamantine falcata +23/+18/+13 (1d8+9/17–20/×3)
  Ranged energy ray +15 touch (8d6+1)
  Implement Schools
  Abjuration (armor, 8 points [7 currently]) Resonant—
  warding talisman; Focus—energy shield, loci sentry, mind 
  barrier, planar ward
  Conjuration (mirror, 1 point) Resonant—casting focus; 
  Focus—servitor (summon monster VI)
  Evocation (gloves, 2 points) Resonant—intense focus 
  (+1 damage for evocations); Focus—energy ray, light 
  matrix, radiance
  Illusion (ring, 4 points) Resonant—distortion (20% miss 
  chance); Focus—cloak image, minor figment
  Transmutation (falcata, 9 points) Resonant—physical 
  enhancement; Focus—legacy weapon, mind over gravity, 
  telekinetic mastery
  
  Suliji Peshar
  34
  PATHFINDER SOCIETY SCENARIO
  Occultist Spells Known (CL 16th; concentration +22)
  6th (2/day)—cold ice strikeUM (DC 22), disintegrate (DC 22), 
  heal, permanent image (DC 22), project image (DC 22), 
  repulsion (DC 22)
  5th (2/day)—false vision, interposing hand, overland flight, 
  seeming (DC 21), spell resistance, wall of stone
  4th (3/day)—dimension door, echolocationUM, fire shield, 
  greater invisibility, illusory wall (DC 20), stoneskin
  3rd (6/day)—cure serious wounds, dispel magic, 
  displacement, haste, lightning bolt (DC 19),  
  major image (DC 19)
  2nd (6/day)—blur, glitterdust (DC 18), mirror image, 
  perceive cuesAPG, resist energy, shatter (DC 18)
  1st (6/day)—decrepit disguiseOA (DC 17), floating disk, magic 
  aura, mount, pass without trace, shield
  0 (at will)—create water, dancing lights, ghost sound 
  (DC 15), message, resistance
  TACTICS
  Before Combat Suliji has cast numerous spells, activated 
  several scrolls, and consumed a few potions to ensure that 
  her heist goes exactly as planned. She has cast echolocation, 
  overland flight, perceive cues, shield, spell resistance, 
  and stoneskin. She has also used a potion of barkskin 
  (CL 12th), a potion of heroism (CL 12th), a scroll 
  of fickle windsAPG (CL 15th), a scroll of keen edge, 
  a scroll of mind blank, a scroll of spell immunity 
  (CL 16th; choosing dimensional anchor, enervation, 
  and any other two spells of 4th level or lower 
  that the PCs are famous for casting), her 
  ring of spell turning, and her bracers of the 
  glib entertainer. Her allocated mental focus 
  grants her a +6 enhancement bonus to 
  her Constitution and a +4 resistance 
  bonus on all saving throws. She 
  has locked the gauntlet 
  wielding her falcata and 
  activated her radiance 
  ability on the blade. 
  Finally, she has expended 
  1 point of mental focus 
  to create a loci sentry 
  protecting the marked area. 
  These effects—including a reduction 
  in her remaining spells per day—are 
  all calculated into her statistics.
  During Combat Suliji is a flexible 
  combatant with many possible 
  strategies. She prefers spending 
  a round or 2 casting more self-
  enhancing spells and activating 
  legacy weapon or lobbing a 
  damaging ray before wading into 
  melee, but she happily adapts 
  depending on how effectively the PCs can get past her 
  animated allies. She makes ample use of her swift actions 
  and mental focus to shore up her defenses with energy 
  shield and mind barrier.
  Morale Suliji is willing to take considerable risks in order to 
  see her plan through, but she knows to cut and run with 
  dimension door if the fight seems unwinnable—such as if 
  she’s reduced to 35 or fewer hit points with little chance to 
  turn the tide, lost her minions, or been affected with spells 
  that remove her protections with little chance to turn the 
  tide, or if she’s lost her contingency and the PCs seem likely 
  to disable her again before her next turn. If she has a good 
  opportunity to finish off Iaovin Ratarion without hindering 
  her escape (such as with a cold ice strike), she takes it.
  STATISTICS
  Str 18, Dex 13, Con 20, Int 22, Wis 12, Cha 10
  Base Atk +12; CMB +18; CMD 27
  Feats Combat Expertise, Exotic Weapon Proficiency (falcata), 
  Extra Mental FocusOA, Improved Feint, Improved Initiative, 
  Power Attack, Skill Focus (Bluff), Toughness
  Skills Appraise +18, Bluff +24 (+44 to lie), Diplomacy +13, 
  Disable Device +15, Disguise +21, Intimidate +4, 
  Knowledge (arcana, history, planes, religion) +20, 
  Linguistics +18, Perception +22, Sense Motive +22, 
  Spellcraft +25, Use Magic Device +29; Racial 
  Modifiers +2 Intimidate
  Languages Abyssal, Aklo, Auran, 
  Celestial, Common, Draconic, Gnoll, 
  Ignan, Infernal, Kelish, Orc, Osiriani, 
  Polyglot, Undercommon
  SQ binding circles, fast circles, 
  implements 6, magic circles, magic 
  item skill, mental focus (21/day), 
  object reading, orc blood, outside 
  contact (3 names, information or 
  service), shift focus
  Combat Gear scroll of 
  dimension door; Other Gear +5 
  mithral breastplate of speed, 
  +5 adamantine falcataUE, belt of 
  giant’s strength +2, bracers of the 
  glib entertainerUE, headband of vast 
  intelligence +4, ring of friend shield, ring 
  of spell turning, sovereign glue, torc 
  of the trifecta (see below), vampiric 
  glovesUE, mwk thieves’ tools, 
  occultist’s implementsOA silver 
  mirror, 207 gp
  SPECIAL ABILITIES
  Able and Affluent (Ex) 
  Suliji’s ability scores are 
  derived using 20-point buy, 
  and she has the wealth of a PC 
  
  35
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  of her character level. This increases her CR by 1.
  Contingency (Su) Suliji used a high-level scroll of contingency 
  (CL 18th) to cast heal (CL 16th) when she would be unable 
  to act due to a condition heal can remedy (including being 
  unconscious from hit point damage).
  Torc of the Trifecta Suliji wears this brass torc around her neck. 
  It grants her the ability to wear and benefit from a third 
  magic ring, much as though she were wearing a hand of 
  the mage.
  BLADE GOLEM 
  CR 12
  Variant clockwork golem (Pathfinder RPG Bestiary 2 137)
  hp 118
  TACTICS
  During Combat The blade golem follows Suliji’s telepathic 
  cues, typically grabbing and binding a troublesome PC or 
  transforming into a wall of blades in order to cordon off part 
  of the battlefield.
  Morale The golem fights until destroyed.
  SPECIAL ABILITIES
  Eclectic Composition (Ex) A blade golem’s natural attacks 
  and special abilities are all treated as magic weapons and 
  overcome damage reduction as adamantine, cold iron, and 
  silver weapons. Its slam attacks deal both bludgeoning and 
  slashing damage.
  Versatile Strike (Su) Hundreds of masterwork and magical 
  blades comprise the golem’s body, and as a swift action it 
  can shift several blades with a particular enchantment into 
  its fists, adding one of the following effects to its natural 
  attacks. If it uses this ability to gain a different ability, the 
  previous benefit ends.
  Eldritch Strike: The golem gains a +2 enhancement bonus on 
  attack and damage rolls with its natural attacks.
  Energy Attacks: The golem’s natural attacks gain the flaming, 
  frost, or shock weapon special quality.
  Life-Drinking: The first time each round that the golem 
  deals damage with a natural attack, the target gains 1 
  temporary negative level that lasts for 12 hours.
  CORRUPTED AVENGER 
  CR 10
  Unique animated object
  NE Medium construct
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
  hp 86 (12d10+20)
  Fort +4, Ref +6, Will +6
  Defensive Abilities hardness 10; Immune construct traits; SR 21
  OFFENSE
  Speed fly 40 ft. (good)
  Melee slice +23/+18/+13 (1d8+14/17–20)
  Spell-Like Abilities (CL 15th; concentration +16)
  At will—greater dispel magic
  STATISTICS
  Str 22, Dex 15, Con —, Int 10, Wis 14, Cha 12
  Base Atk +12; CMB +23 (+27 sunder); CMD 30 (32 vs. sunder)
  Feats Cleave, Greater Sunder, Improved Critical (slice), 
  Improved Initiative, Improved Sunder, Power Attack
  Skills Fly +21, Knowledge (planes) +6, Knowledge (religion) +6
  TACTICS
  During Combat The corrupted avenger flies toward the PCs 
  and uses greater dispel magic either to indiscriminately 
  strip away a random spell using the area dispel option or 
  remove multiple spells from a target clearly benefiting 
  from and reliant upon multiple spells. It then harasses 
  vulnerable targets near the back of the group, moving 
  strategically to stymie spellcasters, follow archers, and 
  destroy enemy weapons.
  Morale The corrupted avenger fights until Suliji Peshar is 
  defeated, after which it falls to the ground at the end of its 
  next round.
  SPECIAL ABILITIES
  Corrupted (Ex) This holy avenger’s natural abilities are 
  suppressed and twisted by Suliji. Certain spells and effects 
  function differently against it, as noted below.
  • A protection from evil spell cast on the corrupted avenger 
  staggers the animated sword for 1d3 rounds (no save).
  • A dispel evil spell—or any other spell or effect that can cast 
  out an evil possessing entity—stuns the animated sword for 
  1 round (no save), and the sword must attempt a Will save 
  against the spell or become utterly inanimate and return to 
  its natural state: a holy avenger.
  • A good-aligned divine spellcaster can expend one daily use 
  of channel energy, judgment, or smite evil as a free action 
  when maintaining a grapple against the animated sword. 
  Doing so affects it as if it were targeted by dispel evil above. 
  The save DC against this effect is 18 and increases to 22 if 
  performed by a paladin.
  Slice (Ex) The corrupted avenger’s slice attack counts as a 
  manufactured weapon attack that deals slashing damage 
  and threatens a critical hit on a 19 or 20, as a longsword.
  SUBTIER 14–15 (CR 19)
  SULIJI PESHAR 
  CR 18
  Female half-orc occultist 18 (Pathfinder RPG Occult 
  Adventures 46)
  NE Medium humanoid (human, orc)
  Init +5; Senses aura sight, blindsight 40 ft., darkvision 60 ft.; 
  Perception +29
  DEFENSE
  AC 31, touch 11, flat-footed 30 (+11 armor, +1 Dex, +5 natural, 
  +4 shield)
  hp 228 (18d8+144)
  Fort +24, Ref +14, Will +19; +8 resistance vs. divination and 
  mind-affecting effects
  
  36
  PATHFINDER SOCIETY SCENARIO
  Defensive Abilities orc ferocity; DR 10/adamantine; Resist 
  acid 10, cold 10, electricity 10, fire 10, sonic 10; SR 27
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee +5 human-bane spell storing adamantine falcata 
  +24/+19/+14 (1d8+9/17–20/×3 plus 2d6 vs. human)
  Ranged energy ray +16 touch (9d6+1)
  Implement Schools
  Abjuration (armor, 10 points [9 currently]) Resonant—
  warding talisman; Focus—energy shield, loci sentry, mind 
  barrier, planar ward
  Conjuration (mirror, 1 point) Resonant—casting focus; 
  Focus—servitor (summon monster VI)
  Evocation (gloves, 2 points) Resonant—intense focus; 
  Focus—energy ray, light matrix, radiance, shape mastery
  Illusion (ring, 2 points) Resonant—distortion (10% 
  mischance); Focus—cloak image, minor figment
  Transmutation (falcata, 12 points) Resonant—physical 
  enhancement; Focus—legacy weapon, mind over gravity, 
  telekinetic mastery
  Occultist Spells Known (CL 18th; concentration +25)
  6th (4/day)—cold ice strikeUM (DC 23), contingency, 
  disintegrate (DC 23), heal, permanent image (DC 23), 
  project image (DC 23), repulsion (DC 23)
  5th (3/day)—false vision, interposing hand, overland flight, 
  seeming (DC 22), spell resistance, wall of force, wall 
  of stone
  4th (4/day)—dimension door, echolocationUM, fire shield, 
  illusory wall (DC 21), greater invisibility, sending, 
  stoneskin
  3rd (5/day)—cure serious wounds, deeper darkness, dispel 
  magic, displacement, haste, lightning bolt (DC 20), major 
  image (DC 20)
  2nd (6/day)—blur, darkness, glitterdust (DC 19), mirror 
  image, perceive cuesAPG, resist energy, shatter (DC 19)
  1st (6/day)—decrepit disguiseOA (DC 18), floating disk, magic 
  aura, mount, pass without trace, shield, shocking grasp
  0 (at will)—create water, dancing lights, ghost sound 
  (DC 17), light, message, resistance
  TACTICS
  Before Combat Suliji has cast numerous spells, activated 
  several scrolls, and consumed a few potions to ensure 
  that her heist goes exactly as planned. She has cast 
  echolocation, overland flight, perceive cues, shield, spell 
  resistance, and stoneskin. She has also used a potion of 
  barkskin (CL 12th), a potion of heroism (CL 12th), a scroll of 
  fickle windsAPG (CL 15th), a scroll of keen edge, a scroll of 
  mind blank, a scroll of spell immunity (CL 16th, choosing 
  dimensional anchor, enervation, and any other two spells 
  of 4th level or lower that the PCs are famous for casting), 
  her ring of spell turning, and her bracers of the glib 
  entertainer. Her allocated mental focus grants her a +8 
  enhancement bonus to her Constitution and a +5 resistance 
  bonus on all saving throws. She has locked the gauntlet 
  wielding her falcata and activated her radiance ability on 
  the blade. Finally, she has expended 1 point of mental 
  focus to create a loci sentry protecting the marked area. 
  These effects—including a reduction in her remaining spells 
  per day—are all calculated into her statistics.
  During Combat Use the tactics in Subtier 12–13.
  Morale Use the tactics in Subtier 12–13.
  STATISTICS
  Str 18, Dex 13, Con 22, Int 24, Wis 12, Cha 10
  Base Atk +13; CMB +19; CMD 28
  SCALING ENCOUNTER E
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 12–13: Remove the blade golem from the 
  encounter.
  Subtier 14–15: Remove one blade golem from the 
  encounter, and replace the corrupted avenger with the 
  corrupted avenger from Subtier 12–13.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 12–13: Add one blade golem to the encounter, 
  and replace the corrupted avenger with the corrupted 
  avenger from Subtier 14–15. Treat the PCs’ Awareness Point 
  total as 3 higher when deciding Suliji’s actions.
  Subtier 14–15: Apply the advanced simple template 
  to the blade golems. Increase the corrupted avenger’s fly 
  speed to 60 feet, its critical multiplier to ×3, and its hardness 
  to 20; it is made of adamantine and overcomes hardness 
  accordingly. Apply the agile mythic template (Pathfinder 
  RPG Mythic Adventures 224) to Suliji Peshar. This increases 
  her AC by 2, her hit points by 8, and her base speed to 60 
  feet. It also grants her a +20 bonus on initiative checks, 
  mythic rank 1, the evasion defensive ability (as the rogue 
  class feature), and the dual initiative mythic ability. Suliji 
  also gains immunity to daze. Treat the PCs’ Awareness Point 
  total as 3 higher when deciding Suliji’s actions.
  Dual Initiative (Ex): Suliji gets two turns each round, 
  one on her initiative count and another on her initiative 
  count – 20. For example, if Suliji’s initiative is 33, for her 
  first turn she could make a full attack (and take a 5-foot 
  step) at initiative 33, and for her second turn at initiative 
  13 she could take a move action and cast a spell. This 
  allows her to perform two actions per round that normally 
  take an entire round. For the purposes of spells and effects 
  that have a duration of a round or longer or trigger at the 
  beginning of Suliji’s round or the start of her turn such 
  as saving throws against ongoing effects or taking bleed 
  damage), only Suliji’s first turn each round counts toward 
  such durations.
  
  37
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  AWARENESS POINTS
  The PCs’ Awareness Point total heavily influences how long 
  Suliji has had to interrogate Iaovin Ratarion and prepare for 
  their arrival. Make the following cumulative adjustments 
  based on the number of Awareness Point total when combat 
  begins.
  1 or fewer: Make no changes to the encounter.
  2–6: Suliji has used sovereign glue to attach her partnered 
  ring of friend shield to Iaovin Ratarion’s right ring finger. This 
  ring splits the damage they take unless the PCs can suppress 
  the ring’s magic (CL 10th) or sever the Patron’s finger with 
  a melee slashing or piercing weapon (AC 24, 3 hit points). 
  Severing his finger deals him 10 points of damage.
  7 or more: Suliji has consumed her potion of shield of 
  faith and begins the encounter with 30 temporary hit points.
  Feats Combat Expertise, Exotic Weapon Proficiency (falcata), 
  Extra Mental FocusOA, Greater Feint, Improved Feint, Improved 
  Initiative, Power Attack, Skill Focus (Bluff), Toughness
  Skills Appraise +19, Bluff +26 (+46 to lie), Diplomacy +15, 
  Disable Device +17, Disguise +23, Fly +23, Knowledge 
  (arcana, history, planes, religion) +21, Linguistics +18, 
  Perception +29, Sense Motive +29, Spellcraft +29, Use Magic 
  Device +32; Racial Modifiers +2 Intimidate
  Languages Abyssal, Aklo, Auran, Celestial, Common, Draconic, 
  Gnoll, Ignan, Infernal, Kelish, Orc, Osiriani, Polyglot, 
  Undercommon
  SQ binding circles, fast circles, implements 7, magic circles, 
  magic item skill, mental focus (24/day), object reading, orc 
  blood, outside contact (3 names, information or service), 
  shift focus
  Combat Gear potion of shield of faith +5, ring of delayed 
  doomUE, scroll of dimension door, vampiric glovesUE; Other 
  Gear +5 mithral breastplate of speed, +5 human-bane spell 
  storing adamantine falcataUE, belt of giant’s strength +2, 
  bracers of the glib entertainerUE, coat of energy resistance 
  (see below), headband of vast intelligence +6, ring of 
  friend shield, ring of spell turning, sovereign glue, torc of 
  the trifecta (see below), mwk thieves’ tools, occultist’s 
  implementsOA, silver mirror, 207 gp
  SPECIAL ABILITIES
  +5 Human-Bane Spell-Storing Adamantine Falcata Suliji has 
  stored dispel magic (CL 18th) in this falcata.
  Able and Affluent (Ex) Suliji’s ability scores are derived using 
  20-point buy, and she has the wealth of a PC of her character 
  level. This increases her CR by 1.
  Coat of Energy Resistance Suliji’s coat occupies the body slot 
  and grants her resistance 10 to the following energy types: 
  acid, cold, electricity, fire, and sonic.
  Contingency (Su) Suliji cast contingency yesterday to grant 
  herself the benefits of heal (CL 18) when she would be 
  unable to act due to a condition heal can remedy (including 
  being unconscious from hit point damage).
  Torc of the Trifecta Suliji wears this brass torc around her 
  neck. It grants her the ability to wear and benefit from a 
  third magic ring, much as though she were wearing a hand 
  of the mage.
  BLADE GOLEMS (2) 
  CR 12
  Variant clockwork golem (Pathfinder RPG Bestiary 2 137, see 
  Subtier 12–13)
  hp 118
  TACTICS
  Use the tactics from Subtier 12–13.
  CORRUPTED AVENGER 
  CR 14
  Unique animated object
  NE Medium construct
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural)
  hp 119 (15d10+20)
  Fort +10, Ref +13, Will +12
  Defensive Abilities hardness 10; Immune construct traits; SR 
  25
  OFFENSE
  Speed fly 40 ft. (good)
  Melee slice +28/+23/+18 (1d8+17/17–20)
  Spell-Like Abilities (CL 18th; concentration +19)
  At will—greater dispel magic
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 26, Dex 17, Con —, Int 10, Wis 14, Cha 12
  Base Atk +15; CMB +28 (+32 sunder); CMD 36 (38 vs. sunder)
  Feats Cleave, Critical Focus, Flyby Attack, Greater Sunder, 
  Improved Critical (slice), Improved Initiative, Improved 
  Sunder, Power Attack
  Skills Fly +25, Knowledge (planes) +7, Knowledge (religion) +8
  SPECIAL ABILITIES
  Corrupted (Su) See Subtier 12–13.
  Profane Resistance (Su) The corrupted avenger gains a +5 
  profane bonus on all saving throws.
  Slice (Ex) See Subtier 12–13.
  Treasure: There are numerous bladed weapons that 
  might outclass even what high-level PCs have acquired 
  in their adventures thus far. This encounter already 
  involves an exceptional amount of treasure that the PCs 
  might claim, so the GM is advised to include only two 
  to three of the following: flame tongue scimitar, a bastard 
  sword luck blade (contains only a single limited wish), +1 
  brilliant energy kukri, a +3 dispelling katanaUE (contains dispel 
  magic, CL 12th), a +1 speed adamantine elven curve blade, and 
  
  38
  PATHFINDER SOCIETY SCENARIO
  a dagger of deadly venom (functions as a dagger of venom 
  whose poison save DC is 20). As long as the PCs are able 
  to recover one or more of these blades, each PC earns the 
  Innovative Blade boon on his Chronicle sheet; if the PCs 
  destroy the corrupted avenger, cross the holy avenger off 
  that boon.
  Development: If the PCs agree to side with Suliji Peshar, 
  she provides them verbal instructions for how to reach the 
  other Patrons’ offices, and, if they wish, the means to trap 
  the Patrons’ souls to prevent resurrection—a pair of gems, 
  each one keyed specifically to one of the two targets.
  Stichalto the Cynic and Kaera Hightower are hiding 
  close to where Suliji said they would be. These Patrons 
  are incapable of putting up much of a fight against high-
  level PCs, and the PCs can defeat Kaera without difficulty. 
  She ordered her shaitan allies to reinforce Mr. Khayn, 
  and does not have any current defenders. Allow the 
  players to describe how they defeat this Patron. Stichalto, 
  however, calls a powerful draconic ally to protect him. If 
  the PCs pursue Stichalto, proceed to encounter F. In the 
  time it takes the PCs to deal with these Patrons, Suliji 
  executes Iaovin Ratarion, leaves them a hastily written 
  note thanking them for their assistance, and uses a 
  combination of magical and mundane means to escape 
  the Aspis Building—and Ostenso soon thereafter.
  If the PCs fight Suliji and capture her alive, she feigns 
  cooperation and attempts to escape later. If she has no 
  hope of escape and cannot whittle away at her captors’ 
  convictions enough to be set free, she resigns herself 
  to imprisonment. Fearing that she may be executed for 
  her crimes, she devotes her full attention to concocting 
  schemes to trick more gullible guards into setting her 
  free. While she’d rather not have to rely upon it, she has 
  a fully grown clone waiting for her in a safehouse, so if it 
  seems the PCs are considering a punishment that would 
  prevent her from returning, she prefers to die and trigger 
  her clone instead.
  Should Iaovin Ratarion survive the encounter, he 
  is briefly effusive in his gratitude before composing 
  himself and attempting to recoup his dignity in the face 
  of Pathfinders. He can help piece together any pieces of 
  the story that the PCs did not learn earlier in the series 
  or from Alexayn. He also invites the PCs to clean up “this 
  mess” (referring to whatever remains of Suliji) and show 
  themselves out without further incident. For all his poise 
  and scowling, Iaovin knows that he is vulnerable and 
  is safe only because the PCs see more value in keeping 
  him alive. Although it would be bad form to physically 
  abuse him or launch into a profane tirade, there’s room 
  for the PCs to have a little fun. After all, they’ve broken 
  into one of the most secure buildings in Ostenso, 
  thwarted an international scheme, defeated the assailant, 
  and effectively concluded the series of adventures; let 
  the players get in a few good one-liners, plant a knife 
  painfully close to Iaovin’s head, and remind him that 
  what the Society did once (i.e. break into the Aspis 
  Building) they can do again if the Consortium crosses 
  them again. The PCs have done something amazing, so 
  give them a moment to revel before marching out. 
  If Iaovin dies during the encounter, Stichalto the 
  Cynic, a tall but doughy Galtan exile, eventually emerges 
  from hiding to survey the carnage, offer his restrained 
  gratitude on behalf of the Consortium, and insist that 
  the Pathfinders leave before they cause further offense.
  Rewards: If the PCs fail to defeat Suliji, reduce each 
  PC’s gold earned as follows. Do not apply this reduction 
  if they instead team up with her to kill the three patrons.
  Subtier 12–13: Reduce each PC’s gold earned by 6,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 7,700 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 9,400 gp.
  F. STICHALTO’S LAST STAND
  The air inside this majestic parlor is frigid. A thin dusting of 
  snow coats the furniture, including plush sofas, masterfully 
  crafted tables, and statuary depicting fearsome beasts from 
  throughout Golarion. A sphere of ice hovers over a small wooden 
  stage. Within it, a portly Garundi man stands motionless.
  Run this encounter only if the PCs decide to track down 
  Stichalto the Cynic. Stichalto has locked and barricaded 
  the door to his private parlor (hardness 5, hp 40, Strength 
  DC 25, Disable Device 30). As the PCs approach, he triggers 
  his contingency plan. He shatters a globe containing a 
  raging snowstorm, encasing his body in an impenetrable 
  sphere of ice and placing his body in a state of suspended 
  animation, as per the spell temporal stasis. The sphere is an 
  artifact, and it radiates an overwhelming aura of abjuration 
  and a strong aura of transmutation. Any physical attacks 
  made against the sphere simply bounce off, and any 
  magical attacks targeting it rebound upon the spell’s 
  caster, using the caster’s attack roll and saving throw DC. 
  This sphere is connected to a three-headed dragon by an 
  intangible strand of swirling snow (see Creatures below). 
  If the dragon dies, the sphere shatters, dumping Stichalto 
  unceremoniously on the ground and breaking him out 
  of stasis. Otherwise, the protective effect expires after 1 
  day. In Subtier 14–15, both dragons are connected to the 
  sphere, and the PCs must slay both of them to destroy it. 
  See Development on page 40 for more details.
  SUBTIER 12–13 (CR 17)
  STICHALTO’S GUARDIAN 
  CR 17
  Variant khala (Pathfinder RPG Bestiary 5 151)
  CE Large dragon (cold)
  
  N
  F. Stichalto’s Last Stand
  S : Stichalto
  S
  G : Guardian
  G2
  G1
  GameMastery Map Pack: Palace
  1 square = 5 feet
  39
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Init +10; Senses blindsight 120 ft., darkvision 60 ft., low-light 
  vision; Perception +30
  DEFENSE
  AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
  hp 261 (18d12+144)
  Fort +19, Ref +17, Will +16
  Immune cold, disease, paralysis, sleep; Resist acid 10, 
  electricity 10; SR 28
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee 3 bites +27 (2d10+10/19–20 plus disease), tail +25 
  (2d8+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (60-ft. line, 8d6 cold damage 
  and 8d6 profane damage, Reflex DC 27 half, usable every 
  1d4 rounds), constrict (2d8+10), rend (2 bites, 2d10+15), 
  tenacious grapple
  Spell-Like Abilities (CL 18th; concentration +25)
  3/day—fickle windsUM, fire shield (chill shield only), empowered 
  ice storm, incendiary cloud (DC 25, deals cold damage)
  1/day—polar ray
  TACTICS
  Before Combat The khala has already cast fickle winds and fire 
  shield before the PCs arrive.
  During Combat The khala opens with its breath weapon before 
  switching to full attacks. If the PCs do not appear to be 
  resistant to cold, it uses its polar ray to soften one of them up.
  Morale The khala fights to the death to protect Stichalto.
  STATISTICS
  Str 30, Dex 22, Con 27, Int 22, Wis 21, Cha 25
  Base Atk +18; CMB +29 (+33 grapple); CMD 45 (can’t be tripped)
  Feats Alertness, Critical Focus, Empower Spell-Like Ability 
  (ice storm), Flyby Attack, Improved Critical (bite), Improved 
  Initiative, Multiattack, Power Attack, Staggering Critical, 
  Stunning Critical
  Skills Appraise +27, Bluff +28, Diplomacy +28, Fly +29, 
  Intimidate +28, Knowledge (geography) +27, Knowledge 
  (local) +27, Knowledge (nature) +27, Perception +30, Sense 
  Motive +30, Stealth +23, Survival +26
  Languages Abyssal, Aquan, Common, Draconic, Giant, Goblin
  SPECIAL ABILITIES
  Breath Weapon (Su) A khala can fire a jet of frigid liquid 
  infused with unholy energy from one of its three mouths, 
  dealing 8d6 points of cold damage and 8d6 points of 
  damage that results directly from profane energy and is 
  not subject to protections against cold damage (Reflex DC 
  27 half). Even if they succeed at the Reflex save, creatures 
  
  40
  PATHFINDER SOCIETY SCENARIO
  caught in the line who took any cold damage must succeed 
  at a DC 27 Fortitude save or be encased in ice. A trapped 
  creature must succeed at a DC 25 Strength check or DC 26 
  Escape Artist check as a full-round action to break free.
  Disease (Ex) Chillbane Fever: Bite—injury; save Fortitude 
  DC 27; onset 1 day; frequency 1/day; effect 1d4 Con 
  damage, sickened, and fatigued; cure 2 consecutive saves.
  Tenacious Grapple (Ex) A khala does not gain the grappled 
  condition if it grabs a foe with its tail, and it can maintain a 
  grapple with its tail as a swift action.
  SUBTIER 14–15 (CR 19)
  STICHALTO’S GUARDIANS (2) 
  CR 17
  hp 261 (see Subtier 12–13)
  SCALING ENCOUNTER F
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: A guardian has two heads instead of 
  three. In addition, she loses her polar ray spell-like ability, 
  and can only cast her 3/day spell like abilities once per day. 
  Her Constitution score decreases to 23, which reduces her hit 
  points by 36, her Fortitude save bonus to +17, and the DCs 
  of her disease and breath weapon to 25 each.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Both Subtiers: Treat the PCs’ Awareness Point total as 4 
  higher when deciding the benefits a guardian receives. A 
  guardian’s chillbane fever’s onset becomes immediate. Her 
  caster level increases to 22, and its SR increases to 32. She 
  gains a +4 profane bonus on attack rolls, damage rolls, and 
  saving throws, and she gains the ability to cast quickened 
  greater dispel magic three times per day. In addition, she 
  gains the block attacks and second save mythic abilities 
  (Pathfinder RPG Mythic Adventures 226, 228). 
  Block Attacks (Ex) Once per round when a guardian 
  would be hit by a melee or ranged attack, she can attempt 
  an attack roll at her highest bonus. If this result exceeds the 
  result from the attack against her, she is unaffected by the 
  attack (as if the attack had missed).
  Second Save (Ex) Whenever a guardian fails a saving 
  throw against an effect with a duration greater than 1 
  round, she can keep trying to shake off the effect. At the 
  start of her turn, if she’s still affected, she can attempt the 
  save one more time as a free action. If this save succeeds, 
  the effect affects her as if she had succeeded at its initial 
  saving throw. If the effect already allows another saving 
  throw on a later turn to break the effect (such as for hold 
  monster), this ability is in addition to the extra saving 
  throw from the effect.
  Development: Once the PCs defeat Stichalto’s draconic 
  guardians, a terrible, feminine cackle echoes throughout 
  the parlor, and then all of the snow in the room vanishes. 
  Stichalto has no credible way of defending himself 
  from the PCs. Allow the PCs to describe how they defeat 
  this Patron. 
  Rewards: If the PCs fail to defeat Stichalto’s guardians, 
  reduce each PC’s gold earned by the following amount. 
  Do not apply this reduction if they defeated Suliji Peshar.
  Subtier 12–13: Reduce each PC’s gold earned by 6,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 7,700 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 9,400 gp.
  CONCLUSION
  As the PCs conclude their infiltration of the Aspis 
  Building, the chaos and carnage throughout Ostenso 
  is coming under control of local authorities. The 
  Pathfinders have enough time to slip away from the Aspis 
  Building in order to dodge guard patrols, and even if the 
  PCs run afoul of such officers, an Aspis representative 
  or one of Suliji’s agents (depending on whom the PCs 
  ultimately aided) steps in to provide an alibi. The PCs 
  can make it back to their ship out of the city, where they 
  reunite with the NPC Pathfinder teams. The survivors 
  are shaken by their trials, but as long as the casualties 
  were fairly low, the teams are also proud of what they saw 
  and accomplished. This is a great opportunity to briefly 
  relay any optional encounters the PCs skipped, and it 
  can also be a good opportunity for the NPCs to reference 
  how the PCs’ advice, equipment, or leadership helped the 
  teams prevail even in the face of adversity.
  The PCs likely meet Marcos Farabellus at the Grand 
  Lodge in Absalom, though he’s amenable to debriefing 
  them elsewhere. When they join him, he is accompanied 
  by Ambrus Valsin and a dark-skinned woman wearing a 
  mask shaped like a steely whorl with three eyeholes—a 
  member of the Decemvirate. Feel free to add any other 
  Venture-Captains to the debriefing with whom you feel 
  the PCs have an interesting relationship, either positive 
  or negative (for instance a mentorship from the GM Star 
  boon, or even one of your own PC Venture-Captains 
  who has traveled with the PCs before). To Farabellus, 
  the ideal outcome involves the PCs’ protecting the 
  Society’s interests, preferably by preventing any Patrons’ 
  deaths while capturing or killing Suliji Peshar, making 
  laudable use of their NPC teams with minimal casualties, 
  avoiding killing too many other Aspis agents, making 
  the Pathfinder Society look good while breaking into its 
  rival’s base, and acquiring any evidence of other Aspis 
  plots or secrets—in approximately that order. 
  Valsin, on the other hand, still bears enough of a grudge 
  from agents lost in the Hao Jin Tapestry conflict, as well as 
  increasing resentment towards the Aspis after reconnecting 
  
  Ambrus Valsin
  41
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  AWARENESS POINTS
  The PCs’ Awareness Point total reflects how long the draconic 
  guardians have to absorb the power of the White Witches 
  that is emanating from the icy sphere.
  1 or fewer: Make no changes to the encounter.
  2–3: Each of the dragons benefits from heroism (CL 20).
  4–5: The ground becomes coated in perfectly sheer ice. 
  Moving across the ground requires a DC 30 Acrobatics 
  check (DC 35 in Subtier 14–15). Furthermore, chill 
  winds at against the PCs, interfering with flight. 
  Flying through these winds requires a DC 35 Fly 
  check (DC 40 in Subtier 14–15). Either way, barring 
  specific feats or abilities, the PCs cannot charge in 
  these conditions.
  6 or more: Each of the dragons benefits from 
  greater heroism (CL 20) and resist energy 
  (fire) (CL 20).
  with his former pupil Magali Delroya, that he is happier 
  if the PCs sided with Suliji and took down Kaera and 
  Stichalto. Any other Venture-Captains you decided to 
  include generally support with the PCs’ decision if they had 
  a particularly good relationship with the PCs or criticize it 
  if they had an antagonistic relationship with the PCs. 
  If the PCs defeated Suliji, Farabellus is upbeat, 
  cheerful, and relieved. He laughs heartily and 
  proclaims, “I knew I could count on you! You’ve 
  made the Society proud today.” Valsin stares 
  off into the distance, deep in thought, with 
  a slight frown on his face. Eventually, he 
  speaks, saying that he wonders if the PCs 
  have let an opportunity pass them by that 
  the Society may never have again. If the 
  PCs chose this option, they gain the Patron’s 
  Debt boon on their Chronicle sheets. If Iaovin 
  Ratarion died during the adventure, 
  cross off 8 of the boon’s check boxes.
  If the PCs aided Suliji Peshar, the 
  Master of Swords listens anxiously 
  to their reasons for doing 
  so. If their explanation 
  is sound, he bites his 
  lower lip in thought and 
  clenches and unclenches 
  his hand a few times. He then 
  tersely shares that their approach 
  was likely not what he would have 
  done, but it was a decisive act that 
  may one day prove to have been in the 
  Society’s interest. For now, though, there’s no going back, 
  and the PCs have crippled the Consortium. Ambrus Valsin 
  interjects a counterpoint, and he praises the PCs’ actions, 
  as brave, righteous, farsighted, and impressively adaptive 
  to the situation, pointing out that each of these Patrons 
  left alive would have been responsible for numerous 
  deaths of Pathfinders and innocents. Far away, Suliji closes 
  down what remain of her illicit operations and cashes out, 
  disappearing with an immense amount of capital and a 
  stockpile of powerful magic items. Whether she retires 
  quietly or takes this as an opportunity to plot even bolder 
  schemes remains to be seen; even Suliji herself needs to do 
  some soul-searching before she is sure what’s next for her. 
  If the PCs chose this option, each PC earns the Beheading 
  the Serpent boon on his Chronicle sheet.
  Farabellus encourages the PCs to speak a few words 
  in memory of each of the fallen. He shares that this is a 
  practice he adopted early on in his career so that he could 
  honor those who gave their lives and prove to himself that 
  each Pathfinder is not a pawn in some game but a person 
  with a name, a past, but no longer a future. If the PCs 
  struggle to name and speak of their dead subordinates, 
  Farabellus solemnly shakes 
  his 
  head 
  and 
  shares 
  something meaningful he 
  had learned about each of 
  the fallen from memory. 
  The 
  member 
  of 
  the 
  Decemvirate watches the PCs 
  intently during this improvised 
  ceremony but nods her masked head 
  after each eulogy. If she is suitably 
  impressed—indicated by the PCs’ 
  having fulfilled both their primary and secondary success 
  conditions—she breaks her silence.
  “The Society has endured for centuries and shall endure for 
  many more—beyond the lifetimes of any of its members yet 
  sustained by future generations and the organization’s guiding 
  principles: Explore the world’s mysteries, report those findings, 
  and cooperate to ensure one another’s success. As evidenced by 
  recent events, we must sometimes go beyond that call to ensure 
  a future in which we can study the past. Even when agents fall 
  in service to lore, we commemorate them and foster another 
  to pursue her objectives.” She reaches for a bag and withdraws 
  an intricate helmet adorned with three gem-studded flanges. 
  Cradling it in one arm, she continues.
  “Even among the Ten, malady and misfortune inevitably 
  claim everyone, and another must rise to ensure the Society 
  lives on, immortalized in deed and legend. We watch for those 
  who might accept—and be worthy of—that challenge. You have 
  earned a rest, brave Pathfinders, but we hope to see your return 
  to the field.” She returns the helm to the bag and adds, “Perhaps 
  then we shall meet again to discuss certain future opportunities 
  to leave your mark on this age and beyond.”
  
  Decemvirate 
  Helm
  42
  PATHFINDER SOCIETY SCENARIO
  In the weeks and months to come, the Pathfinder 
  Society and Aspis Consortium step back their hostilities 
  toward one another, making several quiet concessions to 
  one another to maintain the peace. It’s only a matter of 
  time before an Aspis agent fells a Pathfinder or a Society 
  expedition thwarts a Consortium operation in the name of 
  historical preservation. Even as hostilities gradually begin 
  anew, both organizations prove increasingly careful not 
  to let the conflict get out of hand—especially true for 
  the Consortium’s Patrons, who are painfully aware 
  how decisively the Society could retaliate if it 
  deigned to do so again.
  If the PCs found at least one of the 
  items other than the Patron’s plans 
  in the Traversing the Serpent’s Den 
  challenge on page 21, they each earn the 
  Aspis Armory boon. Cross off any items 
  they did not find.
  A PC also earns the Incredible Protege 
  boon 
  if 
  she 
  meets 
  the 
  following 
  conditions: She must possess all three 
  chronicle sheets for the All For Immortality 
  series, she must have earned the True to 
  the Mission Boon from #7–20: First Taste 
  of Eternity, she must not have had Alexayn 
  kill a Pathfinder agent due to betraying a 
  deal with the mummy, and she must 
  have three or fewer deaths on her 
  Field Commander boons across all 
  three scenarios (it doesn’t matter how 
  many deaths the teams accrued from 
  averaging with other PCs, only what 
  appears on the PC’s personal records).
  REPORTING NOTES
  If the PCs cooperated with Suliji Peshar and killed 
  Stichalto and Kaera Hightower, check box A when 
  reporting the scenario’s results. If the PCs killed or 
  otherwise apprehended Suliji Peshar, check box B. If the 
  PCs kept Iaovin Ratarion alive, check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs should kill, apprehend, or otherwise thwart 
  Suliji Peshar. Doing so earns each PC 1 Prestige Point. 
  Alternatively, the PCs can fulfill this goal by allying with 
  Suliji Peshar, sabotaging the Aspis Building, and killing 
  Stichalto and Kaera Hightower. 
  SECONDARY SUCCESS CONDITIONS
  The PCs’ secondary goal is to protect the Society and 
  their fellow agents as much as possible, including 
  preventing collateral damage while the possibility 
  remains that the attack is a smokescreen 
  to blame the Society. They complete 
  this objective by fulfilling three of 
  the following five conditions: end 
  the adventure with fewer than 4 
  Awareness Points, defeat Mr. Khayn 
  without killing him in area D, defeat 
  Suliji while keeping Iaovin Ratarion 
  alive in area E, complete the Traversing 
  the Serpents’ Den challenge 
  while 
  encountering 
  2 or fewer obstacles, 
  and 
  complete 
  the 
  mission with no more 
  than 1 casualty among the 
  PCs’ Pathfinder teams. If the PCs 
  made an impressive effort to avoid 
  bloodshed, abuse, or other criminal 
  acts against Aspis employees and 
  property (for example, regularly 
  using nonlethal tactics to subdue 
  witnesses, 
  overcoming 
  barriers 
  without damaging the Aspis Building, keeping any 
  verbal abuse of Iaovin Rataion to a minimum, etc.) 
  or to avoid or cover up any indication of the Society’s 
  complicity in their actions, treat them as having 
  fulfilled an additional condition.
  
  43
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  PLAYER HANDOUT #1:THE AXE-FIXERS
  This file provides information about the Pathfinders who call themselves the Axe-
  Fixers. These agents consider the Grand Lodge in Absalom their base of operations, 
  and they have traveled beyond the Isle of Kortos for missions only rarely.
  Garl and Shrade (CN male and female half-orc barbarians 5): Better known as the 
  Boartusk Twins, these siblings earned field commissions for saving a group of Pathfinders 
  in Lastwall. They accepted the invitation, not knowing quite what they were getting 
  into. Since then, their reliance on brute strength has tarnished their reputation and 
  earned them little work. Hoping to prove themselves as leaders, they founded a group 
  and named it after their favorite motto: “There’s nothing an axe can’t fix.”
  Eskaravarn (CN female half-orc warpriestACG of Gorum 5): Eskaravarn grew up in the 
  wilds of Nirmathas, where she learned to fight, plan raids, and soldier on when her 
  comrades fell to Molthuni blades. She barely survived a disastrous ambush, and it was 
  Venture-Captain Oraiah Tolal who found her and healed her wounds. Eskaravarn has 
  sworn seven years of her service to the Society as repayment.
  Visbaron Adelum (LN male human magusUM 4): Too hot-tempered to inherit his 
  family’s business in Taldor, Adelum found himself forcibly enrolled by his father in the 
  Pathfinder Society as an impromptu finishing school. The hope is that Adelum would 
  learn self-control and manners. Instead he’s learned magic and swordplay, which he’s 
  all to eager to prove in the field. Fortunately, Eskaravarn’s world-weary admonitions 
  keep him in line.
  
  44
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #2:THE KERNAUG GROUP
  This file provides information on the team of Pathfinders who call themselves the 
  Kernaug Group. These agents consider the Ustalavic city of Lepidstadt—famed for its 
  university—as their base of operations. Most of them became Pathfinders after enrolling 
  in the university’s small but robust psychic sciences program, headed by Doctor Aida 
  Kernaug. In return for their regular reports from the field, she provides them university 
  credit and a small stipend that supplements what they earn on Society missions. Doctor 
  Kernaug is deeply invested in their success, and she is a regular correspondent with 
  numerous venture-captains.
  Maralyn Corwins (NG female human investigatorACG [psychic detectiveOA] 5): Haunted 
  by terrible childhood memories that her family insists never happened, Maralyn believes 
  that her research is vital to preventing a terrible fate from befalling her tiny hometown 
  in Isger. She hopes to not only unveil this true threat but to also earn Doctor Kernaug’s 
  approval by becoming an expert in her field.
  Raphiel Vasheen (N female human mediumOA 6): Doctor Kernaug’s graduate assistant 
  and the nominal leader of the group, Vasheen has a desperate intellectual urge to learn 
  how the Dark Tapestry might bleed into common arcane magic and vice versa. She 
  believes that the archmage spirit she channels is strongly connected to alien forces. The 
  Society is beginning to suspect that Vasheen intends her research to unlock the real 
  reason her mother—also a medium—has gone mad.
  Sophron Delgavar (N female human bard 6): Born in the holy city of Kavapesta, 
  “Sophie” was raised by strict members of the Pharasmin Penitence—Pharasmins who 
  believe in the virtue of suffering. In studying theology at the University of Lepidstadt 
  her radical views have softened, though she remains a fiery orator. Sophron joined 
  the group both to stay close to Veronik, but also to delay her graduation—and her 
  inevitable return to Kavapesta.
  Veronik Locnave (LN female human swashbucklerACG 5): One of the most accomplished 
  fencers to come out of the Arbutus Blade dueling sorority in the last decade, Veronik 
  has nearly completed her studies to become a surgeon. However, as the dueling doctors 
  following her sorority’s traditions must, she’s postponed her graduation to travel and 
  gain practical experience. She wears her Lepidstadt Scar in a vertical streak below her 
  left eye.
  
  45
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  PLAYER HANDOUT #3:THE SCROLL-SEEKERS
  This file provides information on the team of Pathfinders who call themselves the Scroll-
  Seekers. These agents consider the Grand Lodge in Absalom their base of operations, 
  though they represent several of the Society more ambitious and far-flung recruiting 
  programs over the past few years. 
  Janira Gavix (N female halfling bard 5): Few up-and-coming Pathfinders are so well 
  known around the Grand Lodge as Janira, who prides herself on her memory of Society 
  history and its greatest heroes’ exploits. Despite her well-intentioned helpfulness, some 
  find the self-promotion she slips into her tales positively grating. Not so for the Master 
  of Scrolls Kreighton Shaine, who trusts her as the leader of this motley band.
  Athrax (LN male kobold alchemistAPG 5): Although allies of the Society, none of the 
  Sewer Dragons tribe of kobolds had ever applied to become a Pathfinder—at least 
  not until Athrax, an alchemical savant with a mean streak a mile wide. Training and 
  mentorship has since softened his cruelty, and he now holds a provisional membership 
  so long as he is accompanied by other Scroll-Seekers. His closest topside friend is Tarys, 
  and her acceptance of his eccentricities is one of the strongest factors in his recent 
  alignment change.
  Ko Deschamp (CG male half-elf fighter 3/rogue 3): Born in the Tien state of Amanandar, 
  Ko developed a reputation as a guildbreaker and infiltrator of bandit operations. For 
  his services to the Lantern Lodge, he earned a field commission from the Society. His 
  many successes give him reason to swagger, especially after traveling to Taldor, where his 
  wild tales, distant origins, and skill with the naginata polearm make him the life of the 
  parlors.
  Tarys (LG female dwarf inquisitorAPG of Kelinahat 4): Tarys came of age in the sky 
  citadel Kraggodan, where the wild Society stories of her uncle Gorm Greathammer 
  encouraged her to strike out and see the world for herself. As a servant of the empyreal 
  lord of spies and scouts, she has distinguished herself in the Society for the detail of her 
  reports and her tenacious pursuit of facts.
  
  46
  PATHFINDER SOCIETY SCENARIO
  APPENDIX 1: STAT BLOCKS
  The following stat blocks are used in this adventure.
  GENIE, SHAITAN 
  CR 7
  Pathfinder RPG Bestiary 143
  LN Large outsider (earth, extraplanar)
  Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 85 (9d10+36)
  Fort +10, Ref +4, Will +8
  Immune electricity
  OFFENSE
  Speed 20 ft., burrow 60 ft., climb 20 ft.
  Melee 2 slams +13 (2d6+5) or 
  mwk scimitar +14/+9 (1d8+7/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery, metalmorph, stone curse
  Spell-Like Abilities (CL 9th)
  At will—meld into stone, plane shift (willing targets to 
  elemental planes, Astral Plane, or Material Plane only), 
  soften earth and stone, stone shape, veil (self only)
  3/day—quickened glitterdust (DC 14), stoneskin, rusting 
  grasp, stone tell, wall of stone
  1/day—transmute mud to rock, transmute rock to mud
  STATISTICS
  Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
  Base Atk +9; CMB +15; CMD 26
  Feats Combat Casting, Greater Bull Rush, Improved Bull Rush, 
  Improved InitiativeB, Power Attack, Quicken Spell-Like  
  Ability (glitterdust)
  Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) 
  +14, Knowledge (engineering) +14, Perception +14, Sense 
  Motive +14, Spellcraft +14
  Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
  SQ stone glide
  DESCRIPTION
  This being resembles a towering human with skin of polished 
  stone and glittering agate eyes. 
  SPECIAL ABILITIES
  Earth Mastery (Ex) A shaitan gains a +1 bonus on attack and 
  damage rolls and a +2 bonus on opposed Strength-based 
  checks if both it and its foe are touching the ground. It takes 
  a –4 penalty on attack and damage rolls against airborne or 
  waterborne opponents.
  Metalmorph (Su) As a standard action, a shaitan can touch 
  a single metal object of no more than 10 pounds and 
  transform it into any other metal for 1 day.
  Stone Curse (Su) If a shaitan succeeds at a bull rush check 
  by 5 or more and pushes its target into a stone barrier, the 
  target must succeed at a DC 19 Reflex save or be forced into 
  the barrier as if the target had cast meld into stone until 
  the target succeeds at a DC 19 Fortitude save as a full-round 
  action to exit the stone. The save DCs are Strength-based.
  Stone Glide (Su) This functions as the earth elemental’s earth 
  glide ability, except the shaitan can move through stone, 
  dirt, crystal, or metal.
  GOLEM, CLOCKWORK 
  CR 12
  Pathfinder RPG Bestiary 2 137
  N Large construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 118 (16d10+30)
  Fort +5, Ref +6, Will +5
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +23 (2d10+8 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks death burst, grind, wall of gears
  STATISTICS
  Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1
  Base Atk +16; CMB +25 (+29 grapple); CMD 36
  DESCRIPTION
  A vaguely humanoid shape made of metal lurches to life with 
  the grinding whir and frantic ticking of hundreds of gears.
  SPECIAL ABILITIES
  Death Burst (Ex) When a clockwork golem is reduced to 0 or 
  fewer hit points, it explodes in a shower of razor-sharp gears 
  and debris. All creatures within a 10-foot burst take 12d6 
  points of slashing damage—a successful DC 18 Reflex save 
  results in half damage. The save DC is Constitution-based.
  Grind (Ex) A clockwork golem deals an additional 2d10+12 
  points of slashing damage when it succeeds at a grapple 
  combat maneuver check as razor-sharp gears and blades 
  emerge from its body to grind and slice its foe.
  Immunity to Magic (Ex) A clockwork golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against a clockwork golem, as noted below.
  • A grease spell cast on the golem causes it to move quickly 
  for 1d6 rounds, as if under the effects of haste.
  • A rusting grasp spell deals damage to a clockwork golem 
  normally, and makes the golem staggered for 1d6 rounds 
  (no save).
  Wall of Gears (Su) As a standard action, a clockwork golem can 
  fold into a whirling wall of grinding gears measuring 10 feet 
  by 10 feet or 5 feet by 20 feet. Anyone passing through the 
  wall takes 15d6 points of slashing damage. If the wall appears 
  in a creature’s space, that creature can attempt a DC 18 Reflex 
  save to leap to one side and avoid the damage. The clockwork 
  golem can take no actions while in this form except to resume 
  its normal form as a move action. A clockwork golem’s AC and 
  immunities remain the same while it is in this form.
  
  47
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  NEMHAIN 
  CR 15
  Pathfinder RPG Bestiary 5 182
  NE Medium undead (incorporeal)
  Init +12; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
  hp 225 (18d8+144); profane regeneration 5 (electricity or good)
  Fort +13, Ref +16, Will +20
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune cold, undead traits; Resist acid 10, fire 10
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
  Special Attack bound spirits
  Spell-Like Abilities (CL 15th; concentration +22)
  3/day—harm (DC 23), slay living (DC 22), telekinesis (DC 22)
  1/day—antilife shell, wall of force
  STATISTICS
  Str —, Dex 26, Con —, Int 23, Wis 25, Cha 25
  Base Atk +13; CMB +21; CMD 39
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, 
  Toughness
  Skills Bluff +25, Diplomacy +25, Fly +37, Intimidate +28, 
  Knowledge (arcana) +27, Knowledge (religion) +27, 
  Perception +28, Sense Motive +28, Spellcraft +27, Stealth +29
  Languages Common; telepathy 100 ft.
  SQ rejuvenation
  DESCRIPTION
  A cloud of translucent humanoid spirits whirls around this 
  ghostly desiccated corpse.
  SPECIAL ABILITIES
  Bound Spirits (Su) A nemhain is surrounded by a whirling 
  cloud of spirits that are bound to her—often the spirits 
  of close relatives or friends she had in life. As a swift 
  action, she can direct these bound spirits to strike at any 
  creature within 30 feet as a ranged touch attack (with an 
  attack bonus of +21). These spirits can be used to cause 
  damage as if the nemhain had touched the target with her 
  incorporeal touch, or they can be used to deliver a harm or 
  slay living effect. Using these spirits to deliver one of these 
  spell-like abilities is a swift action; the nemhain does not 
  need to take a standard action to cast the spell-like ability, 
  but it still counts against the number of times per day she 
  can use that spell-like ability. The nemhain can also send 
  these spirits as a group up to 1 mile away to act as scouts; 
  they have a fly speed of 60 feet (perfect). She can observe 
  and listen through them, but as long as they don’t share 
  her space, she can’t use them to deliver ranged touch 
  attacks. These spirits are impervious to almost all attacks 
  and magic, save the following: dispel evil, raise dead, or 
  resurrection. Such spells cause the spirits to vanish and 
  to be useless to the nemhain for 1 hour. True resurrection 
  makes the spirits useless for 24 hours.
  Profane Regeneration (Su) This ability functions like 
  regeneration except the nemhain has it despite the fact that 
  she lacks a Constitution score. A nemhain reduced to 0 hit 
  points is staggered instead of destroyed while her profane 
  regeneration is active. As long as her profane regeneration is 
  active, a nemhain ignores all damage that would reduce her 
  hit points below 0.
  Rejuvenation (Su) All nemhains are tied to a ritual object 
  used in their creation. This object is typically a large statue, 
  pillar, or monolith. Until this object is destroyed, a destroyed 
  nemhain automatically rejuvenates back to full hit points 1d4 
  days after she is destroyed, always appearing adjacent to 
  her ritual object.
  
  48
  PATHFINDER SOCIETY SCENARIO
  APPENDIX 2: FIELD COMMAND
  During each part of the All for Immortality series, the PCs 
  are in charge of three teams of Pathfinder agents. The 
  newly ordained field commanders are able to direct these 
  teams as they see fit, though each adventure has several 
  different sub-missions that these teams can complete 
  to uncover additional background information, make 
  later encounters easier, or perform other helpful deeds 
  that can contribute to the scenarios’ success conditions. 
  This is a privilege befitting the PCs’ growing prestige 
  and accomplishments.
  However, directing these teams is a balancing act. 
  For all the benefits of leadership, the PCs must also deal 
  with the likelihood that their orders could result in the 
  death of one or more agents. Like all Pathfinders, these 
  subordinates are voluntarily aiding their superiors under 
  the assumption that their actions will result in glory, 
  gold, and the preservation of knowledge. The more that 
  the PCs can keep their minions alive and happy, the better 
  those agents can serve the PCs in future adventures. These 
  three teams—the Axe-Fixers, the Kernaug Group, and the 
  Scroll-Seekers—represent a range of field agent specialties 
  and approaches, detailed further in Player Handouts 
  #1 through #3 on pages 43–45. The players might even 
  recognize some of the agents from previous adventures!
  During Serpents Fall, there are four likely tasks the PCs 
  can assign their teams. Each team is able to perform one 
  mission over the course of the adventure, representing the 
  team’s breaking into or causing distractions near a major 
  entrance into the Aspis Building. For the GM, managing 
  this phase is a tricky balancing act; it’s important to give 
  the players the reins, but there is also a list of assumed 
  tasks to which they’ll assign teams. If the players are 
  veering far off course, it’s okay to lay out the likely options. 
  On the other hand, the players might propose a secondary 
  mission that’s so clever and productive that it could replace 
  an existing mission.
  Each mission notes key Knowledge skills and team 
  affinities, each explained further in the Preparing the 
  Teams section below.
  Using the Main Entrance (Knowledge [history or 
  nobility]; the Scroll-Seekers): The front entrance of the 
  Aspis Building befits the Consortium’s wealth and pomp, 
  and under most circumstances, visitors are welcome to 
  enter through here, conduct business, and petition the 
  Consortium. The current crisis means that the building is 
  closed for business, yet a suitably deceptive team could trick 
  their way in, demand to speak with managers, or otherwise 
  divert resources to handling these troublesome “clients.”
  Using the Reporting Entrance (Knowledge [arcana or 
  local]; the Kernaug Group): Relatively few visitors use this 
  entrance, so there might be traps, locks, or passwords that 
  ward off routine thieves. Quickly canvassing the neighbors 
  to learn who enters this way and how might give the team 
  an edge in surviving the mission.
  Using the Sewer Entrance (Knowledge [dungeoneering 
  or nature]): The sewers present the route best able to 
  channel a team deep into the Aspis Building, where they 
  might inflict the most damage and provide the most 
  support. However, such a ploy would expose the team to 
  more danger. Certainly knowledge of sewers and common 
  threats that dwell beneath cities would benefit these 
  Pathfinders. There is no ideal group for this task; the 
  mission is equally dangerous for each team.
  Using the Shipping Entrance (Knowledge [engineering 
  or geography]; the Axe-Fixers): Heavy doors and a portcullis 
  block this entrance, so those capable of muscling open the 
  entrance are best suited to this assignment. Once inside, 
  there are likely guards and other workers who would 
  quickly sound the alarm if visitors didn’t have an exotic 
  shipment of goods in tow or at least the accents of foreign 
  merchants. At the least, such a diversion would give the 
  team a chance to launch a surprise attack and minimize 
  its own casualties.
  PREPARING THE TEAMS
  During this adventure, there are five major ways the 
  PCs can give their teams the best chance of success (see 
  Calculating the Results on page 49).
  Equipment: Although the NPC Pathfinders have the 
  essentials to go adventuring, they expect that under these 
  dangerous circumstances, their leaders will provide them 
  with additional resources. If the PCs provide a team 1,500 
  gp worth of items (2,500 gp in Subtier 14–15), that team 
  gains a +2 bonus on its check. The PCs can give a team 
  double this amount to increase the bonus to +4. Rather 
  than give a team resources, the PCs can instead lend the 
  NPCs non-expendable gear, such as a cloak of elvenkind. 
  Such gear is returned at the end of the adventure, 
  assuming at least one member of that team survived the 
  mission. The gear is lost if that team perishes, but a PC 
  can pay 4 Prestige Points to recover all items that the PCs 
  lent to a fallen team.
  Mission Briefing: The PCs should provide a concise 
  mission briefing for each team, establishing what the 
  NPCs should accomplish. Each of the missions lists two 
  Knowledge skills associated with the task, representing 
  key information that the NPCs don’t know but that could 
  help them in the field. Before giving the briefing, a PC 
  who succeeds at a DC 25 Knowledge check in one of these 
  skills recalls helpful information that grants that team a 
  +2 bonus on its check. A PC can also attempt a skill check 
  of the second type, but the DC is 30. If this skill check 
  succeeds, the PCs grant an additional +2 bonus to the team.
  Play to their Strengths: Each of the teams is particularly 
  adept at certain tasks, and assigning a team to a mission 
  
  49
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  that suits its strengths results in a better outcome; this 
  grants the team a +4 bonus on its check. Each mission 
  above notes which team is best suited for that task.
  Rally the Wounded: Although one or more teams 
  might be reeling from the loss of beloved comrades, the 
  PCs can provide encouragement to the survivors during 
  their mission briefing. As long as the PCs remain 
  upbeat, and a PC succeeds at a DC 25 Perform (comedy or 
  oratory) or DC 30 Bluff or Diplomacy check, that team’s 
  penalty from missing members (see below) is reduced by 
  half. For each member dead or missing beyond the first, 
  increase the check DC by 5 (e.g. Bluff DC 40 if only one 
  member remains).
  Send a Full Team: During the prior two adventures in 
  this series, the PCs sent these teams to complete tasks in 
  Thuvia and Nidal. If one or more team members died while 
  assisting the PCs, it leaves that team weaker, demoralized, 
  and less capable of handling the Aspis Building’s defenses. 
  For each team member who is missing or dead, the team 
  takes a –4 penalty on its check. If the PCs desire, they can 
  merge two or more incomplete teams to create one whole 
  team. Treat this as the team with the greatest number of 
  surviving members for the purpose of the team’s mission 
  affinity; if the number is tied, the team is treated as both 
  teams for that purpose.
  CALCULATING THE RESULTS
  Once the PCs have assigned, briefed, and prepared their 
  teams, let a different player roll a d20 for each team, 
  applying any bonuses from the PCs’ leadership (see 
  Preparing the Teams above). A player can use a free reroll 
  (such as that granted by wearing a Pathfinder shirt) to 
  reroll the team’s check, but miscellaneous bonuses from 
  GM stars don’t apply to this check; the NPCs aren’t an 
  extension of the player’s character. If the PCs assign two 
  teams to a particular task, let the player roll 2d20 and use 
  the higher result. At the end of the adventure, reveal how 
  the teams did when they report back to the PCs based on 
  their respective checks’ results.
  These results also affect the number of Awareness Points 
  that the PCs earn while traveling through Ostenso and 
  navigating the Aspis Building. For each success, reduce the 
  PCs’ Awareness Points by 1 (minimum 0) when they first 
  enter the Aspis Building. For each resounding success, 
  reduce their Awareness Points by 2 (minimum 0). Finally, 
  for each Catastrophic Failure, increase the PC’s Awareness 
  Points by 1.
  Catastrophic Failure (1–9): Tragedy, accidents, and 
  cruel coincidences befell the team, causing them to fail. 
  In addition, 1d2 of the NPCs perished, disappeared, or 
  otherwise returned unfit to continue adventuring.
  Failure (10–14): The team didn’t succeed at the mission 
  and weathered considerable peril in the process. One of the 
  NPCs perished, disappeared, or returned in no condition 
  to continue his adventuring career.
  Success (15–19): The team succeeded at the mission, 
  but there is a 50% chance that one of the NPCs perished, 
  disappeared, or sorrowfully tenders his resignation 
  following the adventure.
  Resounding Success (20+): The team succeeded with 
  flying colors and sustained neither life-threatening 
  injuries nor psychological scars.
  Character Death: When determining which NPC 
  Pathfinder in a group dies, work in the opposite order that 
  they are listed. For example, among the Scroll-Seekers, 
  Tarys is the first to die, and Janira is the last.
  DEBRIEFING THE TEAM
  When concluding the adventure, give the PCs a chance 
  to interact with their various teams—or what remains of 
  them. This is a time to celebrate their teams’ victories 
  and face the cost of sending relatively inexperienced 
  teams into dangerous situations. NPCs might return 
  carrying the body of a cherished colleague, tearfully 
  recount the death of a friend, or even correlate the team’s 
  failure with the PCs’ management decisions. As the 
  series continues, consider adapting the individual NPCs’ 
  attitudes to match their recent successes and failures. 
  Pay special attention several of the relationships between 
  team members.
  Gauge the teams’ responses based on your group 
  of players. If the PCs were well intentioned, and their 
  characters have always been considerate of their venture-
  captains, there’s no need for a guilt trip. If you know the 
  PCs have regularly been critical of in-game venture-
  captains and other volunteer leaders, ham it up and give 
  the players a taste of their own medicine.
  Tracking Deaths: In the event of a death, the PCs can 
  choose to expend gold or other resources to cast raise 
  dead on a fallen Pathfinder, but they must do so before 
  concluding the scenario. No matter the exact outcome 
  that befell an NPC, the cost to restore him to adventuring 
  condition is always equivalent to raise dead.
  If the players played First Taste of Eternity or All the 
  Gods Beyond separately and had different number of NPC 
  Pathfinders die, count up how many NPC Pathfinders 
  died during this adventure and instead add it to that 
  PC’s death toll from the past two adventures. For 
  example, if one member of the Axe-Fixers died during 
  this adventure, a PC’s Chronicle sheet should show 
  that the number of dead Axe-Fixers now equals 1 plus 
  the number that died on his watch during First Taste of 
  Eternity and All the Gods Beyond.
  
  50
  PATHFINDER SOCIETY SCENARIO
  
  51
  ALL FOR IMMORTALITY, PART 3: SERPENTS FALL
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-29: 
  All for Immortality, Part 3: Serpents Fall
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; (b) 
  “Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, 
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  existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, 
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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, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Froghemoth from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Society Scenario #7–29: All for Immortality, Part 3: Serpents 
  Fall © 2016, Paizo Inc.; Author: John Compton.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  12–13
  14–15
  —
  7,500
  11,750
  —
  9,625
  15,000
  23,500
  —
  19,250
  Out of
  Subtier
  Pathfinder Society Scenario #7-29: 
  All for Immortality, Part 3:
  Serpents Fall
  Aspis Armory: During your exploration of the Aspis Building, you seized unique magic items.
  Badge of the Charlatan: (Discounted price 35,000 gp; CL 5th, aura none) This gold Aspis badge simultaneously provides all 
  benefits of a ring of invisibility and a hat of disguise. As a standard action, the wielder can transform it into any other badge 
  of authority with which she is familiar. The badge is under a constant greater magic auraUI effect to appear nonmagical.
  Belt of Many Forms (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This flexible belt provides a 
  +6 enhancement bonus to your choice of Strength, Dexterity, or Constitution. You may change the bonus granted 
  to another ability score once per day as a standard action, treating it as a temporary bonus for the first 24 hours 
  afterword. The belt also grants additional benefits depending upon the ability score selected, granting all of the 
  benefits of the one of the following items: belt of the weaselUE (Dex), elemental earth beltUE (Con), or minotaur beltUE (Str).
  Headband of Mental Adaptability (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This headband 
  functions as a the belt of many forms above, except it grants its +6 enhancement bonus to Intelligence, Wisdom, or 
  Charisma, and it grants the benefits of one of the following items: headband of ponderous recollectionUE (Int), headband of 
  unshakable resolveUE (Wis), or rod of splendor (Cha). The skills granted by the Intelligence option are fixed at the time of 
  creation (one of which must be a Knowledge skill). 
  Beheading the Serpent: You struck a terrible blow to the Aspis Consortium. You can include a copy of this 
  Chronicle sheet among the records of as many of your PCs as you like, though those PCs gain no access to the other 
  boons, equipment, or wealth from this Chronicle sheet. This boon imposes a –1 penalty on the attack rolls, damage 
  rolls, skill checks, and saving throws of all Aspis Consortium agents and hirelings she encounters (this penalty is 
  not cumulative with other copies of the boon).
  Incredible Protege: Choose one of your PCs and include a copy of this Chronicle sheet among her records. That PC 
  chooses any one skill. She gains that skill as a class skill and receives 1 free rank in that skill for each character level. 
  If she already had ranks in that skill before you applied this Chronicle sheet, she can freely retrain those skill ranks.
  Innovative Blade: You recovered a powerful weapon from the Hall of Blades. You can purchase one of the following 
  weapons for the listed cost, but you can apply the weapon’s unique enchantment to any weapon of your choice from the 
  axes, heavy blades, or light blades weapon categories (Core Rulebook 56): dagger of deadly venom (as dagger of venom whose 
  poison save DC is 20; 18,300 gp), flame tongue (20,700 gp), holy avenger (120,600 gp), or luck blade (1 wish; 62,300 gp).
  Patron’s Debt: You saved the Aspis Patrons from Suliji’s assault. You gain a large pool of Prestige Points that can 
  be used to help any of your characters, or the other characters at their tables, recover from hardships caused by Aspis 
  agents (such as to escape imprisonment, remove conditions, and even raise dead); the Aspis release your character, pay 
  to remove the condition, or else the Aspis held back during the fight, resulting in a condition less severe than it initially 
  seemed. Check one of the boxes below this boon for each of these Prestige Points you spend. Once you expend the pool, 
  the Patrons consider their debt fulfilled and any further attack on the Society fair game; cross this boon off your sheet.
  Core Campaign
  All Subtiers
  Subtier 14–15
  +5 adamantine falcata (53,018 gp; Pathfinder RPG 
  Ultimate Equipment 27)
  +5 mithral breastplate of speed (44,350 gp; can grant 
  wearer haste as mithral full plate of speed)
  amulet of mighty fists +2 (16,000 gp)
  boots of speed (12,000 gp)
  ring of friend shield (50,000 gp)
  ring of spell turning (100,000 gp)
  rod of splendor (25,000 gp)
  steelhand circle (12,000 gp; Ultimate Equipment 177)
  vampiric gloves (18,000 gp; Ultimate Equipment 239)
  +4 spiteful mithral chain shirt (24,100 gp; Pathfinder 
  RPG Advanced Class Guide 210)
  ring of delayed doom (45,000 gp; Ultimate Equipment 169)
  coat of energy resistance (85,000 gp; occupies the body 
  slot and grants the wearer resistance 10 to acid, cold, 
  electricity, fire, and sonic damage)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 7/S07-29 - All For Immortality Pt 3 - Serpents Fall.pdf