TEXT: By Matt Duval
  Beacon Below
  PATHFINDER SOCIETY SCENARIO #6—04 
  TIER 7–11
  
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  Pathfinder Society Scenario #6–04: Beacon Below is a Pathfinder Society Scenario designed for 7th- to 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
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  Beacon Below
  Pathfinder Society Scenario #6–04
  
  Pillars of
  the Sun
  Osirion
  • Sothis
  • Eto
  3
  takeover, the sage who was responsible for this wing 
  became increasingly isolated from his brethren, searching 
  desperately for a way to survive the Qadiran purge of 
  Osirian resistance. He disappeared deep into the Pillars of 
  the Sun for months at a time, and although he never found 
  the actual tomb of An-Hepsu XI, the infamous Pharaoh 
  of No Rain, he did decipher elements of the pharaoh’s 
  immortality rituals. Shortly after he completed his 
  research and performing these rites, a group of inevitables 
  attacked the sanctum. The sage gathered as many of the 
  relics as he could during the assault, sealed the complex, 
  and fled, leaving the machine-like outsiders and two of 
  this apprentices trapped within.
  M
  illennia ago, heedful of the impending decline 
  of Ancient Osirion, a cabal of scholars vowed to 
  record every detail possible regarding the nation’s 
  cultural, artistic, and technological achievements. 
  Persecuted by decadent rulers, these intellectuals hid 
  behind new identities and stored their findings in 
  magical jewels, creating the order of the Jeweled Sages. 
  Yet, the power of the gemstones and the vast knowledge 
  of its bearers could not protect the sages from the wrath 
  of the Qadiran agents of the Padishah Empire; following 
  the fall of Osirion, the satrap hunted down the sages 
  and killed or chased away many of them. The survivors 
  hid the gems for posterity, leaving cryptic clues that 
  would one day lead their successors to reclaim the lost 
  knowledge of Osirion’s Golden Age.
  Several months ago, Pathfinder Society agents 
  recovered the broken shards of a sage jewel and used its 
  power and stored memories to locate the Sanctum of the 
  Sages, an extensive underground complex that the Jeweled 
  Sages once used as a central meeting place. Accompanied 
  by the Sapphire Sage Amenopheus, the Pathfinders met 
  with the current Diamond Sage Tahonikepsu (in truth 
  a powerful dragon), and as a group they discussed the 
  future of the Jeweled Sages and selected Tahonikepsu as 
  the leader of the revived order. Amenopheus serves as the 
  second-in-command and manages many of the faction’s 
  operations abroad, while Tahonikepsu busily studies 
  the sanctum and learns what she can from what the 
  Jeweled Sages left behind. She has made some progress, 
  but there are branches of the sanctum that have stymied 
  her attempts to enter and explore them. Interested in 
  reinforcing her nascent working relationship with the 
  Pathfinder Society, she has invited the Society to send a 
  team of agents to explore one of these subterranean areas, 
  hoping they’ll meet with better luck.
  The sages used this particular branch to create a 
  repository for material relics and physical records of the 
  sages’ traditions—preparing for the eventuality that most 
  of the sage jewels would become scattered, lost, or otherwise 
  inaccessible. However, during the early days of the Qadiran 
  Beacon Below
  By Matt Duval
  WHERE ON GOLARION?
  Beacon Below begins in the Osirion capital of Sothis, but 
  principally occurs within one wing of the Sanctum of the 
  Sages, a fortress retreat the Jeweled Sages constructed 
  millennia ago. It is located in the Pillars of the Sun, Osirion’s 
  central mountain range, which lies south of the trade city 
  of Eto. For more information about Osirion, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Campaign Setting: Osirion, Legacy of the Pharaohs, available 
  in bookstores and games stores everywhere, and online at 
  paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  SUMMARY
  The adventure begins in Sothis, where Venture-Captain 
  Norden Balentiir requests that the PCs travel to the 
  Sanctum of the Sages. There they meet Tahonikepsu, the 
  Diamond Sage, who asks the Pathfinders to investigate 
  the western halls, a vast archive containing the sages’ 
  physical records and relics. 
  Tahonikepsu removes the spell that sealed the archive, 
  but in doing so, she alerts the trapped inhabitants. 
  Two acolytes of the sages have waged a millennia-long 
  struggle for control of the archive’s upper halls, and the 
  Pathfinders quickly become entangled in their struggle. 
  After overcoming or allying with the two rivals, the 
  PCs discover the portal to the Jeweled Sages’ library is 
  inactive, and mythic golems guard the entrance. With 
  the Diamond Sage absent and relics disappearing, the 
  Pathfinders must craft a counterfeit sage jewel to trick the 
  portal and reach the library in time. 
  The portal takes the Pathfinders deep under the 
  mountain, where the sages kept a powerful beacon 
  capable of tracking missing sage jewels. Two groups of 
  inevitables hunting the sages patiently wait here for 
  the sages’ return or a chance to escape. The PCs may 
  reason with the outsiders or defeat them, but either way 
  they must act before a malfunctioning artifact tears the 
  library apart.
  GETTING STARTED
  Read the following to get the adventure underway:
  Venture-Captain Norden Balentiir rubs sleep from his eyes 
  as faint pre-dawn light filters into his office. He shutters the 
  window as a thrush begins singing loudly in the garden below 
  before gesturing for everyone to have a seat and addressing 
  the matter at hand. “I’ve received a request from the Diamond 
  Sage, Tahonikepsu, the leader of the Jeweled Sages. You may 
  be familiar with her as an associate of Amenopheus, long-
  time friend of the Society and our trusted expert on matters of 
  Ancient Osirion. She has asked the Pathfinder Society to send 
  its best Osirionologists to the Pillars of the Sun to help explore 
  a sealed-off area in the sages’ stronghold there—so I have 
  recommended you.”
  He searches his desk for quill and ink and scribbles out two 
  notes, sealing one with wax imprinted with the Way of the 
  Open Road. “I’ve made arrangements with a caravan to Eto and 
  provided directions from there to the Pillars of the Sun. Once 
  you’ve reached the Pillars, Tahonikepsu has promised a guide 
  to see you the rest of the way. We have maps and sketches 
  from the last expedition if you want to familiarize yourself 
  with the site, and I have also withdrawn several scrolls from 
  our reserves in case your Ancient Osiriani is rusty. Feel free to 
  arrange alternate transport—at your own expense. Don’t try 
  using magic to reach the sanctum directly, though; there’s no 
  telling where you’d end up.”
  The venture-captain rises from his seat to see everyone off, 
  and hands over the two letters. “Show the first letter to the 
  caravan master. The sealed one is your letter of introduction to 
  the Diamond Sage. Remember, the Jeweled Sages are invaluable 
  allies in our exploration of Ancient Osirion, and it’s a privilege to 
  be invited into their sanctum. Treat everything there with care, 
  and help to preserve the region’s past.”
  The Pathfinders may have questions for Venture-
  Captain Balentiir. The following are likely questions and 
  his responses. 
  Who are the Jeweled Sages? “The Diamond Sage 
  can give you the official version. Put simply, the sages 
  are a group of scholars who preserve Osirian history. 
  Each possesses a potent magical jewel that contains the 
  memories and knowledge of past sages.”
  Why do we need a guide when we have a map? “Some 
  very dangerous beasts and ancient magic reside in those 
  mountains. Tahonikepsu has secured a path but wants to 
  keep the route a secret. I can understand her caginess on 
  the matter, but if you could document your path to assist 
  future expeditions, I would appreciate it.”
  Where’s Amenopheus, and who is Tahonikepsu? “I’m 
  not sure where Amenopheus is—Absalom, I think. When 
  he found the Diamond Sage a few months ago, they held 
  a vote and, with the support of certain Pathfinders, she 
  became leader of the group.”
  As promised, Venture-Captain Norden Balentiir gives 
  the PCs three scrolls of comprehend languages, a scroll of 
  tongues, and a field primer that grants a PC a +2 bonus 
  on Linguistics checks to decipher Ancient Osiriani. 
  The Pathfinders have a few hours to purchase supplies 
  and research the Jeweled Sages or the Pillars of the Sun 
  before the caravan departs. A spellcaster who studies the 
  reports from the last expedition automatically succeeds 
  when using teleport to reach the entrance of the Pillars. 
  Attempting to teleport directly to the Sanctum fails; 
  doing so triggers a mishap (Pathfinder RPG Core Rulebook 
  359) and deposits the PCs near Eto. If the PCs open the 
  sealed letter of introduction, provide them with Player 
  Handout  1. 
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Ultimate Magic (UM), Pathfinder 
  RPG Bestiary 1, Pathfinder RPG Bestiary 2 (B2), Pathfinder 
  RPG Bestiary 4 (B4), and Pathfinder RPG Mythic Adventures 
  (MA). The rules referenced in this scenario can be found 
  online for free as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.
  
  5
  BEACON BELOW
  Knowledge (history) or Knowledge (local)
  The PCs may recall—or use the library in Sandswept 
  Hall to research—more about the Jeweled Sages. 
  15+ Several scholars in the royal library left Sothis to 
  study with the Diamond Sage last month.
  20+ Both the ancient pharaohs and later the Qadiran 
  satrapy outlawed the Jeweled Sages. The current dynasty 
  seems to enjoy warm relations with the order.
  25+ Each Jeweled Sage carries a unique sage jewel as 
  a badge of membership. These jewels are potent magic 
  items that contain the history of Ancient Osirion and 
  some of the power of the Age of Destiny. 
  30+ The Qadirans mercilessly hunted the sages and 
  employed powerful outsiders to track them down. If the 
  PCs succeed at this check, they gain a +2 circumstance 
  bonus on all Bluff and Diplomacy checks made to 
  influence the inevitables in area C.
  Knowledge (geography)
  The PCs may recall—or use the library in Sandswept 
  Hall to research—more about the Pillars of the Sun.
  15+ The Pillars of the Sun is a mountainous region in 
  central Osirion. It is a treacherous labyrinth of harsh 
  desert and rocky terrain, full of cliffs and chasms.
  20+ The region is home to numerous monsters, ancient 
  tombs, and lost ruins.
  25+ Some historians believe that the tomb of the 
  Pharaoh of No Rain, An-Hepsu XI—infamous for using 
  numerous dark rituals to extend his own life—is hidden 
  in among the Pillars of the Sun. 
  30+ Ancient wards and strange weather make some 
  magic unreliable in the region, but a knowledgeable 
  spellcaster can use these features to her advantage. If the 
  PCs succeed at this check, any PC can attempt a DC 20 
  Knowledge (arcana or geography) check before attempting 
  a dispel check or a caster level check to overcome spell 
  resistance; if successful, the caster gains a +2 bonus on 
  that check.
  To the Sanctum
  The PCs encounter no noteworthy obstacles in their 
  journey west to Eto and then south to the Pillars of 
  the Sun. There, two sage acolytes wait for them: a 
  handsome young Garundi man in white robes named 
  Garai Weheliye (LN cleric of Nethys 5) and a sweating, 
  middle-aged Taldan woman named Helena Arendall (LG 
  magusUM 4). They greet the Pathfinders excitedly and lead 
  the PCs to meet Tahonikepsu. They can answer basic 
  questions about the area and the Sanctum, but they defer 
  most other inquiries to Tahonikepsu. 
  The Diamond Sage personally maintains a twisting 
  path between the many peaks of the Pillars of the Sun, 
  chasing away monsters that would otherwise hunt along 
  the route. Garai and Helena lead the PCs along this trail, 
  guided by hidden glyphs they sense with the aid of detect 
  magic. A PC who succeeds at a DC 20 Knowledge (arcana), 
  Knowledge (geography), or Survival check can copy down 
  a map of the path or its glyphs, though unless the PC also 
  succeeds at a second skill check to hide the work from 
  his guides (e.g., Bluff, Sleight of Hand, or Stealth), the 
  two notice the map, request the PCs stop, and possibly 
  report the attempt to Tahonikepsu. The Diamond Sage 
  does not demand the PCs destroy their map, but if she 
  believes that the Pathfinders have such a document, she 
  abandons that route and creates a new one, invalidating 
  the PCs’ efforts.
  The Sanctum of the Sages is an extensive underground 
  complex set into the side of a mountain. At a distance, 
  illusions disguise the structure’s features. Within about 
  a hundred feet, however, the illusion fades, revealing a 
  beautifully engraved facade and door carved directly 
  into the mountain face. A dozen acolytes live outside the 
  sanctum in a small tent community, where they meditate 
  and debate the finer points of Nethys’s holy text, the Book 
  of Magic. 
  Tahonikepsu waits inside the entrance hall. Read or 
  paraphrase the following text as the Pathfinders arrive.
  Ornate rugs and a small pile of sitting pillows create a small 
  soft space in the marble room, where a finely dressed Garundi 
  woman sits by a fountain. She looks up from a puzzle of 
  broken pottery fragments as the two escorts announce the 
  Pathfinders. After thanking and dismissing Garai and Helena, 
  she beckons her visitors forward. “Welcome, Pathfinders. You 
  and your venture-captain have my thanks for agreeing to aid 
  us. I am Tahonikepsu, the Diamond Sage.”
  If any of the PCs have met the Diamond Sage before, 
  Tahonikepsu greets them by name. She then requests 
  the Pathfinders’ letter of introduction, giving the PCs 
  a questioning look if the seal is broken. She reads it 
  carefully before again addressing the PCs. 
  “The venture-captain has great faith in you. I shall extend you 
  the same courtesy.” She gestures for everyone to sit before 
  continuing. “My sage jewel grants me some knowledge of this 
  complex, and my own research has confirmed many of those 
  memories. That said, the site’s long abandonment has made 
  exploration difficult. I believe the next most productive step 
  would be to reopen the archive, whose interior has defied 
  out attempts at divinations. On the lowest floor of the library 
  reside the written history of our order and a crystalline artifact 
  attuned to the sage jewels. I would like you to explore the 
  area, inventory the contents, and report your findings to me. 
  Please be careful; these halls contain delicate, irreplaceable 
  cultural treasures and writings.”
  
  Tahonikepsu
  6
  PATHFINDER SOCIETY SCENARIO
  The PCs doubtless have questions at this point; likely 
  inquiries and responses are detailed below.
  Who are the Jeweled Sages? “I am the Diamond Sage 
  and my colleague Amenopheus is the Sapphire Sage. 
  People and empires may pass away; we ensure their 
  memories and discoveries live on. The Jeweled Sages 
  nearly disappeared during the Qadiran satrapy. Now we 
  are rebuilding the order and continuing their work.”
  What was in the library? “I am not sure the extent 
  of the collection. The sage who bore the amethyst 
  jewel was responsible for the archive, along 
  with several assistants. The Diamond Sage had 
  other responsibilities. I do know the archive is 
  divided into three levels. Librarians cataloged 
  acquisitions on the first floor, repaired them 
  on the next, and stored them in the library 
  below, which is accessible only through a special 
  gateway. The portal requires a sage jewel to 
  activate, and should activate when I unseal the 
  complex. If not, await my return.”
  Why can’t you come with us? “I have 
  numerous responsibilities, and I hope 
  that our partnership can alleviate 
  some of them.” A PC who succeeds 
  at a DC 24 Sense Motive check 
  realizes this isn’t the whole 
  truth and notices that she 
  becomes nervous in tight 
  quarters. This is a result 
  of her imperfect control 
  over her humanoid form—she 
  is concerned she might revert to her natural, draconic 
  shape in a narrow hallway. She brushes off any further 
  questions about her reluctance to join the PCs.
  How do you know what’s hidden in the archive? “I 
  have expended considerable effort communing with the 
  memories of my predecessor, who was so kind as to store 
  her memories and those of her protégés in the sage jewel 
  I carry. Even then, not every memory is perfect, and her 
  knowledge is limited to what she personally knew or saw. 
  After ensuring the PCs are ready, Tahonikepsu leads the 
  Pathfinders to the adjoining hall where a 5-foot-diameter 
  crystal—the Screening Stone—hovers a short distance 
  off the floor. The stone hums in response to her chant in 
  Ancient Osiriani; the glyphs on the west door fade and the 
  stone cracks open and melts into the surrounding walls. 
  Beyond, a hallway illuminated with magical light extends 
  30 feet and then descends down a twisting flight of stairs. 
  The Diamond Sage thanks the Pathfinders again, 
  and welcomes them to rest with the acolytes outside 
  whenever they need. She then departs, returning to her 
  natural form as a time dragon (Pathfinder RPG Bestiary 
  4 70) to investigate disturbances elsewhere in the local 
  solar system. Her far-ranging travel makes it unlikely 
  that she can return in time to assist the PCs except under 
  extraordinary circumstances.
  A. HALLS OF STUDY
  After a 50-foot descent, the Pathfinders arrive at the Halls 
  of Study, where the sages examined new acquisitions. 
  A dozen scholars worked alongside the sages to 
  preserve the physical records of their nation’s 
  history. Only two remain: the mummified 
  sphinx, 
  Saruna, 
  and 
  the 
  soulbound 
  construct, Badru. The two have spent the 
  past 3 millennia competing for control of 
  the library, though they physically clash 
  only rarely. Most of the time they brood 
  and scheme in the respective areas 
  they each consider home, occasionally 
  meeting on neutral ground to rehash 
  their same tired arguments of why 
  one is right and the other wrong. When 
  Tahonikepsu opened the door for the PCs, 
  she inadvertently broke the stalemate. 
  The Pathfinders’ arrival provokes 
  a new eruption of hostilities in 
  areas A2 and A3 as old rivalries 
  flare to life once more.
  Unless otherwise noted, the 
  floors and walls are smooth 
  stone. Inanimate objects gain 
  a +1 resistance bonus on all 
  saving throws as a result of the 
  preservative enchantments (faint transmutation) that 
  still affect the archive. The rooms and halls have 20-foot 
  ceilings, and magical illumination provides dim light. 
  A permanent guards and wards effect (CL 12th) fills the 
  corridors in areas A2, A4, and A5 with fog. Illusory stone 
  walls conceal every door (Will DC 20 to disbelieve in 
  Subtier 7–8 and DC 22 in Subtier 10–11), and arcane locks 
  seal them (Disable Device DC 20 to open). Pathfinders 
  can suppress an individual effect for 24 hours. Several 
  other areas have additional effects. Saruna and Badru 
  are both so familiar with the effects and attuned to 
  the sanctum that they ignore all of the effects created 
  by guards and wards. Similar effects from other sources 
  affect them normally.
  A1. Desert Blooms 
  Fragrant scents float on the warm breeze that circulates around 
  this columned chamber. Jasmine, grapevines, mandrakes, and 
  anemones grow from pots hanging around the room, vibrant 
  and fruitful despite the lack of sunlight. Sycamore saplings 
  fill the alcoves, and a phosphorescent moss has overgrown 
  
  N
  A. Halls of Study
  A5
  A1
  A2
  A8
  A6
  A7
  A9
  A10
  A3
  A4
  To B1
  Pathfinder Flip-Mat: Ancient Dungeon
  1 square = 5 feet
  7
  BEACON BELOW
  
  8
  PATHFINDER SOCIETY SCENARIO
  some of the walls and ceiling. A great seal bearing a written 
  inscription covers the center of the floor.
  The inscription on the floor is in Ancient Osiriani and 
  reads, “Life is fleeting; memory is eternal.” As the PCs 
  enter this area, the mummies and elementals in area A2 
  meet and begin fighting. 
  Preservation: The archive’s magic has sustained 
  the slow growth of these plants, several of which are 
  subspecies that have since gone extinct. A PC who 
  examines this area and succeeds at a DC 20 Knowledge 
  (nature) check earns 1 Preservation Point.
  A2. Ancient Battlefield (CR 9 or CR 12)
  Clashes between Saruna and Badru scarred this hallway. A 
  silent image hides the doors to the north and east, but both 
  are open when the Pathfinders first arrive. The audible 
  combat here and in area A3 grants the PCs a +4 bonus on 
  Will saves to disbelieve these particular illusions while 
  combat continues. 
  Creatures: Having realized that the archive is 
  open, Saruna and Badru have unleashed their meager 
  remaining minions against one another in desperate bids 
  for dominance before strangers arrive. The mummies are 
  ramshackle creations of Badru’s own invention that are as 
  much arcane puppets as they are proper undead. Badru 
  observes from area A5 and awaits an opening to strike 
  Saruna directly. If the PCs attack him, he withdraws to 
  area B4. Saruna in turn has conjured several elemental 
  creatures with the help of the pools in area A9. She lurks 
  in area A3, where she has enough room to maneuver.
  The mummies and elementals begin the battle in the 
  intersection in front of the doors to area A3.
  Subtier 7–8 (CR 9)
  MUMMIES (2) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210)
  TACTICS
  During Combat The mummies begin near area A5 and attempt 
  to reach area A3 to attack Saruna. They attack any creature 
  that stands between them and the door. They also follow 
  any subsequent orders Badru issues.
  Morale The mummies fight until destroyed.
  SPECIAL ABILITIES
  Constructed (Ex) Badru’s mummies are a combination of 
  humanoid remains and inorganic matter animated by a 
  combination of necromancy and golemcraft. As a result, 
  they count as both constructs and undead for the purposes 
  of targeting creatures by type (such as a ranger’s favored 
  enemy or the bane weapon special ability).
  LARGE FIRE ELEMENTAL 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 124)
  TACTICS
  During Combat The fire elemental begins outside the door 
  to area A3. It defends itself and attacks any creature that 
  moves past it. It follows orders from Saruna.
  Morale The elemental fights until destroyed. The summoning 
  spell expires 5 rounds after combat begins.
  FIRE MEPHITS (3) 
  CR 3
  hp 19 each (Pathfinder RPG Bestiary 202)
  TACTICS
  During Combat The mephits begin combat slightly north of 
  area A1. They use scorching ray and then flank the mummies 
  with the fire elemental. An injured mephit crowds into a fire 
  elemental’s square to activate its fast healing. 
  Morale The mephits fight to the death against the mummies 
  but tend to flee from other attackers. The summoning spell 
  expires 5 rounds after combat begins.
  Subtier 10–11 (CR 12)
  ADVANCED MUMMIES (4) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 210, 294)
  PRESERVING HISTORY
  The Pathfinders’ mandate is to catalog and protect the 
  relics here, represented by earning Preservation Points. 
  Many individual area descriptions describe notable finds 
  that grant 1 or more Preservation Points. In addition to 
  the opportunities presented in specific areas, the PCs can 
  earn up to 2 additional Preservation Points for exceptional 
  efforts to preserve the Osirian history in the Sanctum of the 
  Sages at the GM’s discretion. The PCs’ total contributes to the 
  adventure’s secondary success condition and other rewards. 
  A reckless action that destroys a notable find not only 
  prevents the PCs from cataloging it but also prevents 
  others from studying it in greater detail later. If a PC 
  destroys or seriously damages one of the relics tied to 
  earning a Preservation Point, the Pathfinders instead lose 1 
  Preservation Point. The PCs’ point total cannot fall below 0. 
  Effects with large areas are most likely to cause damage in 
  this way, but the GM should exercise some leniency with 
  regard to what damages a relic; a fireball that scorches most 
  of the room likely damages relics and inscriptions, but a line 
  effect (e.g. lightning bolt), small burst, or area effect that 
  the caster takes reasonable steps to aim away from historic 
  artifacts probably won’t. 
  Finally, when Tahonikepsu opens the archive, the 
  Amethyst Sage begins emptying the contents of area C. For 
  every 2 hours it takes the PCs to reach that area, the PCs lose 
  1 Preservation Point.
  
  9
  BEACON BELOW
  TACTICS
  Use the tactics in Subtier 7–8.
  SPECIAL ABILITIES
  Constructed (Ex) See Subtier 7–8.
  ADVANCED LARGE FIRE ELEMENTALS (2) 
  CR 6
  hp 76 (Pathfinder RPG Bestiary 124, 294)
  TACTICS
  Use the tactics in Subtier 7–8.
  ADVANCED FIRE MEPHITS (4) 
  CR 3
  hp 25 each (Pathfinder RPG Bestiary 202, 294)
  TACTICS
  Use the tactics in Subtier 7–8.
  Treasure: Dozens of amethyst fragments are integrated 
  into the mummies’ wrappings, and several likely fall out 
  over the course of combat. Recovering the rest involves 
  several minutes of searching.
  Development: If the PCs clearly seem to favor attacking 
  one side’s minions over the other, the respective 
  apprentice admits temporary defeat and withdraws from 
  the fight. The “winning” apprentice cautiously parleys 
  with the PCs and invites them to speak further where the 
  rival apprentice cannot eavesdrop. There, the apprentice 
  introduces himself or herself, inquires about the PCs’ 
  motives, and makes further plans. For more information 
  about Saruna and Badru, see areas A3 and B4 respectively. 
  Preservation: Alcoves along the walls hold racks filled 
  with scrolls filled with ancient poetry, but the cracked 
  scroll cases are unable to resist the heat created by the 
  elementals. If the PCs do not destroy the elementals or 
  draw them out of the hallway within 4 rounds, the scrolls 
  are reduced to ash, and the PCs lose 1 Preservation Point. If 
  the PCs recover the intact scrolls, they gain 1 Preservation 
  Point. One particularly valuable scroll resides in a 
  fireproof case hidden in one of the alcoves along the west 
  wall. If a PC succeeds at a DC 24 Perception check (DC 28 
  in Subtier 10–11), she finds this additional scroll. The text 
  records the deathbed account of a wizard who witnessed 
  the Pharaoh of Forgotten Plagues binding the daemonic 
  harbinger Zelishkar of the Bitter Flame. The Pathfinders 
  gain 1 Preservation Point for locating this document.
  Rewards: If the PCs defeat neither the mummies nor 
  the elementals, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce the gold earned by 333 gp.
  Out of Subtier: Reduce the gold earned by 458 gp.
  Subtier 10–11: Reduce the gold earned by 583 gp.
  A3. Chapel of Thoth (CR 10 or CR 13)
  This air in this chapel carries the scent of incense and old 
  parchment. A simple altar occupies the east wall. An ibis 
  statue sits behind it, silently gazing over any visitors. Pale light 
  shines on the altar from a painting of the moon on the ceiling, 
  illuminating stray motes of dust. 
  Although battle-damaged, the sanctuary is otherwise 
  well maintained thanks to Saruna’s regular sweeping, 
  dusting, and polishing of every surface. An ancient 
  sitting pillow, repaired countless times and sized for a 
  large creature, rests before the altar. A PC who succeeds at 
  a DC 20 Knowledge (history or religion) check identifies 
  the statue as Thoth, Osirian god of magic, writing, and 
  the moon, and patron of archivists and libraries. Any PC 
  who prays to Thoth or leaves an offering befitting Thoth’s 
  portfolio (for example, a scroll, book, or piece of silver) 
  gains a +1 sacred bonus on all Knowledge skill checks for 
  24 hours.
  Creatures: The Pathfinders likely first meet Saruna 
  following the battle in area A2, after which she either 
  approaches the PCs to talk or hides in the chapel to 
  observe their interactions with Badru, depending on 
  whose minions the PCs seemed to target more often.
  In life, Saruna studied alongside the sages and 
  considered the bearer of the amethyst sage jewel her 
  favored colleague and mentor. When Keleshite forces 
  conquered Osirion and began their campaign against the 
  Jeweled Sages, the sphinx stood at her allies’ side to aid 
  as best she could in preserving the nation’s history. At 
  the sages’ request, she guarded the sanctum for several 
  months while the Amethyst Sage sought some secret that 
  might preserve the scholarly order. When he returned, 
  he asked for her aid in a ritual he had found deeper in 
  the Pillars of the Sun. She accepted, not knowing that the 
  ritual required the removal of a sphinx’s heart—her own. 
  Before leaving the sanctum forever, the Amethyst Sage 
  revived his favored student as a mummy. As part of the 
  process, he replaced her heart with a fist-sized amethyst 
  that also strengthens her natural magic; she can cast 
  analyze dweomer as a spell-like ability three times per day 
  in addition to her other spell-like abilities.
  The sphinx loathes her undead existence and the 
  sage who transformed her, but her philosophical nature 
  has steered her away from self-destruction on multiple 
  occasions. Nonetheless, necromantic reanimation has 
  SCALING ENCOUNTER A2
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Reduce the current hit points of the mummies 
  and fire elemental to 40 each.
  Subtier 10–11: Reduce the current hit points of the 
  mummies and fire elemental to 50 each.
  
  Saruna
  10
  PATHFINDER SOCIETY SCENARIO
  gradually darkened her views of the universe and shifted 
  her alignment to evil. She now favors speaking in riddles 
  and rhymes in her ragged, dusty voice even more than 
  other sphinxes. She is sympathetic to others’ revulsion 
  at her undeath, but she feels it is not yet her time to be 
  destroyed. Before she accepts destruction, she seeks to 
  accomplish two goals. First, she must ensure that the 
  knowledge she has accumulated is not lost to the world. 
  Second, she wishes an opportunity to seek vengeance 
  against the sage who betrayed her trust. Saruna has 
  little reason to conceal her motives, especially if 
  she feels her goals and those of the PCs align.
  As the head librarian and the Amethyst 
  Sage’s 
  former 
  apprentice, 
  she 
  has 
  extensive experience cataloging tomes 
  and relics, knows all the background 
  information for the site mentioned in the 
  adventure’s introduction, and is familiar 
  with the functions of the Crystal Beacon 
  in area C4. She does not know about 
  the hazards in area C or the marut in 
  area C3, but she is aware that items 
  have begun disappearing from the 
  library below. She also knows that 
  near the time of her reanimation, 
  machine-bodied invaders attacked 
  the sanctum, broke into the library, 
  and somehow bypassed or overcame 
  the defenses intended to keep out 
  anyone but the true sages. 
  Saruna spends her time here 
  praying to Thoth for guidance and 
  vengeance. Otherwise she studies 
  in area A7 or uses the elemental 
  pools in area A9 to summon more allies like the wispy 
  mihstu that currently lingers in the room, consuming 
  its moisture.
  In Subtier 7–8, Saruna is cautiously optimistic that 
  the PCs can help her escape the archive, and her starting 
  attitude is indifferent. In Subtier 10–11 she is more 
  suspicious and has a starting attitude of unfriendly. 
  Admitting that they are agents of the Jeweled Sages 
  imposes a –4 penalty on Diplomacy checks made 
  to influence Saruna but does grant a +2 bonus on 
  Intimidate checks thanks to a special geas that compels 
  her obedience. Returning her heart to her immediately 
  improves her attitude two steps; it’s stored in the canopic 
  jar in area B4. 
  If the PCs question Saruna, the following detail her 
  likely responses. 
  Who are you? “Answers to such a simple riddle lie 
  in the deathless thoughts of one such as I. Saruna now 
  speaks, despite having long since died.”
  What happened here? “A tale of blood and gems these 
  walls would tell. The sage asked for commitment of heart 
  and soul; he left cold stone and a ragged hole.”
  Are there any Jeweled Sages or sage jewels here? “Here 
  above we’re left alone, left to fight over forgotten tomes. 
  Fled or dead? One way to know: seek out the library and 
  the beacon below.”
  Subtier 7–8 (CR 10)
  SARUNA 
  CR 9
  Mummified gynosphinx (Pathfinder RPG 
  Bestiary 4 196) 
  hp 114
  Weaknesses vulnerable to acid
  TACTICS
  Before Combat Saruna used the wand 
  of displacement during the fight with 
  the mummies. The spell has 2 rounds 
  remaining before it ends. 
  During Combat Saruna pounces, 
  hoping to flank with any of her allies. 
  Her desiccated paws are just dexterous 
  enough to allow her to activate a wand, 
  and she refreshes her displacement spell 
  when possible. 
  Morale Saruna flees if reduced to 30 
  or fewer hit points, using her wand of 
  dimension door to travel to area A7. 
  Without the blessing of a true Jeweled 
  Sage, she cannot travel outside of this 
  wing of the sanctum, and she fights until 
  destroyed if cornered.
  STATISTICS
  Languages Ancient Osiriani, Draconic, Sphinx; comprehend 
  languages
  Combat Gear wand of dimension door (5 charges), wand of 
  displacement (10 charges); Other Gear pendant of vast 
  intelligence +2 (Use Magic Device)
  YOUNG MIHSTU 
  CR 7
  hp 76 (Pathfinder RPG Bestiary 2 190, 293)
  TACTICS
  Before Combat The mihstu lurks over the door near the ceiling 
  and strikes from above and behind. 
  During Combat The mihstu focuses on spellcasters first 
  and saves ranged attackers for last, relying on its windy 
  defense. The cracks in the pillars and other obstacles in 
  the room are large enough for it to use its gaseous ability 
  to ignore them. The elemental follows Saruna’s orders 
  for 24 hours, but rankles at the situation. It subverts any 
  complicated instructions.
  Morale The elemental fights to the death.
  
  11
  BEACON BELOW
  Subtier 10–11 (CR 13)
  SARUNA 
  CR 10
  Advanced mummified gynosphinx (Pathfinder RPG Bestiary 4 
  196, 288) 
  hp 138
  Weaknesses vulnerable to acid
  TACTICS
  Before Combat Saruna used the wand of displacement 
  during the fight with the mummies. The spell has 4 rounds 
  remaining before it ends. 
  During Combat Saruna pounces, hoping to flank with any of 
  her allies. Her desiccated paws are just dexterous enough 
  to allow her to activate a wand, and she refreshes her 
  displacement spell when possible. 
  Morale Saruna flees if reduced to 40 or fewer hit points, using 
  her wand of dimension door to travel to area A7. Without 
  the blessing of a true Jeweled Sage, she cannot travel 
  outside of this wing of the sanctum, and she fights until 
  destroyed if cornered.
  STATISTICS
  Languages Ancient Osirion, Draconic, Sphinx; comprehend 
  languages
  Combat Gear wand of dimension door (5 charges), wand of 
  displacement (10 charges); Other Gear pendant of vast 
  intelligence +4 (Knowledge (arcana), Use Magic Device)
  MIHSTUS (3) 
  CR 8
  hp 92 each (Pathfinder RPG Bestiary 2 190)
  TACTICS
  Use the tactics from Subtier 7–8.
  Treasure: The altar holds three vials of powdered 
  diamond, each worth 1,000 gp, intended for binding 
  outsiders with the air subtype. There are four such vials 
  in Subtier 10–11.
  Development: If the PCs improve Saruna’s attitude to 
  friendly or helpful, she requests their aid in defeating 
  Badru and escaping the archive. She knows the Amethyst 
  Sage sealed the library and only a sage jewel can reopen it, 
  but she offers her scheme to create a flawed sage jewel. See 
  the Activating the Portal sidebar on page 13. The sphinx 
  knows that a geas effect prevents her from leaving, but 
  she suspects that a true Jeweled Sage could remove the 
  enchantment. Saruna is also willing to assist the PCs 
  in the recovery of important historical objects if she’s 
  made friendly; her help grants the PCs a +2 bonus on 
  skill checks to earn Preservation Points. The sphinx is a 
  powerful fighter but should neither upstage the PCs nor 
  be a burden for the GM to run alongside other combatants. 
  As a result, Saruna’s role in a fight is typically fairly 
  light, taking the occasional swipe at a foe but otherwise 
  allowing the PCs to handle the heavy lifting.
  Faction Notes: Dark Archive faction PCs are on the 
  lookout for knowledgeable curators, librarians, and 
  archivists to assist Zarta Dralneen in establishing the 
  faction’s credentials and polishing its members’ skills. 
  Recruiting Saruna’s assistance as a consultant would be 
  invaluable. The sphinx is open to such proposals, but she 
  agrees to meet with Zarta only if a faction PC improves 
  her attitude to friendly or helpful, succeeds at a second 
  Diplomacy check to request complicated aid, destroys 
  Badru (see area B4), and returns Saruna’s heart to her in 
  its canopic jar.
  Preservation: If the PCs identify the statue of Thoth, 
  they gain 1 Preservation Point.
  Rewards: If the PCs fail to defeat or recruit Saruna, 
  reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,250 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,712 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,175 gp.
  A4. Hidden Staircase 
  Webs fill this hallway and the stairs, as the spell web. 
  Saruna and Badru are able to move through this area 
  unimpaired. The stairs lead to area B1.
  A5. Catalog 
  This hallway twists and turns in the fog. The minor 
  confusion effect of guards and wards misleads any PCs who 
  enter this area.
  Preservation: Intricate glowing hieroglyphics line the 
  corridors. They catalog the contents stored in the library 
  in area C, even changing to reflect new relics that enter 
  or leave the site. If a Pathfinder who understands Ancient 
  Osiriani studies the hieroglyphics and succeeds at a DC 
  20 Linguistics or Profession (librarian) check, he can 
  identify the vast range of information stored below—
  tomes, furniture, scrolls, art, and more. The character 
  also realizes that pieces of the collection are missing and 
  more are disappearing. Succeeding at this check also 
  earns the PCs 1 Preservation Point.
  A6. Shrines of Nethys and Ptah 
  A marble statue stands at each end of this corridor. 
  Purple faerie fire illuminates the east statue, which 
  depicts a Garundi man who is healthy and vital on one 
  side and cracked and burned on the other. The other 
  SCALING ENCOUNTER A3
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Remove the young mihstu from the encounter.
  Subtier 10–11: Remove one mihstu from the encounter.
  
  12
  PATHFINDER SOCIETY SCENARIO
  statue depicts a Garundi man wrapped in linen like 
  a mummy and wielding a staff. A PC who succeeds at a 
  DC 10 Knowledge (religion) check recognizes the first as 
  Nethys, god of magic. A PC who exceeding this DC by 10 
  or more also identifies the other statue as Ptah, Osirian 
  god of creation and invention.
  Any PC who prays to Nethys or leaves an offering 
  befitting his portfolio (for example, a magic item or 
  scroll) gains a +1 sacred bonus on concentration checks 
  for 24 hours. A PC who makes a similar prayer or offering 
  to Ptah gains a +2 sacred bonus on Craft and Knowledge 
  (arcana) checks made to identify constructs for 24 hours.
  Preservation: Identifying both statues earns the PCs 
  1 Preservation Point.
  A7. Saruna’s Sanctum 
  Saruna rests and studies in this spacious chamber. A large 
  divan sits in the southeast corner. A bookshelf dominates 
  the north wall, while tapestries and maps cover the others.
  Saruna’s etched riddles and rambling notes cover the 
  floor. Pathfinders who study the writing for 2 hours or 
  succeed at a DC 25 Linguistics check can decipher it. A PC 
  gains a +5 bonus on this check if she understands Ancient 
  Osiriani or Sphinx, and the bonus increases to +10 if she 
  understands both. The notes describe how to create a 
  flawed sage jewel using Badru’s soul focus, and how to use 
  it to activate the portal in area B4. See the Activating the 
  Portal sidebar on page 13.
  Traps: Saruna placed a symbol of persuasion (DC 20 in 
  Subtier 7–8, DC 22 in Subtier 10–11) on the eastern map 
  in case Badru were able to slip past her. It has 2 days of 
  duration remaining.
  Preservation: The ancient maps depict Osirion 
  during the Age of Destiny, ranging west into Thuvia and 
  south into Geb. If a PC studies the maps and succeeds 
  at a DC 25 Knowledge (geography) check, the PCs gain 1 
  Preservation Point. In addition, the maps indicate several 
  dozen unlabeled locations, including numerous points 
  throughout the deserts of northern Garund, half a dozen 
  scattered throughout the Barrier Wall mountain range, 
  two in northern Geb, another four in Katapesh, one each 
  in Nex and the Mana Wastes, and one coastal site now 
  submerged just north of Osirion. Saruna is not certain of 
  the relevance of these sites, but she speculates these are 
  sites of importance to the Jeweled Sages.
  A8. Librarian’s Office 
  This neatly kept office once doubled as living quarters. 
  A basin in the northwest corner continuously refills 
  with water as a decanter of endless water, and an ancient 
  cot stands nearby. Magical illumination provides bright 
  light. A tidy desk and workbench hold ancient quills and 
  dried-up ink.
  Preservation: The desk’s drawers are locked and 
  contain library acquisition records. A PC who succeeds at 
  a DC 25 Disable Device check can open the drawers and 
  earns 1 Preservation Point for recovering the records. 
  Particularly destructive methods of opening the drawers 
  might destroy the documents at the GM’s discretion. The 
  document is written in Common and lists numerous 
  statues throughout the archives as well as their powers. If 
  the PCs open the drawer without destroying the records, 
  provide them with Player Handout 2.
  A PC who succeeds at a DC 25 Perception check locates 
  a loose stone under the cot. Prying it up reveals a cache of 
  tools and a journal, earning the PCs 1 Preservation Point. 
  With a successful DC 20 Heal or Knowledge (arcana or 
  religion) check, a PC identifies most of the supplies as 
  well-preserved mummification paraphernalia from a past 
  age. The journal, written in Ancient Osiriani, records 
  20 years of the Amethyst Sage’s work in archiving and 
  recording lost treasures while wrestling to maintain his 
  own identity when exposed to his sage jewel’s memories. 
  Several letters sandwiched between later pages describe, 
  in brutal detail, multiple Qadiran raids in which the 
  invaders killed or captured sages or sympathizers. 
  The final year of entries is encoded; a successful DC 
  30 Linguistics check and at least 2 hours of study are 
  needed to decipher it. It describes some of the sage’s 
  investigation of An-Hepsu XI’s rituals of immortality, 
  including one that involved a canopic jar recovered from 
  an undisclosed location in the Pillars of the Sun. With 
  increasing bitterness, the sage expresses a fervent desire 
  to survive the Keleshite attacks to ensure that the order of 
  Jeweled Sages survives.
  Identifying the mummification tools and deciphering 
  the journal each earn the PCs 1 Preservation Point.
  A9. Elemental Pools
  Pools of pure elemental water, earth, and fire occupy this 
  chamber. These date back to the Pharaoh of Forgotten 
  Plagues, whose forces captured them in a war with Jistka. 
  The elemental presence has warped the stone in the room, 
  giving the surface immediately surrounding the water 
  pool a spongy texture, growing strange crystals near the 
  earth pool, and sending veins of pulsing magma rippling 
  through the flagstones near the fire pool. Several metal 
  scoops and flasks stored at narrow workstations between 
  the pools allow a creature to extract and mix elements, 
  and one can use the pools to cast summon monster V or 
  planar binding (CL 11th) up to three times per day in any 
  combination to conjure an outsider with the elemental 
  subtype associated with the pool or pools used. Each 
  pool counts as a diagram magic circle for the purpose of 
  trapping a called creature. Saruna has already used the 
  pools twice today.
  
  13
  BEACON BELOW
  A PC who studies the pools and succeeds at a DC 25 
  Knowledge (planes) check identifies combinations of 
  elements that might conjure elementals of other types, 
  such as air (fire mixed with water, then filtered through 
  earth), ice (water mixed with air), lightning (fire mixed 
  with air), magma (earth mixed with fire), and mud (earth 
  mixed with water). Combining the raw elements in other 
  ways typically results in an angry elemental that is not 
  bound to the pool being summoned.
  The raw elemental fire is harmful and enough can be 
  harvested to create a single splash weapon that deals 3d10 
  points of fire damage on a direct hit and 1d10 points of 
  fire damage to those it splashes. The material is volatile, 
  and evaporates and destabilizes if not used within 1 hour. 
  Creating such a splash weapon requires a successful DC 15 
  Craft (alchemy) or Knowledge (arcana) check and expends 
  one of the daily uses of the pools’ conjuration ability.
  A10. Ritual Chamber
  This is the room the Amethyst Sage used to perform 
  several of the rituals he researched, and the architecture 
  still bears the scars of his experimentation. The smell 
  of burnt flesh still permeates the chamber, and now-
  indecipherable runes drawn in blood long since reduced 
  to powder line the floor. The walls are slightly cracked 
  and in several places even seem to bow outward as though 
  pushed apart by a powerful force. There is little left to 
  learn from this room, though a PC who succeeds at a DC 
  20 Knowledge (arcana) check can determine that someone 
  performed potent ritual magic here.
  B. HALLS OF PRESERVATION
  Reaching the Halls of Preservation involves a 30-foot 
  descent down the stairs from area A4. The guards and 
  wards spell in location A ends at the bottom of the stairs. 
  Archivists restored damaged artifacts and writing in 
  these workshops.
  The zelekhuts in area C3 breached the sanctum here, and 
  the Pathfinders can see signs of that attack in the broken 
  walls and floors. Unless otherwise noted, the ceilings are 
  20 feet high, the rooms are carved from the surrounding 
  granite, and the original magical illumination has failed, 
  leaving this area in complete darkness.
  B1. Apprentices’ Workshop
  New archivists would train here, using the replaceable 
  finds. The tools and workplaces are broken, and the 
  inevitables breached the south wall millennia ago. A 
  haphazard barricade now blocks the last 10 feet of the 
  stairs. A PC can easily clamber over the obstacle with a 
  successful DC 15 Acrobatics or Climb check. Otherwise it 
  takes 4 squares of movement to move through 1 square of 
  the barricade.
  Trap: An alarm spell mentally warns Badru if anyone 
  descends the stairs.
  All Subtiers
  ALARM SPELL
  Type magic; Perception 26; Disable Device 26
  EFFECTS
  Trigger location; Reset none
  Effect mental alarm (Badru only)
  B2. Badru’s Room
  A small bed, a workbench, and several hanging blueprints 
  occupy this room. Badru slept here while alive, but long 
  ago moved almost everything of value to area B4. 
  ACTIVATING THE PORTAL
  Only a Jeweled Sage can open the portal leading from area B3 
  to area A1, but with someone stealing from the library, the 
  Pathfinders can’t wait for Tahonikepsu to return. The Amethyst 
  Sage copied the design of her own gem when crafting Badru’s 
  soul focus and Saruna’s gem heart. The Pathfinders can purify 
  and empower one of these gems to create a flawed sage 
  jewel. Although the replica cannot store memories as a true 
  sage jewel can, it is sufficiently convincing to fool the portal 
  and other devices and guardians here. Both Saruna and Badru 
  are fairly certain how to make such a jewel. The PCs can also 
  research their own recipe by studying the hieroglyphs in area 
  A7. Each method has several steps in common: harvesting a 
  gem from one of the apprentices, purifying the gem, and then 
  using it to absorb a hint of mythic power.
  The two suitable gems are Badru’s soul focus and Saruna’s 
  gem heart, and removing either one effectively destroys that 
  apprentice. Both stones are cursed, and a character carrying 
  one takes a –1 penalty on attacks, skill checks, and saving 
  throws. The PCs can cast remove curse, perform a 1-hour ritual 
  using the moonlight in Thoth’s chapel in area A3 (Saruna’s 
  preference), or immerse the gem in the raw elements from 
  area A9 for 1 hour (Badru’s preference) to purify it.
  Once  the gem has been purified, a PC can use the gem 
  to absorb the blessing of Isis from the glass golems in 
  area B3. Doing so requires the PC stand within 20 feet of 
  a glass golem and present the gem as a full-round action 
  that provokes attacks of opportunity; it causes the golems 
  to lose the invulnerable mythic template, eliminates the 
  golems’ mark of Isis special ability, and transforms the gem 
  into a flawed sage jewel. This gem functions as a stone of 
  good luck (Pathfinder RPG Core Rulebook 530). It fits into 
  a wayfinder like an ioun stone, granting a +1 bonus on 
  Knowledge checks as a resonant effect.
  The gem functions only in this scenario.
  
  N
  B. Halls of Preservation
  G : Glass golem
  W : Wood golem
  Pathfinder Flip-Mat: Ancient Dungeon
  1 square = 5 feet
  B5
  B1
  B4
  B2
  B3
  T
  To A4
  W1
  W2
  G1
  G2
  14
  PATHFINDER SOCIETY SCENARIO
  
  15
  BEACON BELOW
  Preservation: If a PC succeeds at a DC 20 Knowledge 
  (engineering or history) check, he recognizes a framed 
  blueprint on the wall as the original plan for the royal 
  palace inside the shell of Ulunat, the Spawn of Rovagug 
  destroyed by Azghaad I, and earns 1 Preservation Point.
  B3. Portal Chamber (CR 10 or CR 13)
  This large chamber houses a permanent ring gate 
  connecting to the Jeweled Sages’ library, though it is 
  inactive and the central pillar hides it when the PCs first 
  arrive. The inevitables breached the west wall when they 
  attacked. PCs who examine the chamber find the broken 
  remains of half a dozen zelekhuts, identifiable with a 
  successful DC 19 Knowledge (planes) check.
  Luminous glyphs cover the central pillar, providing 
  dim illumination. A Pathfinder who studies the column 
  for 1 hour or succeeds at a DC 20 Knowledge (arcana) or 
  Spellcraft check learns how to activate it with a sage jewel. 
  Doing so causes the pillar to fracture and spiral open, 
  revealing a 10-foot-wide ring gate, which connects to the 
  portal platform in area C1. The act of opening the portal 
  places more strain on the library below, triggering the 
  hazard detailed in area C and instigating a timed threat. 
  As a result, a PC using a fake sage jewel to open the portal 
  at first experiences slight resistance, and only after she 
  consciously confirms that the she wants to open the portal 
  by trying again does the gateway actually activate.
  Creatures: An invincible glass golem and wood golems 
  guard the portal. The golems were holy guardians who 
  watched over the temple of Isis in Tumen. The sages later 
  recovered them from the abandoned city and repurposed 
  them through prayer and magic. A PC who succeeds 
  at a DC 25 Knowledge (religion) check recognizes the 
  ankh-like tyet icon emblazoned on the golems as the 
  knot of Isis. A magic mouth spell activates when any 
  creature unaccompanied by a Jeweled Sage enters the 
  room, shouting a warning in Ancient Osiriani to leave 
  immediately. This causes the glyphs to emit bright light 
  as daylight. After 1 round, the golems attack anyone still 
  in the room. The golems cease fighting if presented with 
  a sage jewel, even a flawed one that the PCs create.
  Subtier 7–8 (CR 10)
  GUARDIAN OF ISIS 
  CR 9
  Invincible glass golem (Pathfinder RPG Mythic Adventures 224, 
  Pathfinder RPG Bestiary 2 138)
  hp 116
  TACTICS
  During Combat The golem defends itself and attacks anyone in 
  area B4. It pursues attackers as far as area B1 and activates 
  its reflect spells ability when possible.
  Morale The golem fights until destroyed.
  SPECIAL ABILITIES
  Mark of Isis (Su) Isis’s power restores the golem to full hit 
  points 1 minute after it is destroyed. It loses this ability if it 
  loses the invincible template.
  ADVANCED WOOD GOLEM 
  CR 7
  hp 64 (Pathfinder RPG Bestiary 164, 294)
  TACTICS
  During Combat The golem defends itself and attacks anyone in 
  area B4. Although it is mindless, it does make rudimentary 
  attempts to maximize the number of targets it can hit with 
  its splinter ability. It pursues attackers as far as area B1.
  Morale The golem fights until destroyed.
  Subtier 10–11 (CR 13)
  GUARDIANS OF ISIS (2) 
  CR 10
  Invincible glass golems (Pathfinder RPG Mythic Adventures 224, 
  Pathfinder RPG Bestiary 2 138)
  hp 116
  TACTICS
  Use the tactics from Subtier 7–8.
  SPECIAL ABILITIES
  Rune-Carved Mark of Isis (Su) Isis’s power restores the golem 
  to full hit points 1 minute after it is destroyed. The mark also 
  provides the Rune of Shielding and Rune of Terror abilities 
  (Pathfinder RPG Ultimate Magic 116). It loses these abilities 
  if it loses the invincible template. These modifications 
  increase the golem’s total CR by 1.
  ADVANCED WOOD GOLEMS (2) 
  CR 7
  hp 64 (Pathfinder RPG Bestiary 164, 294)
  TACTICS
  Use the tactics from Subtier 7–8.
  Treasure: A Pathfinder searching the column who 
  succeeds at a DC 25 Perception check (DC 30 in Subtier 
  10–11) discovers a hidden compartment containing a small 
  cedar chest just north of the portal ring. The chest contains 
  a golembane scarab and a scroll of malfunction (Pathfinder RPG 
  Ultimate Magic 228). In Subtier 10–11, it also contains boots 
  of levitation and a scroll of soothe construct (Ultimate Magic 239).
  Development: If the Pathfinders complete the flawed 
  sage jewel, the golems cease attacking, recognizing the 
  gem-holder as a Jeweled Sage.
  Preservation: The Pathfinders gain 1 Preservation 
  Point for each golem that survives intact by the end of the 
  scenario (maximum 2 points).
  Rewards: If the PCs fail to discover the hidden cache, 
  adjust each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 316 gp.
  Out of Subtier: Reduce each PC’s gold earned by 633 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 950 gp.
  
  16
  PATHFINDER SOCIETY SCENARIO
  B4. Master’s Workshop (CR 10 or CR 13)
  Here master artisans repaired rare and unique relics 
  under 
  Badru’s 
  supervision. 
  Narrow 
  workbenches 
  crowded with partially constructed porcelain and wood 
  mannequins ring most of the room’s perimeter, and one 
  table holds an inanimate mummy. The western wall fell 
  when the zelekhuts invaded millennia ago, and Badru 
  has left it open as an escape route rather than repairing 
  the damage. One of the zelekhuts lies disassembled and 
  lifeless under a table.
  Creatures: The Pathfinders likely first meet Badru 
  following the battle in area A2, after which he either 
  approaches the PCs to talk or skulks back to his workshop, 
  depending on whose minions the PCs seemed to target 
  more often.
  As a mortal apprentice, Badru served the Amethyst 
  Sage with zealous devotion, hoping that his contributions 
  might allow him to climb the order’s hierarchy and be 
  honored with stewardship of a sage jewel. At the outbreak 
  of Keleshite aggression, Badru watched his mentor with 
  awe as the sage undertook dangerous missions to preserve 
  Osirion’s history and the sages’ work. This apparent 
  sacrifice in the name of the greater good inspired Badru 
  to volunteer when the Amethyst Sage first asked for 
  assistance in his immortality rites. The experiments 
  in transferring a soul from one vessel to another was a 
  success, so to speak, resulting in Badru’s transformation 
  into a soulbound construct. 
  He was not appalled by his new condition. In fact, 
  he has gradually come to see his state as a blessing that 
  ensures his survival until the day his mentor returns. 
  He has cobbled together numerous mannequins and 
  mummies since then, in the hope of sharing his flesh-
  to-construct metamorphosis with others. Because he 
  possesses little of his former spellcasting abilities and 
  lacks proper materials, the pace of his research has 
  slowed considerably, yet thousands of years left to his 
  own devices have allowed him to accomplish much.
  That Saruna chafes under her own transformation at 
  the Amethyst Sage’s hands is only further proof that she 
  is disloyal, untrustworthy, and deserving punishment. 
  A sceanduinar that he recent conscripted has reinforced 
  this notion, hoping to impel Badru to destroy the 
  loathsome undead rival. The sceanduinar hates living 
  creatures just as much, and if Badru allies with the PCs, 
  the outsider betrays them at its earliest convenience. 
  Badru’s voice is flat and affectless, and his immobile 
  funeral mask gives him a somber appearance. An 
  amethyst gem embedded in his chest, partly concealed 
  by his ancient formal robes, sends animating energy 
  through his frame. Badru spends his time plotting 
  against Saruna and planning to convert humanity into 
  constructs, granting all immortality. He is open about 
  both pursuits and hopes to rejoin the Amethyst Sage, who 
  he believes sealed himself in the library below.
  Badru spent most of his time serving as the master 
  archivist, and he retains extensive knowledge of the 
  library’s relics. As a result, he is familiar with all of the 
  background information for the site mentioned in the 
  adventure’s introduction, and he has well-supported 
  theories about the functions of the Crystal Beacon in 
  area C4. He is able to describe the zelekhut invaders in 
  detail, punctuating particular observations by using the 
  disassembled inevitable as a prop. He also knows that a 
  powerful, armored golem (actually the marut) appeared 
  in the portal chamber and disappeared into the library 
  shortly before the inevitables attacked. Finally, he is 
  aware that someone is removing relics from the library, 
  yet nobody has used the gateway in many centuries; 
  clearly Saruna is responsible for this atrocity.
  The soulbound construct has a starting attitude of 
  indifferent, though he initially assumes that the PCs are 
  Jeweled Sages—who else could have unsealed the archive? 
  A PC who succeeds at a DC 15 Bluff check (DC 19 in 
  Subtier 10–11) can maintain this facade and improve his 
  attitude to helpful. Each time Badru notices a significant 
  discrepancy in the story, however, the Bluff DC increases 
  by 5. If he discovers the deception, his attitude becomes 
  Unfriendly. He is fiercely loyal to the Jeweled Sages, and 
  so long as he believes they are working for the Jeweled 
  Sages, the PCs gain a +4 bonus on Diplomacy checks to 
  influence him. If the PCs improve his attitude to friendly 
  or helpful, he asks for their assistance in destroying 
  Saruna and reopening the library. He can assist the 
  Pathfinders with locating important historical objects, 
  granting them a +2 bonus on skill checks made to earn 
  Preservation Points.
  If Badru suspects the PCs have allied with Saruna, he 
  at first attempts to convert them to his side. If that fails, 
  he assumes the worst and defends himself.
  If the PCs question Badru, the following are likely 
  questions and responses.
  Who are you? “Master of the Archives, Badru. I am a 
  loyal servant of the great Jeweled Sages.”
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: The golems are stiff after centuries of 
  inactivity. They begin the combat with the staggered 
  condition for 1 round, and they have the entangled condition 
  for 2 rounds after that.
  Subtier 10–11: Remove the wood golems from the 
  encounter.
  
  Badru Ibidau
  17
  BEACON BELOW
  What happened here? “Servants of the Padishah 
  invaded. My master fled. I was left alone with the traitor, 
  the great work unfinished.”
  Are there any Jeweled Sages or sage jewels here? “My 
  master sealed himself in the library below. With your 
  help and the destruction of the traitor, we can reach him.”
  Subtier 7–8 (CR 10)
  BADRU IBIDAU 
   
  CR 7
  NE soulbound mannequin (Pathfinder RPG Bestiary 4 248)
  hp 85
  TACTICS 
  Before Combat Badru uses the wand of mirror image on 
  himself and orders the sceaduinar to circle through area B5 
  to attack the PCs from behind. 
  During Combat Badru lures the PCs into the room 
  to trigger the haunt. He uses glitterdust and 
  enervation to hinder enemies and reveal any 
  invisible PCs.
  Morale Badru flees to area B3 through area B5 
  when reduced to 30 or fewer hit points, running 
  through the room to area B2 and taunting the 
  PCs, hoping to delay them in area B3 until the 
  constructs attack. Badru avoids destruction 
  as long as he can, but he cannot leave 
  this wing of the sanctum and fights until 
  destroyed if cornered.
  STATISTICS
  Languages Ancient Osiriani
  Gear scroll of glitterdust, wand of make 
  whole (5 charges), wand of mirror image 
  (5 charges)
  SPECIAL ABILITIES
  Master Archivist (Ex) Badru gains a +10 bonus 
  on Use Magic Device checks and can 
  always take 10 on those checks. When 
  attempting a saving throw against the 
  effect of a cursed item, he rolls twice 
  and takes the higher result.
  SCEADUINAR 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 239)
  TACTICS 
  Before Combat The sceaduinar uses 
  antilife shell to protect itself and 
  hides using deeper darkness. 
  During Combat The sceaduinar 
  waits until the PCs are 
  engaged with Badru then 
  uses silence, slay living, 
  and harm to eliminate 
  backline spellcasters.
  Morale The sceaduinar fights to the death unless Badru is 
  destroyed. If Badru is destroyed and the sceaduinar is 
  reduced to 30 or fewer hit points, it flees and hides until its 
  contract expires and enables it to go home.
  Haunt: The Amethyst Sage’s transference of Badru’s 
  soul from body to construct was imperfect, and slivers of 
  the apprentice’s essence have infused the mannequins that 
  he makes. These jealous fragments are eager to capture 
  enough of another’s soul to animate properly. As the haunt 
  is an extension of himself, Badru has rudimentary control 
  over when it manifests—typically when combat begins, 
  causing the haunt to act during the first round.
  SPLINTERED SOUL 
   
  CR 7
  CE Haunt (area B4)
  Caster Level 9th
  Notice Perception DC 15 (to see the mannequins in the 
  room begin to twitch and move)
  hp 14; Trigger mental command (responds to 
  Badru’s commands); Reset 1 hour
  Weaknesses tricked by hide 
  from undead
  Effect A cold void shimmers 
  around one mannequin and 
  the closest living creature 
  within 10 feet of area B4. 
  A mannequin traps that 
  creature’s soul, while a 
  fragment of Badru’s spirit 
  possesses the body, as 
  the spell magic jar (Will DC 
  17 negates). The trapped creature can 
  move its head and speak, but 
  otherwise cannot take actions. 
  The possessed body follows 
  Badru’s direction or attacks the 
  nearest living creature. Destroying the 
  mannequin holding the creature’s soul 
  ends the effect (hardness 5, hit points 10, 
  break DC 13). 
  Destruction Destroying Badru and purifying his 
  soul focus destroys the haunt.
  Subtier 10–11 (CR 13)
  BADRU IBIDAU 
  CR 12
  NE soulbound shell (Pathfinder 
  RPG Bestiary 4 249)
  hp 132
  TACTICS
  Before Combat If Badru 
  expects combat, he casts 
  
  18
  PATHFINDER SOCIETY SCENARIO
  expeditious retreat, grease, and mirror image on himself. He 
  orders the sceaduinar to circle through area B5 to attack the 
  PCs from behind.
  During Combat Badru attempts to lure the PCs into range of 
  the haunt before casting cloudkill to grant himself poisonous 
  concealment. He uses his spells to disable or dominate 
  strong melee threats and prefers to use spells like lightning 
  bolt and disintegrate against spellcasters.
  Morale Badru uses black tentacles to delay the PCs and flees 
  to area B4 through area B5 when reduced to 55 or fewer 
  hit points. He runs through the room to area B2 and uses 
  stinking cloud and black tentacles, hoping to stall the PCs in 
  area B3 until the constructs attack. Badru avoids destruction 
  as long as he can, but he cannot leave this wing of the 
  sanctum and fights until destroyed if cornered.
  STATISTICS
  Languages Aklo, Ancient Osiriani, Draconic
  Gear mwk dagger, scroll of glitterdust, scroll of disintegrate, 
  wand of make whole (5 charges), wand of mirror image 
  (5 charges)
  SPECIAL ABILITIES
  Master Archivist (Ex) Badru gains a +10 bonus on Use Magic 
  Device checks and can always take 10 on those checks. 
  When attempting a saving throw against the effect of a 
  cursed item, he rolls twice and takes the higher result.
  SCEADUINAR 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 239)
  TACTICS 
  Use the tactics in Subtier 7–8.
  SPLINTERED SOUL 
  CR 7
  Use the statistics in Subtier 7–8.
  Treasure: A small urn capped with the head of a sha 
  (a jackal-like creature) sits on the table with the mummy. 
  The Amethyst Sage acquired this canopic jar (Pathfinder 
  RPG Mythic Adventures 148) from somewhere in the Pillars 
  of the Sun. The jar contains Saruna’s heart.
  Development: Should the PCs improve Badru’s 
  attitude to helpful, he is amenable to following them and 
  providing further assistance. However, he is a powerful 
  NPC and should neither upstage the PCs nor be a burden 
  for the GM to run alongside other combatants. As a result, 
  Badru’s role in a fight is typically fairly light, casting the 
  occasional spell at a foe but otherwise allowing the PCs to 
  handle the heavy lifting.
  Faction Notes: Dark Archive faction PCs are on the 
  lookout for knowledgeable curators, librarians, and 
  archivists to assist Zarta Dralneen in establishing the 
  faction’s credentials and polishing its skills. Recruiting 
  Badru’s assistance as a consultant would be invaluable. 
  The soulbound construct willing to consider such a 
  proposal, but he agrees to meet with Zarta only if a faction 
  PC improves his attitude to friendly or helpful, succeeds 
  at a second Diplomacy check to request aid that might 
  result in punishment (Badru suspects the Amethyst Sage 
  might not approve of Badru’s abandoning his post), and 
  destroys Saruna (see area B4).
  Rewards: If the PCs fail to defeat or recruit Badru 
  adjust each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,420 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,903 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,387 gp.
  B5. The Breach
  Prior to their assault, the zelekhuts commandeered the 
  services of several earth elementals by using lesser geas, 
  using the elementals to burrow into the side of the 
  Sanctum of the Sages. The tunnels here gradually ascend 
  west to the surface and desert outside, though exploring 
  the exterior is beyond the scope of the adventure. Until 
  Tahonikepsu unsealed the archives, the tunnels were 
  warded against intrusion, but they are now accessible to 
  virtually any creature that can fit through them. 
  Preservation: 
  Simply 
  reporting 
  the 
  breach 
  to 
  Tahonikepsu or one of her assistants is enough to earn 
  the PCs 1 Preservation Point. Making a considerable 
  effort to seal the tunnel—whether with a relevant DC 20 
  skill check, stone shape, wall of stone, or a similar effect—
  earns the PCs 1 additional Preservation Point.
  C. LIBRARY OF THE SAGES
  Hundreds of feet below the archive and many hundreds 
  of feet above the major thoroughfares of Sekamina lies a 
  cavern where the Jeweled Sages hid some of their most 
  valuable relics and records. Even were the sanctum to 
  be lost, the library would survive, awaiting the return of 
  sages to recover their lost treasures. Normally the library 
  would be accessible only by teleportation magic or a sage 
  using the ring gate portals, yet when the Amethyst Sage 
  sealed the sanctum before fleeing, he prevented even 
  teleportation from functioning properly. 
  The library is an artificial island in a vast underground 
  lake. Its floor consists of thick marble tiles, and the 
  SCALING ENCOUNTER B4
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Remove the sceaduinar from the encounter.
  Subtier 10–11: Badru has expended his 6th-level spells for 
  the day and has misplaced his scroll of disintegrate beneath 
  one of the workbenches. Also, remove the sceanduinar from 
  the encounter.
  
  19
  BEACON BELOW
  THE SKY IS FALLING!
  The PCs have only a short time before the Sky Vault of Ra 
  collides with the Crystal Beacon, and it may be tempting to 
  use a stopwatch to carefully track how long the PCs spend 
  discussing tactics or negotiating with inevitables. Instead, err 
  on the side of generosity in tracking the passage of time. If 
  the players can agree on a strategy without spending a lot 
  of time out-of-game, treat the time spent planning as 1 or 2 
  rounds. If the PCs negotiate with the inevitables fairly quickly, 
  consider treating the time spent as the 1-minute minimum 
  normally recommended for attempting a Diplomacy check. 
  If the PCs decide to split up, sending someone to activate 
  a statue, another to parley with outsiders, and another to 
  disable the beacon, this is a great time to accommodate 
  that kind of tactic. The players should be sweating about the 
  catastrophic countdown timer, but they should also have a 
  good shot at completing their objective before the clock runs 
  out, because the consequences of failure are ugly indeed.
  structure is ringed by a low iron railing that minimizes 
  accidental falls. The water surrounding the library is 20 
  feet deep, though it gets deeper the farther from the island 
  one travels. The cavern’s ceiling rises from 100 feet in 
  height at its edges to over 300 feet over the library.
  Although the texts resting on conventional shelves are 
  valuable, two arcane devices greatly expand the library’s 
  capacity and preservation of stored materials: the Sky Vault 
  of Ra and the Crystal Beacon. The Sky Vault is a 30-foot-
  diameter solar disk that gradually migrates across the 
  cavern’s ceiling, shedding light much like the sun. It 
  powers many of the permanent spells that maintain the 
  structural integrity of the cave and ward off moisture 
  and rot from the scrolls found here. In addition, the Sky 
  Vault acts as an extradimensional space similar to a bag 
  of holding, though its contents are accessible only through 
  the careful manipulation of the Crystal Beacon. 
  The Crystal Beacon is a large crystal capable of 
  manipulating the Sky Vault and its contents. One can 
  command the beacon through a combination of light, 
  words, and mental signals. The beacon is also capable of 
  sensing the sage jewels, their locations, and their general 
  conditions. More details about the Crystal Beacon appear 
  in the description for area C4.
  Hazard: Before fleeing, the Amethyst Sage adjusted 
  the beacon so that he would be able to access the contents 
  of the Sky Vault remotely—a calculated risk that would 
  allow him a way to salvage more of the contents in an 
  emergency at the cost of destabilizing the two magic 
  items. When Tahonikepsu first unsealed this branch of 
  the sanctum, the Amethyst Sage noticed that his wards 
  had failed. He activated his back door and immediately 
  began siphoning out choice relics to prevent looters from 
  stealing them. Ten minutes later, he ceased his efforts and 
  cuts his arcane connection to the library. In activating 
  his back door, however, he put significant stress on the 
  site—stress that instigates a catastrophic failure when 
  the PCs activate and step through the portal. 
  At first slight tremors ripple through the cavern, then 
  the Sky Vault begins to travel toward beacon, like a meteor 
  hurtling toward a planet in slow motion. The movement 
  of such an immense extradimensional space while in use 
  causes spatial distortions that grow with each passing 
  second. If the Sky Vault and the beacon come in direct 
  contact with one another, the release of energy can sunder 
  the library and all it contents. Unless the PCs are able to 
  delay or stop the vault’s descent, it collides with the library 
  and the Crystal Beacon only 2 minutes after the PCs arrive.
  There are only two means of arresting the collision 
  (though extraordinarily creative methods supported 
  by extraordinarily potent resources might also work at 
  the GM’s discretion): destroying the Crystal Beacon or 
  successfully commanding the Sky Vault to stop falling.
  As part of the Amethyst Sage’s modification of the 
  beacon, a 15-foot-diameter, semi-transparent sphere of 
  force similar to a resilient sphere surrounds the beacon. One 
  can destroy this barrier by dealing enough damage to it 
  (hardness 15, 100 hit points), dispel it (CL 10th in Subtier 
  7–8 or CL 13th in Subtier 10–11), or disable it as if it were 
  a magic trap with a successful DC 25 Disable Device check 
  (DC 30 in Subtier 10–11). Once the barrier is disabled, one 
  can break the crystal (hardness 15, 100 hit points), causing 
  the Sky Vault to cease moving toward the library. 
  Alternatively, a PC in possession of a sage jewel—even a 
  flawed one—can command the Sky Vault to cease moving 
  as a full-round action while within 5 feet of the beacon. 
  The falling solar disk takes 5 rounds to come to a halt 
  when commanded in this way.
  It is also possible to slow the Sky Vault’s descent in 
  multiple ways. Powerful force effects such as the wall of 
  force created by the Ptah statue in area C3 holds the vault 
  back for 2 rounds before shattering. Any spell that arrests 
  extraplanar movement, such as dimensional anchor, also 
  disrupts the attractive force and causes the Sky Vault to 
  come to a halt for 2 rounds. 
  Regardless of the PCs’ approach, keep in mind that the 
  inevitables in area C3 are likely to waylay the PCs and 
  might delay their attempts to access the beacon.
  When the vault and beacon collide, they release an 
  immense amount of energy in a fiery explosion that 
  deals 20d6 points of fire damage to all creatures in area 
  C (Reflex DC 20 half). In Subtier 10–11, this damage 
  increases to 30d6 points of fire damage (Reflex DC 22 
  half). This collision fractures the Sky Vault of Ra, casting 
  its remaining contents into the Astral Plane.
  
  N
  C. Library of the Sages
  Z : Zelekhut
  M : Marut
  1 square = 5 feet
  C3
  C3
  C4
  C1
  C2
  M
  Z2
  Z1
  20
  PATHFINDER SOCIETY SCENARIO
  
  21
  BEACON BELOW
  Creatures: Every 3d4+3 rounds in which the Sky Vault 
  is falling, the spatial distortions attract the attention of 
  one or more hounds of Tindalos that arrive at random 
  locations in the library to investigate and hunt. These do 
  not attack if the PCs are already fighting the inevitables 
  in area C3. The hounds pay the inevitables little mind, 
  and the construct-like outsiders return the favor, even 
  going so far as to continue negotiating with the PCs if the 
  Pathfinders pause their negotiations to begin fighting off 
  this new threat.
  Subtier 7–8 (CR 7)
  HOUND OF TINDALOS 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 158)
  Subtier 10–11 (CR 10)
  ADVANCED HOUNDS OF TINDALOS (2) 
  CR 8
  hp 105 each (Pathfinder RPG Bestiary 2 158, 292)
  Development: Once the PCs halt the Sky Vault’s 
  descent, it returns to the chamber ceiling. However, 
  the distortions have thrown the Crystal Beacon out of 
  alignment, and its abilities are limited until repaired. 
  The description for area C4 details what the beacon is 
  capable of within the scope of this adventure.
  The fireball created by any collision incinerates 
  effectively all but the library’s most durable features; 
  this includes the beacon and the Sky Vault, both of which 
  are ruined. The portal to area B3 remains intact and 
  serviceable for any survivors to use. 
  Preservation: Destroying the Crystal Beacon causes the 
  PCs to lose 3 Preservation Points. 
  C1. Reception Area
  A cool breeze swirls off the water of a vast underground lake 
  surrounding this location, carrying the scent of old parchment 
  from the vast library. To the north, three statues appear 
  to support an immense crystal. Constellations shine in the 
  darkness above, while a luminous solar disk drifts slowly north 
  to south, brightening the library with golden light. A door to 
  the south leads into a small building.
  The portal to and from area B3 is found here. A 5-foot 
  ladder to the south leads down to a dock and a small boat, 
  yet there are no other visible sites that one might reach 
  using the boat.
  C2. Bath
  This rest area provides water and bathing facilities for 
  sages and their acolytes. Cabinets hold incense and soap 
  for ritual cleansing before handling any of the materials 
  in the library. A metal mirror frame depicts men and 
  women in erotic and tortured poses.
  Preservation: If a PC succeeds at a DC 25 Knowledge 
  (history or nobility) check, she can trace the work to 
  the reign of Ahabaris I, the Pharaoh of Long Shadows, 
  earning 1 Preservation Point.
  C3. The Tumbling Stacks (CR 11 or 14)
  The Sages stored frequently requested tomes and relics 
  here. The shelves are 20 feet tall with ladders on each side 
  and are interspersed with benches, tables, and chairs. A 
  roof covers the central shelves. The shelves are almost bare, 
  for the Amethyst Sage has stolen most of the contents. A 
  casual inspection reveals that someone carefully emptied 
  the shelves, rather than hastily ransacking them.
  A tall statue stands in each of the library’s four corners. 
  With a successful DC 20 Knowledge (religion) check, a PC 
  can identify the northwest statue as Ptah, the southwest 
  statue as Thoth, the northeast statue as Ra, and the 
  southeast statue as Isis. A PC within 30 feet of a statue 
  can activate it with the proper command as a standard 
  action, activating one of the library’s defenses. Badru 
  and Saruna both know these commands, and the PCs can 
  also learn them from the records in area A8. Each effect 
  is cast at caster level 9th (CL 12th in Subtier 10–11), has a 
  save DC of 19 (DC 22 in Subtier 10–11), and can be invoked 
  once per day. The Ptah statue can create a wall of force at a 
  range of 60 feet. The Thoth statue allows the character to 
  cast dismissal at a range of 60 feet. The Ra statue allows a 
  character to cast flame strike at a range of 60 feet. Finally, 
  the Isis statue allows a character to cast breath of life on a 
  creature anywhere in the library. 
  A creature that succeeds at a DC 20 Strength check can 
  tumble a bookshelf over as a standard action or, if the 
  creature is size Large or bigger, as part of a move action. 
  Creatures that are size Large or smaller caught in the 
  path of a falling shelf must succeed at a DC 18 Reflex 
  SCALING ENCOUNTER C
  To accommodate a group of four PCs, increase the time it 
  takes for the Sky Vault of Ra to fall increases by 30 seconds 
  (5 rounds).
  OPTIONAL ENCOUNTER
  The hounds of Tindalos are an optional element of this 
  encounter. If fewer than 75 minutes remain in which to 
  finish the scenario, no hounds of Tindalos arrive as a result 
  of the spatial distortions.
  
  22
  PATHFINDER SOCIETY SCENARIO
  save or take 6d6 points of damage and become pinned. 
  A creature must succeed at a DC 10 Strength check or DC 
  15 Escape Artist check to free itself. If another shelf is 
  caught in the path, it falls as well. 
  Creatures: Three millennia ago, the triumphant 
  Qadirans convinced a cohort of zelekhuts that the Jeweled 
  Sages were criminals rebelling against the legitimate 
  Keleshite authorities. Twelve of these inevitables 
  tracked the Jeweled Sages to their sanctum, conscripted 
  elementals to help break into the archive through area 
  B5, and chased the Amethyst Sage through the portal and 
  into the library. Only two survived to confront the sage. 
  Operating on separate orders to halt the Amethyst Sage’s 
  attempts to prolong his life, a marut had also assaulted 
  the sanctum and used dimension door to follow the sage 
  into the library. Confronted by foes he could not defeat 
  with his available resources, the sage was able to waylay 
  the outsiders before sealing the entire site and fleeing.
  In the intervening years, the inevitables have debated 
  which party has jurisdiction, for both marut and 
  zelekhuts clearly were operating under legitimate orders 
  resulting in similar but not identical outcomes. In 
  Subtier 7–8, the zelekhuts have convinced the marut that 
  their mandate to bring the entire organization to justice 
  provides them priority and the judicial right to lead any 
  further investigations. When the PCs arrive, the centaur-
  like constructs confront the PCs, but the marut takes no 
  actions to intervene. The zelekhuts’ initial attitude is 
  unfriendly, and they demand answers from the PCs. The 
  zelekhuts become hostile if the PCs reveal they work with 
  the Jeweled Sages, and the presence of Badru or Saruna is 
  also likely to shift the inevitables’ attitude for the worse 
  unless the PCs have a convincing excuse. The Pathfinders 
  take a –5 penalty on Diplomacy checks if the zelekhuts see 
  the flawed sage jewel. If the PCs make legalistic arguments 
  or have proof that the pharaonic dynasty is restored and 
  the Keleshites are no longer in power in Osirion (such as 
  a PC being a member of the Risen Guard), the PCs gain a 
  +5 bonus on Diplomacy checks.
  The following are likely questions and responses. 
  Why are you here? “This land’s lawful authority has 
  marked the criminals self-designated as the ‘Jeweled 
  Sages’ for execution.” 
  Where is the Amethyst Sage? “The fugitive escaped. 
  We will accept cooperation in her apprehension.”
  In Subtier 10–11, the marut has convinced the 
  zelekhuts that breaking the laws of life and death 
  trumps regional edicts. The zelekhuts depart through 
  the ring gate while the marut confronts the PCs. The 
  marut’s initial attitude is unfriendly, and it maintains 
  an intimidating silence, speaking only when necessary. 
  Spotting Badru or Saruna—mortals who have extended 
  their own existences—with the PCs is almost certain to 
  make the marut hostile unless the PCs offer a quick and 
  convincing explanation. The PCs also take a –5 penalty 
  on Diplomacy checks if they openly carry the canopic jar 
  or command undead.
  The following are likely questions and responses. 
  Why are you here? “A criminal has broken a universal 
  law. The judgment is death.”
  Where is the Amethyst Sage? “He is gone, but I will 
  find him.”
  The marut or the zelekhuts prevent the PCs from 
  disabling the hazard in area C until they are satisfied the 
  Pathfinders aren’t criminals.
  Subtier 7–8 (CR 11)
  ZELEKHUTS (2) 
  CR 9
  hp 115 each (Pathfinder RPG Bestiary 2 167)
  TACTICS
  During Combat The zelekhuts first try to disable the PCs with 
  spells like hold monster before engaging the PCs in melee 
  combat. They cooperate closely, flanking with each other and 
  providing other support.
  Morale Once combat begins, the zelekhuts consider the PCs 
  criminals and fight to the death to destroy them.
  Subtier 10–11 (CR 14)
  MARUT 
  CR 14
  hp 214 (Pathfinder RPG Bestiary 2 166)
  TACTICS 
  During Combat The marut opens combat with chain lightning 
  and moves directly toward the closest PC to attack, using 
  collapsing shelves to herd and trap PCs. 
  Morale The Amethyst Sage is the marut’s primary target. 
  If reduced to 90 or fewer hit points or if the Sky Vault is 
  5 rounds away from impact, it uses dimension door or plane 
  shift to withdraw to Axis.
  SPECIAL ABILITIES
  Malfunctioning (Ex) The Amethyst Sage dealt damage to the 
  marut that it can’t repair on its own. The marut is unable to 
  SCALING ENCOUNTER C3
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Reduce the zelekhuts’ damage reduction to 
  5/chaotic and their spell resistance to 18. In addition, they 
  suffer all the penalties of the sickened condition.
  Subtier 10–11: Reduce the marut’s damage reduction to 
  10/chaotic, its spell resistance to 23, and the save DC of 
  its fists of lightning and thunder ability to 22. In addition, it 
  suffers all the penalties of the sickened condition.
  
  23
  BEACON BELOW
  use its circle of death and earthquake spell-like abilities. In 
  addition, it takes 10 points of damage (treated as a chaotic 
  weapon) whenever it activates another spell-like ability. 
  These modifications reduce the marut’s effective CR by 1.
  Treasure: Several spellbooks remain on the shelves 
  near the statue of Isis. A Pathfinder who searches through 
  them finds the Journeyman Book of Rul Thaven (Pathfinder 
  RPG Ultimate Magic 123), complete with its preparation 
  ritual. In the higher subtier, the PC also finds Insights of 
  Far-Seeing Taernis (Ultimate Magic 124) with its preparation 
  ritual. Scattered throughout the library, there are also 
  seven tins of unguent of timelessness used to further 
  preserve valuable relics as well as numerous valuable 
  scrolls and historical records.
  Development: In Subtier 7–8, the marut uses plane 
  shift to depart and report to its superiors following the 
  PCs’ confrontation with the zelekhuts. In Subtier 10–11, 
  the zelekhuts leave through the tunnels in area B5 or, if 
  the PCs sealed the way out, through the sanctum’s main 
  entrance, where the Screening Stone waylays them. If 
  the PCs improve the inevitables’ attitudes to friendly or 
  helpful, they assist in preventing the collision of the Sky 
  Vault and the beacon. 
  Rewards: If the PCs fail to recover the spellbooks and 
  unguents, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 839 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,019 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,199 gp.
  C4. The Beacon
  Three statues with outstretched arms surround a giant crystal 
  shard, seeming to hold it aloft without actually touching 
  it. Below the softly glowing crystal swirls a pool of sand, 
  whose particles coalesce to form tiny, short-lived images of 
  people and cities. A set of wide, tinted lenses are mounted 
  on adjustable arms around the luminous gem, reminiscent of 
  an armillary, each lens focusing the crystal’s light in a faint 
  beam toward one of the eleven columns arrayed to the north. 
  Each column contains niches sized for scrolls, though most are 
  empty. A shimmering sphere of dark purple energy surrounds 
  the statues, sand, and floating gem.
  The Crystal Beacon is the focal point of the library. 
  The statues surrounding it depict the first two mortal 
  pharaohs, Azghaad I and the Naga Pharaoh, and Nethys, 
  who guided them. As noted in the description for area 
  C, the spherical barrier surrounding the beacon seals it 
  much like a resilient sphere.
  The crystal possesses a rudimentary intelligence that 
  enables it to communicate its functions empathically to 
  anyone carrying a sage jewel. By adjusting the lenses around 
  the crystal and focusing their light on different columns, 
  one can access the Sky Vault, either storing an object in the 
  immediate area within the vault or withdrawing a known, 
  stored object. The scrolls stored within the columns 
  cataloged the Sky Vault’s contents as well as the precise 
  lens configurations needed to withdraw each relic, but 
  when the Amethyst Sage fled, he took most of these with 
  him. It is possible to pull objects from the vault through 
  extensive trial and error, but the array of lenses and their 
  sensitivity make most attempts fruitless.
  The beacon has a second use triggered only by the 
  command of a Jeweled Sage: it can sense the general 
  location and condition of other sage jewels. The beacon 
  illustrates their geographic location by dimming the Sky 
  Vault’s light slightly, causing stars and constellations to 
  begin glowing across the cavern’s ceiling, and sweeping 
  the sand below into a coarse image of the gem’s immediate 
  surroundings. The orientations and positions of these 
  stars reflects those visible from the named sage jewel’s 
  location, and a PC who succeeds at a DC 25 Knowledge 
  (geography or nature) check can calculate the approximate 
  location of the jewel named. Any tool or effect that grants a 
  bonus on any skill check related to tracking the stars also 
  grants its bonus on this check. This effect functions in 
  many ways like a divination (scrying) spell, and methods 
  that block such magic also stymie the beacon.
  Activating this second ability draws heavily upon one’s 
  sage jewel, and unless the creature has a genuine jewel, 
  the beacon sustains the sand image only briefly and then 
  is unable to track other such gems. If the PC tracks the 
  sapphire sage jewel, the sand shows Amenopheus poring 
  over a scroll before noticing the scrying sensor, and 
  the stars indicate that he’s in Absalom. Tracking the 
  diamond shows Tahonikepsu in soaring dragon form, 
  and the stars gradually shift as though she were traveling 
  at great speed. Tracking the emerald shows a deciduous 
  tree growing in a garden, and the stars point to a location 
  in western Andoran or eastern Cheliax. Finally, if the 
  PCs track the amethyst, the sand shows the sage jewel set 
  in a strange device next to a humanoid figure with no 
  discernible facial features. The person startles and stares 
  at the scrying sensor before the gritty tableau collapses. 
  The alignment of the stars suggests the amethyst sage 
  jewel is somewhere in Katapesh or northern Nex. 
  The locations of any other sage jewels are beyond the 
  scope of this adventure. Such commands return no 
  information at this time, but the PC is still able to track 
  one of the other jewels listed above.
  Treasure: Reading glasses on the altar function as 
  goggles of minute seeing. Beads of force set in the floor power 
  the barrier around the beacon, and in Subtier 10–11, one 
  remains intact even if the barrier falls. A PC can pry this 
  bead of force out of the ground as a standard action. If the 
  
  24
  PATHFINDER SOCIETY SCENARIO
  barrier is still up and the PCs attempt to extract the beads 
  of force, only one bead survives extraction. 
  Rewards: If the PCs recover neither the goggles nor the 
  bead, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 208 gp.
  Out of Subtier: Reduce each PC’s gold earned by 333 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 458 gp.
  CONCLUSION
  Rediscovering the hidden library, the Crystal Beacon, and 
  the Sky Vault of Ra not only secures a significant repository 
  of ancient knowledge but also prevents the Amethyst Sage 
  from spiriting away more relics. Tahonikepsu returns 
  several hours after the PCs emerge from the library, and 
  reports that with time and care, she might be able to repair 
  the beacon and use it to locate the other wayward sage jewels. 
  She also compliments the PCs on their resourcefulness, 
  particularly with regards to the flawed sage jewel.
  The actions of the Amethyst Sage trouble her greatly, 
  and she muses aloud whether other sages might have 
  also survived the Qadiran attacks and either passed 
  their knowledge on to proteges or secured exceptional 
  longevity.  Either way, she notes the PCs efforts may have 
  drawn the attention of the current bearer of the amethyst, 
  and that sage might contact her and return to the order.
  The fate of the archive’s long-imprisoned inhabitants 
  depends on the Pathfinders’ actions. If the PCs allied 
  with Saruna, she demands Tahonikepsu lift her geas and 
  grant her freedom. Tahonikepsu allows the sphinx to 
  depart, albeit with some reservations about losing an ally 
  from a past age. Saruna thanks the PCs while plotting 
  revenge against the Amethyst Sage.
  If the PCs allied with Badru but did not recruit him to 
  aid the Dark Archive, the construct declares his loyalty to 
  the sages and offers his eternal service to Tahonikepsu. 
  The Diamond Sage welcomes him but quickly quashes his 
  notions of mechanically “improving” her or her acolytes. 
  Hardly put off, Badru thanks the PCs and offers them 
  immortality when they tire of their mortal flesh. If Badru 
  agreed to assist the Dark Archive, he instead offers his 
  assistance to Tahonikepsu at a future date—particularly 
  in finding his lost mentor—but insists on seeing how the 
  world has changed since he last saw the sun.
  If the PCs allied with the inevitables, Tahonikepsu greets 
  the outsiders as unexpected foreign dignitaries trespassing 
  in her home. She politely agrees to collaborate in finding the 
  Amethyst Sage, but insists on revisiting the sage’s alleged 
  crimes in light of more recent events. The inevitables 
  acknowledge her request, but they make no promises.
  Venture-Captain Norden Balentiir is pleased to hear of 
  the PCs’ success, and he is delighted to receive any maps 
  of the Pillars of the Sun that the PCs may have made. He 
  spends several days comparing the PCs’ notes to other 
  records before drawing out a more accurate map of the 
  region, promising the PCs that he can create a copy for 
  them the next time they explore the region. If the PCs 
  weren’t caught mapping the route, give each PC the 
  Charted Pillars boon on his Chronicle sheet.
  Reporting Notes
  If Saruna survives until the end of the scenario, check box A 
  on the reporting sheet. If Badru survives until the end of 
  the scenario, check box B. If members of the Dark Archive 
  faction successfully recruit the surviving apprentice to 
  assist Zarta Dralneen, check box C. Finally, if the PCs 
  successfully map out Tahonikepsu’s route through the 
  Pillars of the Sun without her or her acolytes noticing, 
  check box D.
  Primary Success Conditions
  If the PCs reach the library, discover the Crystal Beacon, and 
  prevent its destruction, award each PC 1 Prestige Point.
  Secondary Success Conditions
  If the PCs earn at least 4 Preservation Points by 
  cataloging and saving relics within the archive, award 
  each PC 1 additional Prestige Point. If the Pathfinders 
  earn 8 or more Preservation Points, award them the Relic 
  Guardian boon.
  Faction Notes
  Dark Archive and Scarab Sage faction members can earn 
  additional rewards for accomplishing the following goals.
  Dark Archive Faction: If the party allied with Badru or 
  Saruna and a faction member recruited either character 
  to join or train the faction’s curators, award each Dark 
  Archive faction PC the appropriate Recruiter boon on her 
  Chronicle sheet.
  Scarab Sages Faction: Completing the scenario realizes 
  a major Scarab Sage faction goal, and Scarab Sage faction 
  PCs have no additional conditions to fulfill. Give each 
  Scarab Sage faction PC who completes the primary and 
  secondary success conditions the Honored Acolyte boon 
  on her Chronicle sheet.
  
  25
  BEACON BELOW
  PLAYER HANDOUT 1
  Esteemed Tahonikepsu,
  Greetings from Sothis. I received your request for agents to investigate a recently 
  opened portion of your order’s sanctum and I am happy to offer the Pathfinder 
  Society’s assistance. I’ve assembled a team of our best; these individuals have 
  proven their acumen, fortitude, and quick thinking on numerous occasions. I have 
  instructed them to provide any aid you require.
  I am pleased we can continue the partnership that began with Amenopheus, and 
  look forward to further collaboration.
  With highest regards,
  Venture-Captain Norden Balentiir
  PLAYER HANDOUT 2
  The sages pay homage to the old gods of Osirion who aided the kingdom in its 
  rise to power, wept at its gradual decline, and will rejoice once more when the 
  prosperity of a new golden age returns. In the library below stand four statues 
  honoring patrons of our order, and even a brief prayer delivered in earnest before 
  such a god’s image can evoke powerful effects. 
  Ptah’s insight has guided our hands in the construction of this sanctum, and so 
  too can a petitioner create walls of magic by proclaiming “Glory to the Architect!”
  Isis’s magic preserves us in times of trouble, and she can reverse death as she did for 
  her husband Osiris, for one who cries, “Isis, grant the blessing of the pharaoh reborn!”
  Ra rules from the sky, where his solar barge burns away Apep’s darkness. Invoke 
  him, shouting, “Praise Ra, for the heavens banish the night,” and divine fire shall 
  cleanse the world of evil.
  Thoth preserves our knowledge for a future age, granting us the wisdom to 
  serve future generations and the magic to ward off threats. His will can banish 
  unwelcome visitors from beyond the mortal world. “Thoth, preserve this, your 
  sacred ground.”
  
  26
  PATHFINDER SOCIETY SCENARIO
  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 #6–04: 
  Beacon Below
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  Pathﬁ nder Campaign Setting: Numeria, Land of Fallen Stars
  Pathﬁ nder Cards: Iron Gods Adventure Path Item Cards Deck
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  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
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  —
  2,183
  3,876
  —
  —
  3,030
  4,366
  7,752
  —
  —
  6,059
  Out of 
  Subtier
  Pathfinder Society Scenario #6–04: 
   Beacon Below
  Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the 
  Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information 
  about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival 
  checks made when navigating the area.
  Honored Acolyte (Scarab Sages faction): The flawed sage jewel that you created did not have lasting 
  power, but Tahonikepsu believes it still has the capacity to store memories, focus thoughts, and serve as 
  a model by which the order might one day create a new sage jewel. Choose one Knowledge skill and record 
  it below. While this jewel is in your possession, you treat the chosen skill as though it were a class skill. If 
  it is already a class skill, you can use this boon once per scenario to roll two dice and take the better result 
  when attempting a check with that Knowledge skill. This boon may have other uses in future scenarios.
  Recruiter of Badru (Dark Archive faction): You have convinced the soulbound construct Badru to 
  contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase 
  make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in 
  future scenarios.
  Recruiter of Saruna (Dark Archive faction): You have convinced the mummified sphinx Saruna to contact 
  Zarta Dralneen and consult for the Dark Archive. When you use Prestige Points to purchase remove curse as a 
  spellcasting service, Saruna herself casts it at CL 12th. This boon may have other uses in future scenarios.
  Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics 
  from destruction. Once per scenario, when an unattended object within your reach is targeted by an 
  offensive spell, attack, or effect, you can treat that object as though it were in your possession for the 
  purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat 
  maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet 
  to force the creature to reroll the attack with a –5 penalty.
  All Subtiers
  Subtier 10–11
  canopic jar (24,000 gp; contains the heart of a gynopshinx, granting darkvision 60 ft., low-light vision, or fly 60 ft. 
  [poor], and replacing the heart with any other creature’s organ lasts only until the end of the scenario; Pathfinder 
  RPG Mythic Adventures 148)
  goggles of minute seeing (2,500 gp)
  golembane scarab (2,500 gp)
  Journeyman Book of Rul Thaven (3,320 gp; contains the preparation ritual; Pathfinder RPG Ultimate Magic 123)
  pendant of vast intelligence +2 (6,000 gp; Use Magic Device; functions as a headband of vast intelligence +2, 
  occupying the neck slot; can be upgraded into the pendant of vast intelligence +4 only if the character played 
  through this scenario in Subtier 10–11)
  wand of dimension door (5 charges; 2,100 gp, limit 1)
  wand of displacement (10 charges; 2,250 gp, limit 1)
  wand of make whole (5 charges; 450 gp, limit 1)
  wand of mirror image (5 charges; 450 gp, limit 1)
  Insights into Far-Seeing Taernis (6,355 gp; contains the preparation ritual; Pathfinder RPG Ultimate Magic 124)
  pendant of vast intelligence +4 (24,000 gp; Knowledge (arcana), Use Magic Device; functions as a headband of vast 
  intelligence +4, occupying the neck slot; cannot be upgraded)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-04 - Beacon Below.pdf