TEXT: By John Compton and Linda Zayas-Palmer
  The Ironbound Schism
  PATHFINDER SOCIETY SCENARIO #7-04 
  TIER 7–11
  
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  Authors • John Compton and Linda Zayas-Palmer
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  and Eric Lofgren
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  and Owen K.C. Stephens
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  and Linda Zayas-Palmer
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  Pathfinder Society Scenario #7–04: The Ironbound Schism 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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  The Ironbound Schism
  Pathfinder Society Scenario #7–04
  
  Lands of the Linnorm Kings
  Flintyreach
  3
  SUMMARY
  The adventure begins in Magnimar, where Venture-
  Captain Calisro Benarry drops off the PCs, secures them 
  passage to Flintyreach, and relates that the Averakans 
  recently contacted her regarding a fresh ruin spotted 
  in the island’s interior. Recent infighting among the 
  giants has encouraged the half-orcs to strike now while 
  Gorgnak’s forces are disorganized, and Averaka’s leaders 
  have invited Benarry and her agents to investigate the 
  ruins—and perhaps slay a few trolls—while the giants 
  are distracted.
  The PCs arrive in Averaka in time for the half-orcs’ 
  war council, and the leaders invite the PCs to attend as 
  F
  or centuries the seven runelords of Thassilon ruled 
  over northwestern Avistan, each commanding a 
  kingdom that reflected her own school of sin magic. 
  Belimarius, the runelord of envy, lorded over what is now 
  the Ironbound Archipelago, where her subjects harvested 
  the land’s bounty of gems, timber, iron, and animals—all 
  while fending off their greedy neighbors, who included elves. 
  Like her colleagues, Belimarius predicted Earthfall and took 
  steps to preserve herself and awaken to rule after the dust 
  had settled. Yet, as history can attest, she has never returned 
  to reclaim her shattered throne. Nonetheless, she left many 
  of her most valued sites protected with powerful, often-
  concealed abjurations.
  Several of the warded sites have survived the 10,000 years 
  since, including one on Flintyreach, a rocky island known 
  for its rampaging giants and Averaka, the half-orc settlement 
  that boldly resists the giants’ depredations. Most of the rune 
  wards simply force intruders to turn away, forgetting that a 
  ruin ever existed. However, one of the resident ettins recently 
  stumbled across a more insidious abjuration intended 
  to prevent any giants that once served Thassilon from 
  plundering the runelord’s treasures. The trap should have 
  turned the offending giant into a runeslave that would toil to 
  rebuild the lost kingdom of Edasseril’s glory. Instead, the trap 
  only succeeded in taking control of one of the ettin’s heads, 
  leaving the “survivor” confused by her partner’s sudden zeal 
  to recruit allies, unearth ruins, and built monuments.
  So far, nobody has quite discerned the true nature of this 
  Thassilonian revival, but the ettin’s actions have rippled 
  across the island in troubling ways. The hill giant Gorgnak 
  has ruled the kingdom of Thunderhold for years, and he 
  knows that a rogue giant is conscripting his subjects. As a 
  result, the chieftain has dispatched several warriors to bully 
  or kill the upstart. The citizens of Averaka are aware there is 
  a growing schism in the giants’ political landscape, but the 
  half-orcs have focused more on its military ramifications 
  and less on its cultural nuances; suspecting the giants’ forces 
  are split due to the infighting, the Averakans are preparing a 
  raid on Gorgnak’s territory in order to cripple the giants and 
  secure Averaka’s relative safety for another few years.
  The Ironbound Schism
  By John Compton and Linda Zayas-Palmer
  WHERE ON GOLARION?
  The Ironbound Schism takes place on the island of 
  Flintyreach, a rocky isle inhabited by many giants in the 
  Ironbound Archipelago off the coast of the Lands of the 
  Linnorm Kings. This is also the site of Averaka, the largest 
  half-orc settlement in the Inner Sea region. Further details 
  about the location and town appear in Pathfinder Campaign 
  Setting: The Inner Sea World Guide, Pathfinder Campaign 
  Setting: Lands of the Linnorm Kings, and Pathfinder Player 
  Companion: Bastards of Golarion. These are available at 
  bookstores and game stores, as well as online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  friends of Venture-Captain Benarry. The half-orcs are 
  willing to provide directions and a token escort, but they 
  are spread too thinly to provide more support. The PCs 
  can help refine the Averakans’ battle plans and provide 
  magical support to free up soldiers who can accompany 
  the Pathfinders.
  The first obstacle in the PCs’ path is a crude dam the 
  giants constructed to control Averaka’s water supply. 
  With the assistance of any half-orcs they recruited, the 
  PCs can defeat the hill giant defenders and dismantle 
  the dam safely. Tracks lead to an outpost further into the 
  hills, and any survivors relay that Gorgnak’s lieutenant, 
  a powerful troll named Shrakas, is responsible for 
  hunting down a rogue giant who has conscripted 
  Gorgnak’s lackeys and forced them to excavate some 
  strange ruins. 
  To find the ruins, the PCs must confront the 
  exceptionally lazy Shrakas, who has camped out in a 
  giant-sized keep. The PCs can persuade him to explain 
  where the ruins are if, in return, they will defeat the 
  ettin responsible for the recent troubles. If the PCs 
  defeat him, they can instead find crude depictions of the 
  peak where the ruins lie—enough to proceed.
  At the ruins, the PCs confront the ettin runeslave Pahg-
  Vahr, whose right side (Pahg) is under the influence of 
  Thassilonian magic while her left side (Vahr) cooperates 
  but desperately seeks some way to return her partner to 
  normal. The PCs can attempt to build a rapport with 
  Vahr before Pahg orders her ogre conscripts to attack, 
  and friendly PCs might hinder the ettin by convincing 
  one half to restrain the other. Partway through the fight, 
  a twisted Thassilonian horror bursts from the ruins, 
  indiscriminately attacking both parties. Once the PCs 
  triumph, they can explore the few parts of the ruins that 
  are accessible. Further study, however, requires many 
  months of work and powerful magic.
  GETTING STARTED
  The adventure begins in a corner booth in the Whale’s 
  Belly, a rough drinking hall in Magnimar that 
  dockworkers and laborers frequent. Set aside Player 
  Handout #1 if there are any members of the Scarab Sages 
  faction present, and give them the handout once the 
  briefing has concluded. Read or paraphrase the following 
  to get the adventure started.
  “I’ve finished the arrangements,” declares Venture-Captain 
  Calisro Benarry as she clasps a mug in one hand and motions to 
  the open seats around the table. She lowers her voice to avoid 
  being overheard. “On the way north I was telling you about 
  some Thassilonian ruins that just resurfaced, and it’s time to tell 
  you the whole story. There’s an island called Flintyreach a few 
  hundred miles northwest of here, and thanks to all of the giants, 
  the only folk with the guts to live there are half-orcs. Averaka’s 
  the largest half-orc town the world’s ever seen, so as you might 
  imagine,” she notes, gesturing at her green skin, “that we get 
  along pretty nicely.
  “One of their scouts spotted fresh ruins recently, and the plan 
  had been to have you along as we checked it out. The trouble 
  is that the trek north took a lot longer than I’d hoped, and I’m 
  past due to get back south to Garund and the Gloomspires. The 
  long and short of it is that the Thassilonian site’s all yours now, 
  if you’re still interested. I’ve secured a ship to take you there 
  in good time, and I’ll finish up a letter to introduce you to the 
  Averakans in just a bit.”
  Benarry leans in over the table. “There’s some better news, 
  though. For about ten years, Chief Gorgnak has ruled the local 
  giants. It sounds like one of his underlings has rebelled and 
  started capturing Gorgnak’s cronies to work for her, and the chief 
  is right pissed. My Averakan pal in Magnimar let me know that 
  our half-orc kin are planning a big assault to strike the giants 
  while they’re squabbling, and you can use that chaos to slip 
  through contested territory, check out the ruins, and make sure 
  that anything you can’t explore or bring back isn’t likely to fall 
  into the trolls’ hands before we can send a bigger team to finish 
  the job.
  “Once the Grinning Pixie is sufficiently re-provisioned, I’m 
  sailing south as fast as I can. That gives us a little while to talk if 
  you have questions.”
  The PCs might have questions for Calisro Benarry, and 
  likely inquiries and her answers are below.
  What are you doing down in Garund? “Heard of the 
  Gloomspires? They’re strange towers that rise from the 
  sea and are only navigable at certain times of the year. I 
  have some magical assistance to make it easier, but it’s 
  tricky enough that I can’t miss this window.”
  What dangers can we expect in Averaka? “Averaka is 
  only dangerous if you pick fights with the locals. It’s the 
  rest of the island that’s scary, thanks to all of the giants. 
  Averaka’s been trying to wipe them out for decades, but 
  it’s hard to get rid of trolls forever.”
  Who will we meet in Averaka? “You’ll find some of 
  the finest folk in Avistan, that’s who. One of the three 
  councilors—Bravok—is a close friend of mine, and he 
  travels widely to spread the word about Averaka. We 
  GM RESOURCES
  This adventure makes use of the following Pathfinder RPG 
  products: the Pathfinder RPG Core Rulebook, Pathfinder 
  RPG Bestiary, and Pathfinder RPG Monster Codex (MC). You 
  can find these rules in the Pathfinder Reference Document 
  online at paizo.com/prd, and the relevant rules from the 
  Bestiary volumes are reprinted at the back of the adventure 
  for the GM’s convenience.
  
  5
  THE IRONBOUND SCHISM
  IMPRESSING THE HALF-ORCS
  Soon after arriving in Averaka, the PCs are invited to help 
  plan an offensive and strike at Chief Gorgnak’s forces. The 
  half-orc councilors appreciate having another handful of 
  capable combatants to harry the giants from yet another 
  front, but the leaders do not assume that the PCs have a 
  great deal to contribute. By impressing the councilors and 
  improving the battle plan, the PCs can recruit allies to assist 
  them during their initial foray into giant territory. 
  To track this favor, the PCs can earn one or more Influence 
  over the course of the war council. Keep track of how much 
  the PCs earn, and use this total to calculate changes to the 
  encounter in area A. The total also contributes to the PCs’ 
  earning a boon on their Chronicle sheets. Remember that 
  the more the councilors’ behavior and comments reflect 
  their improved attitudes, the better the players can sense 
  that they are doing the right thing.
  The DC of checks to earn Influence applies to Subtier 7–8. 
  Increase each DC by 4 in Subtier 10–11. A half-orc PC receives 
  a +4 bonus on all checks made to impress the councilors (this 
  stacks with the +1 bonus from a high Knowledge [local] check).
  half-orcs aren’t all bloodlust and carnage like the rumor 
  mill would suggest, and Bravok’s a fine ambassador of 
  our better qualities. Kalla is in charge of the guards and 
  patrols, with a decorated past working for the one and 
  only White Estrid. Suota Iron-Tongue guides our lore, 
  arts, and culture, helping define us not as half-breeds but 
  as a true people. They may be stubborn at times, but there 
  are few people I respect more.”
  Knowledge (history)
  Based on the result of a Knowledge (history) check, the 
  PCs might know more about Thassilon and the kingdom 
  of Edasseril. They learn all of the information whose DC 
  is equal to or less than the result of their check.
  15+: The region known as the Ironbound Archipelago 
  was once known as Edasseril, one of the seven states that 
  formed ancient Thassilon. The so-called Kingdom of 
  Envy was rich in minerals and herds of various animals, 
  and it was known to skirmish frequently and bloodily 
  with its elven neighbors.
  20+: The most infamous of Edasseril’s rulers was 
  Belimarius, runelord of envy. She was a master of 
  abjuration, though if her arcane wards protected her 
  during Earthfall, nobody witnessed her return.
  25+: Records suggest that Edasseril was once a 
  peninsula, not an archipelago. A common theory 
  suggests that large portions of Edasseril sank into the sea 
  following Earthfall. These same seismic movements may 
  have buried the most impressive ruins, many of which 
  doubtlessly remain hidden.
  Knowledge (local)
  Based on the result of a Knowledge (local) check, the 
  PCs might know more about Averaka and the giants of 
  Flintyreach. They learn all of the information whose DC 
  is equal to or less than the result of their check.
  15+: Flintyreach is one of the larger islands in the 
  Ironbound Archipelago, though few settlers have 
  risked living there thanks to the many giants that rule 
  its interior. The exception is Averaka, a thriving town 
  comprised almost entirely of half-orcs.
  20+: Nearly all of Flintyreach’s giants pay homage to 
  Gorgnak, a surprisingly charismatic hill giant who also has 
  trolls, ettins, and a few ogres as part of his ragtag kingdom. 
  25+: A council of three leads Averaka. Councilor Kalla 
  Tusk-Breaker oversees military endeavors, Councilor 
  Bravok oversees religious matters, and Councilor Suota 
  Iron-Tongue oversees cultural interests. Learning this 
  information before traveling to Averaka gives the PCs 
  additional time to prepare for their meeting, and this 
  grants all of the PCs a +1 bonus on all checks made to 
  impress the three different councilors during the war 
  council meeting.
  AVERAKA
  The PCs make good time to Averaka on the ship that 
  Venture-Captain Calisro Benarry hired, and several 
  half-orc longshoremen hail the vessel as it approaches 
  the town’s docks—most of which are crowded with 
  fishing boats and more fearsome craft. As the PCs 
  disembark, the half-orcs warmly greet any half-orc PCs 
  and ask any others about their business on the island. 
  Voicing an affiliation with the Pathfinder Society or an 
  ambition to slay giants sets the longshoremen at ease, 
  and they lead the group toward Averaka’s meeting hall. 
  Along the way, citizens approach the Pathfinders and 
  inquire where Calisro Benarry is; learning that she is 
  not there instigates loud grumbling and complaints 
  that their favorite Pathfinder did not visit as she had 
  promised. For the PCs, this serves as a warning that the 
  town’s leaders won’t be happy to hear that Benarry is not 
  present, and addressing this diplomatically could be to 
  their advantage.
  Averaka’s residents are diverse, representing the tastes 
  of orc-blooded migrants from at least a dozen nations. 
  Most are rowdy and brash, emboldened by living in a 
  community that celebrates their heritage rather than 
  fearing it. Several dozen humans and dwarves labor 
  amicably alongside their green-skinned neighbors, 
  and several groups of half-orc children busily practice 
  mathematics and reading outside. In a matter of minutes, 
  the PCs reach a stout wooden longhouse, and their escorts 
  open the doors to admit the guests inside.
  
  6
  PATHFINDER SOCIETY SCENARIO
  The War Council
  As the PCs enter the meeting hall, read or paraphrase the 
  following aloud.
  A warm, smoky haze permeates this broad hall, where three 
  half-orcs lean over a table covered in a map and painted 
  wooden tokens. To the left stands a pensive woman in simple 
  clothing with a book hanging from her belt and a leather 
  satchel brimming with paintbrushes at her feet. To the right 
  towers a man wearing a blue and white robe, smiling slightly 
  and touching a butterfly-shaped amulet as he ponders the 
  situation. In the center is a battle-hardened warrior who grips 
  the table as she looms over the map, as if she were a predator 
  gazing at unsuspecting prey. 
  These are Councilor Suota Iron-Tongue, Councilor 
  Bravok, and Councilor Kalla Tusk-Breaker, the three key 
  members of Averaka’s minimalist government. One of 
  the half-orcs escorting the PCs announces the visitors 
  and introduces them to the three councilors before 
  departing. Bravok calmly inquires about the PCs’ reason 
  for visiting Averaka, confirms that they are Pathfinders, 
  and begins explaining that he and his colleagues are 
  planning an attack on the inland giants. Kalla interrupts, 
  banging her fist on the table and demanding to know 
  where Calisro Benarry is. If a PC can explain her absence 
  and succeed at a DC 22 Bluff or Diplomacy check, the 
  PCs earn 1 Influence; apply as much as a +5 bonus or 
  –5 penalty on the check for especially tactful or rude 
  responses respectively.
  With the matter of Benarry’s absence explained, Kalla 
  explains the upcoming plans.
  “We invited Benarry to join us in our attack on the giants. Chief 
  Gorgnak has lost control of some of his tribe to another giant, and he 
  is spending so much attention trying to reclaim command that he 
  has left himself undefended here and here.” Councilor Kalla fiercely 
  prods the table, causing several of the nearby tokens to bounce. 
  “In the meantime, several of his other giants have driven off our 
  scouts to the west and diverted or dammed the Little Thunder. It’s 
  our main source of fresh water, but our cisterns are still full enough 
  that I’m not worried.
  “That’s where you come in. While I lead our forces around 
  the north, you can check the river and see what mischief the 
  giants have caused at the river. Our attack should prevent any 
  reinforcements from arriving, so once you’re done at the river, 
  you should meet minimal opposition in exploring the ruins. 
  Familiarize yourself with our plan, and we shall make ready to 
  set out at dusk.”
  Councilor Iron-Tongue loudly clears her throat, and Kalla 
  scowls for a moment before adding, “The scout who reported 
  the ruins never returned. He sent a messenger bird back to us 
  with the general location, but we have not heard from him since. 
  Hagal is cunning, but deep in hostile territory.”
  The councilors invite the PCs to study their battle 
  plan and make their own preparations, but by looking 
  at the map, it’s apparent that the PCs can expect almost 
  no direct aid from the half-orcs; nearly all available 
  forces are dedicated to the northern assault or guarding 
  Averaka, leaving the PCs almost alone in reclaiming the 
  western pass. By gaining Influence (see the sidebar on 
  page 5), the PCs can coax the councilors into redirecting 
  some of their forces to the west, making the PCs’ mission 
  much less deadly. 
  There are five principle means of earning Influence: 
  the PCs can impress each of the councilors, point out 
  tactical improvements to the battle plan, and impress 
  Dhiara (a guest who arrives partway through the 
  meeting). Break the war council into three phases, giving 
  each PC an opportunity to perform one of the actions 
  below. A PC can only gain Influence using a particular 
  skill once, but multiple PCs can use the same skill. Each 
  successful check earns the PCs 1 Influence. The GM 
  should encourage some roleplaying, but remember that 
  this is only the beginning of the adventure, so consider 
  concluding each phase within 10 minutes to have plenty 
  of time for other encounters.
  At the end of the first phase of the war council, the elven 
  monk Dhiara enters the building, introduces herself, and 
  helps plan the coming attack. See the Impressing Dhiara 
  entry below.
  Improving the Battle Plan (DC 18): The Averakans are 
  canny leaders, but there are still some imperfections in 
  
  Dhiara
  7
  THE IRONBOUND SCHISM
  the plan that a high-level PC might point out. Using the 
  map, a PC might plot out a more effective use of the local 
  terrain (Knowledge [geography]) or employ traditional 
  military tactics (Profession [soldier]). A PC proficient 
  with at least one martial weapon can instead roll 1d20 
  and add her base attack bonus plus the higher of her 
  Intelligence or Wisdom modifiers. If a PC has a bonus 
  on attack rolls against giants—such as a racial bonus or 
  the favored enemy class feature—he adds it on 
  any check made to improve the battle plan. 
  Likewise, a PC with the favored terrain 
  (mountain) class feature can add that 
  bonus to any of these checks.
  Impressing Councilor Kalla Tusk-
  Breaker (DC 22): Kalla leads the town 
  guards and oversees the patrols around 
  Averaka. She once served as a captain 
  to White Estrid before retiring to 
  Flintyreach. Aggressive and ambitious, 
  Kalla appreciates decisive action that 
  benefits her home, though there 
  are still some parts of the plan 
  that don’t feel quite right to 
  her. A PC can impress her 
  by 
  matching 
  her 
  tough 
  demeanor 
  (Intimidate), 
  demonstrating 
  knowledge 
  of outdoor skills (Survival), or judging 
  which parts of the plan worry her the most 
  and addressing those (Sense Motive). She 
  rebuffs diplomatic prose, saying, “Words will not save us 
  when the giants attack.”
  Impressing Councilor Bravok (DC 22): Bravok serves 
  as Averaka’s chief ambassador, traveling throughout 
  the Inner Sea region to spread the word of Averaka and 
  attract more half-orc settlers to the island. Venture-
  Captain Calisro Benarry has ferried him from port to 
  port several times, and the two are good friends. Bravok 
  also manages the town’s largest temple, preaching the 
  lessons of his patron Desna in addition to helping half-
  orcs understand the lessons of other non-evil, chaotic 
  deities. Tactful overtures (Diplomacy) and confident 
  speeches (Perform [oratory]) resonate well with Bravok’s 
  style. He also respects those who connect on a religious 
  level (Knowledge [religion]) so long as they do not praise 
  evil-aligned gods.
  Impressing Councilor Suota Iron-Tongue (DC 22): 
  Suota maintains Averaka’s lore and society, serving as 
  a teacher for children, artists, and craftspeople alike. 
  She promotes curiosity and education, valuing less 
  how well the PCs present themselves but noting the 
  wisdom of what they say. Those learned in cultural lore 
  (Knowledge [local]) and classical education (Knowledge 
  [history]) earn her respect, as do capable wordsmiths 
  and educators (Linguistics).
  Impressing Dhiara (DC 25): After the first phase of 
  the war council, read or paraphrase the following. 
  Daylight spills in through the main door as an elven 
  woman slips into the building. Despite wearing 
  loose garments better suited for desert travel, she 
  seems unperturbed by the cold. A gleaming holy 
  symbol hangs from her waist.
  “Ah, Dhiara,” declares Councilor Bravok. “We were 
  not expecting you for several hours. How did you—“ 
  “I ran,” the elf states matter-of-factly. “These 
  islands have an austere beauty, but with giants on 
  the move, there was no time for dawdling. 
  Have I arrived in time to assist?”
  “Of course,” Bravok replies. 
  “Pathfinders, may I introduce 
  Dhiara, paragon of Tar Kuata 
  and most recently Scourge of 
  Tanglebriar. She arrived unexpectedly 
  with the intention of aiding our battle, and we 
  are proud to have her.”
  The 
  elf 
  momentarily 
  scowls. 
  “Titles 
  encourage complacency by dwelling on the past, dear Bravok. 
  We must prepare for the trials ahead.”
  Although the councilors respect Dhiara and her 
  insights, she has limited sway over where the half-
  orc forces deploy; the PCs can only gain 1 Influence 
  by impressing her, no matter how many PCs try 
  and succeed. She responds well to calm, measured 
  arguments (Diplomacy), especially those that relate to 
  her dedication to Irori (Knowledge [religion]). She is a 
  highly accomplished monk who trained in Osirion and 
  has spent the past several decades traveling the world, 
  combating evil, and testing her skills against the Inner 
  Sea region’s villains. As a result, she respects those who 
  are well traveled and have learned lessons from the places 
  they have seen (Knowledge [geography]). During the 
  council, she occasionally remarks that certain actions 
  would endanger the Averakans, volunteering to handle 
  the most dangerous tasks.
  Development: After the third phase concludes, 
  Councilor Kalla ends the war council and encourages 
  everyone to get some rest before departing at dusk a few 
  hours later. Averaka is sizable enough that the PCs can 
  SCALING THE ENCOUNTER
  At the end of the war council, grant a group of four PCs 4 
  additional Influence. Grant a group of five PCs 2 additional 
  Influence at the end of the war council.
  
  N
  A. The Dam
  C : Collapsing Portion of Dam
  R : Roc
  G : Giant
  T : Tulgra
  T
  G1
  G2
  G3
  G4
  R1
  R2
  C
  1 square = 5 feet
  8
  PATHFINDER SOCIETY SCENARIO
  purchase any magic item worth 1,500 gp or less. Once 
  they are ready, they set out with a small force of half-
  orcs and Dhiara in tow.
  Faction Notes: Tahonikepsu, leader of the Scarab 
  Sages, hopes to meet with Dhiara, assess worthiness 
  in person, and recruit her to join the organization’s 
  leadership. However, Tahonikepsu relies on the PC 
  faction members to be her mouthpiece. Dhiara is 
  unimpressed if a PC simply asks her to join the faction; 
  only an emissary who is both eloquent and morally 
  upstanding can convince her to attend the meeting. If a 
  member of the Scarab Sages faction succeeds at a check 
  to impress her during one phase of the war council, 
  all members of the faction have fulfilled half of their 
  faction’s objectives during this scene.
  A. THE DAM (CR 11 OR CR 14)
  The Little Thunder comes to a sudden stop at a crude dam, 
  built with mud, stones, and logs. Muddy water trickles 
  through the dam and drifts sluggishly to the north. A small 
  stone outpost on the east bank of the river has been heavily 
  damaged, its outside walls chipped and scraped. 
  The PCs and their allies approach the dam from the 
  southwest corner of the map. 
  Creatures: A group of hill giants defends the dam. In 
  Subtier 10–11, the hill giant dire werebear Tulgra and a 
  pair of trained rocs assist in the defense. For the hill giants’ 
  rock throwing ability, there is no need to track numbers of 
  rocks—sizable rocks are plentiful around the dam.
  Hazard: The hill giants’ dam is not particularly durable. 
  If the dam sustains 3 attacks from hill giants, it begins 
  to shake every round at initiative rank 10. This shaking 
  occurs after the Averakans deal damage to the hill giants 
  (see the Allies from Averaka sidebar on page 9). When the 
  dam shakes, it attempts a trip combat maneuver against 
  each creature standing on the dam (CMB +13, CMB +16 
  in Subtier 10–11). If the dam sustains 6 attacks from hill 
  giants, the dam immediately shakes, and then the weak 
  point in the center of the dam collapses (the area marked 
  C on the map). A creature standing on the collapsing 
  
  9
  THE IRONBOUND SCHISM
  ALLIES FROM AVERAKA
  The PCs are not alone in their battle at the dam. The amount 
  of assistance they have in this fight depends upon the 
  success of their efforts in Averaka.
  The PCs allies in this combat are somewhat abstracted, 
  to avoid cluttering the map with miniatures. The Averakans 
  have a pool of hit points, and deal a fixed amount of damage 
  each round at initiative rank 10. If the Averakans have 4 or 
  more hit points remaining, they deal 10 points of damage 
  each round to each giant, and apply one of the following 
  conditions to each of the giants for one round: entangled, 
  shaken, or sickened. If the Averakans have fewer than 4 
  hit points remaining, they deal 3 points of damage each 
  round to each giant, but do not inflict conditions. When the 
  Averakans are reduced to 0 hit points, the survivors scatter 
  and flee. 
  The Averkans’ starting number of hit points depends upon 
  the amount of Influence the PCs earned with the War Council. 
  0–4 Influence: 1 hit point
  5–9 Influence: 3 hit points
  10–14 Influence: 5 hit points
  15+ Influence: 7 hit points 
  As a whole, the Averakans have 11 AC, and each successful 
  attack from a giant deals 1 point of damage to them. If the 
  dam collapses, the Averakans take 3 points of damage. As long 
  as the Averakans have at least 1 hit point remaining, Dhiara 
  assists the PCs in combat. Up to twice during the encounter, 
  she can grant a PC a reroll on an attack roll or saving throw.
  If the PCs come up with creative solutions and expend 
  at least a standard action to protect their allies, allow 
  their efforts to have a tangible influence on the battle. 
  For example, a well-placed wall of stone might give the 
  Averakans a chance to take total cover, not attacking but also 
  being immune to the giants’ damage. A PC who succeeds at 
  a DC 20 Profession (soldier) check as a standard action could 
  give the Averakans defensive advice that increases their AC 
  by 5 for the round. Use these examples as a rough guide to 
  the power level of the advantages that the PCs can grant.
  portion may attempt a Reflex save to jump to safety (DC 
  19, DC 23 in Subtier 10–11); if the creature does not 
  succeed on the saving throw, it plummets onto a pile of 
  debris and washes away with the sudden surge of water. 
  Prone creatures within 15 feet of the collapsed portion 
  slide down the dam and are also caught in the collapse 
  if they do not succeed at a Reflex save (DC 17, DC 20 in 
  Subtier 10–11). Any creature caught in the collapse takes 
  8d6 points of damage (11d6 points of damage in Subtier 
  10–11). The surge moves creatures downstream at 100 
  feet per round. Swimming through the surge requires a 
  successful DC 20 Swim check. 
  A PC who succeeds at a DC 30 Knowledge (engineering) 
  check identifies the dam’s weak point before the dam starts 
  to shake. The DC decreases to 20 after the first time the dam 
  shakes. A PC who succeeds at this Knowledge (engineering) 
  check also realizes that the Averakans are standing in a place 
  that will take a direct hit from the surge of water if the dam 
  bursts. If the PCs warn the Averakans about this danger and 
  the dam still collapses, reduce the amount of damage that 
  they take from the collapse to 2 points. If they are not warned, 
  the Averakans take 3 points of damage.
  SUBTIER 7–8 (CR 11) HILL GIANTS (4) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 150, see page 25)
  TACTICS
  During Combat One of the hill giants throws rocks at the 
  Averakans, while the other three target the PCs. When 
  the PCs approach within 30 feet of the dam, two of the 
  hill giants who were attacking the PCs move up onto the 
  dam and begin smashing it with their greatclubs. If they 
  destabilize the dam (see the Hazard above), they retreat 
  back to the eastern bank and throw rocks at the dam in an 
  effort to collapse it entirely. Any time the PCs engage a hill 
  giant in melee, regardless of what it was previously doing, 
  it switches tactics to attack the PCs with its greatclub. 
  Morale A hill giant attempts to flee if it is reduced to fewer 
  than 20 hit points, and surrender if fleeing is not possible.
  Subtier 10–11 (CR 14)
  HILL GIANTS (4) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 150, see page 25)
  TACTICS
  During Combat Two of the hill giants throws rocks at the 
  Averakans, while the other two target the PCs. When the 
  PCs approach within 30 feet of the dam, the hill giants 
  who were attacking the PCs move up onto the dam and 
  begin smashing it with their greatclubs. If they destabilize 
  the dam (see the Hazard above), they retreat back to the 
  eastern bank and throw rocks at the dam in an effort to 
  collapse it entirely. Any time the PCs engage a hill giant 
  in melee, regardless of what it was previously doing, it 
  switches tactics to attack nearby PCs with its greatclub. 
  Morale A hill giant attempts to flee if it is reduced to fewer 
  than 20 hit points, and surrender if fleeing is not possible.
  ROCS (2) 
  CR 9
  hp 120 each (Pathfinder RPG Bestiary 236, see page 25)
  TACTICS
  During Combat The rocs fly up and attack the PCs once they 
  reach the dam, or if they start using ranged attacks. They 
  target PCs who have demonstrated that they have ranged 
  attacks first.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Morale A roc attempts to flee if it is reduced to fewer than 30 
  hit points.
  TULGRA (HYBRID FORM) 
  CR 12
  Female cleric hill giant natural dire werebear (Pathfinder RPG 
  Monster Codex 246, Pathfinder RPG Bestiary 150, Pathfinder 
  RPG Bestiary 2 181)
  CE Large humanoid (giant, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 28, touch 11, flat-footed 26 (+7 armor, +2 Dex, +10 natural, 
  –1 size)
  hp 164 (12d8+110)
  Fort +16, Ref +7, Will +10
  Defensive Abilities rock catching; DR 10/silver
  OFFENSE
  Speed 30 ft.; air walk
  Melee +1 greatclub +21/+16 (2d8+17) or
  bite +19 (1d8+11 plus curse of lycanthropy), 2 claws +19 
  (1d8+11 plus grab)
  Ranged rock +11 (1d8+16)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 feet)
  Spells Prepared (CL 12th; concentration +17)
  4th—air walk
  3rd—cure serious wounds, invisibility purge
  2nd—aid, bull’s strength
  TACTICS
  Before Combat Tulgra casts aid, air walk, and bull’s strength. 
  The effects of these spells are already included in her 
  statistics. She takes her hybrid form, appearing as a bipedal 
  bear with vicious fangs and sharp claws. The effects of this 
  form are also included in her statistics.
  During Combat Tulgra focuses her efforts on the PCs, gleefully 
  entering melee when she gets the chance. If she suspects 
  invisible creatures, such as if she notices one of the PCs 
  vanishing into thin air, or if there is a lull in the battle, she 
  casts invisibility purge. Tulgra does not use her change shape 
  ability, instead remaining in her hybrid form—she believes 
  that this form is particularly sacred to Urazra. 
  Morale Tulgra lives for the thrill of bloody battle, and she fights 
  to the death to protect the dam.
  Base Statistics Without aid and bull’s strength, Tulgra’s statistics 
  are hp 150; Melee +1 greatclub +19/+14 (2d8+14) or bite +17 
  (1d8+9 plus curse of lycanthropy), 2 claws +17 (1d8+9 plus 
  grab), Ranged rock +11 (1d8+13); Str 29; CMB +19; CMD 31; 
  Skills Climb +15, Intimidate +13, Swim +13.
  STATISTICS
  Str 33, Dex 15, Con 25, Int 6, Wis 20, Cha 5
  Base Atk +9; CMB +21 (+25 grapple); CMD 33
  Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency 
  (greatclub), Power Attack, Toughness, Weapon Focus (greatclub)
  Skills Acrobatics +2, Climb +17, Diplomacy –3, Handle 
  Animal +2, Intimidate +15, Perception +11, Swim +15; 
  Racial Modifiers +4 Swim
  Languages Giant
  SQ change forms (hill giant, hybrid, and dire bear; polymorph), 
  lycanthropic empathy (bears and dire bears)
  Gear +1 greatclub, +1 chainmail, belt of mighty constitution +2, 
  cloak of resistance +1, headband of inspired wisdom +2
  SPECIAL ATTACKS
  Change Shape (Su) Tulgra has three forms—a hill giant form, 
  a dire bear form, and a hybrid form. A natural lycanthrope, 
  Tulgra can shift to any of its three alternate forms as a 
  move-equivalent action. She reverts to her hill giant form 
  if she is slain.
  Curse of Lycanthropy (Su) Tulgra’s bite attack can afflict a 
  humanoid target with lycanthropy (Fortitude DC 15 negates). 
  If the victim’s size is not within one size category of the 
  lycanthrope, this ability has no effect.
  Lycanthropic Empathy (Ex) Tulgra can communicate and 
  empathize with bears and dire bears. She can attempt 
  Diplomacy checks with a +4 bonus to alter their attitudes.
  Treasure: The outpost contains four large burlap sacks 
  filled with the hill giant’s most prized possessions. While 
  most of the items are nearly worthless to the PCs, such 
  as the log with hundreds of hair-covered nails and the 
  strips of shredded clothing roughly sewn together into 
  a blanket, other items are valuable. The sacks contain a 
  masterwork dire flail, a masterwork halberd, a phylactery 
  of faithfulness with its scripture torn out, and a stone 
  of alarm. They also contain the following art objects, 
  worth a total of 5,000 gp: an ivory-and-jet cloak clasp, a 
  darkwood ship’s figurehead depicting a roaring linnorm, 
  a platinum crown stripped of gems, a leather satchel 
  stuffed with cat’s eye opals of varying sizes, a golden 
  flute with its holes stoppered with wax, and a collection 
  of masterfully painted ceramic jugs containing ale of 
  dubious quality.
  Development: If the PCs interrogate one of the hill 
  giants, they learn that the giants have never heard of the 
  scout Hagal. These giants have spent the better part of 
  the last two weeks taking apart the outpost and building 
  the dam. However, they know that Chief Gorgnak sent 
  SCALING ENCOUNTER A
  Make the following adjustments to encounter A to 
  accommodate a group of four PCs.
  Increase the effect of the PCs’ Averakan allies. If the 
  Averakans have 5 or more hit points remaining, they deal 
  two of the listed status ailments to each giant. If they have 
  fewer than 5 hit points remaining, they deal one of the listed 
  status ailments to each giant.
  
  Underchief 
  Shrakas
  11
  THE IRONBOUND SCHISM
  Underchief Shrakas with a group of trolls and ogres to 
  deal with an ettin who thought she was in charge. They 
  make fun of Underchief Shrakas for being lazy and 
  making other giants fight for him instead of proving 
  his own strength, and for being ugly even for a troll. 
  If the PCs investigate the outpost, they discover 
  a folded letter labeled “deliver to Averaka” (Player 
  Handout #2). The letter is a record of Hagal’s plans, and 
  bears his printed name and signature at the bottom, as 
  well as a crude map of his planned route, which shows 
  that he plans to cross the Little Thunder at a bridge to 
  the north, then take cover behind a ridge of trees at the 
  foot of the mountains as he journeys west.
  Faction Notes: To fulfill the second half of their 
  mission, members of the Scarab Sages faction must 
  protect their Averakan allies from coming to undue harm 
  during this encounter. If the Averakans do not take more 
  than 3 hit points worth of damage in this encounter, and 
  are not reduced to 0 hit points, then the Scarab Sages 
  succeed at the second half of their mission, as long as at 
  least one member of the Scarab Sages took an action that 
  helped protect the people from Averaka. Such actions 
  include attacking the hill giant targeting the Averakans 
  before finishing off the giants targeting the PCs, and 
  coming up with a creative solution to protect them that 
  takes at least a standard action to execute (see the Allies 
  from Averaka sidebar for more details). 
  Rewards: If the PCs do not defeat the 
  giants at the dam, reduce each PC’s gold 
  earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 
  1,213 gp.
  Out-of-Subtier: Reduce each PC’s gold earned by 
  1,744 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 
  2,276 gp.
  B. THE WINTER LODGE (CR 10 
  OR CR 13)
  The trek from the dam on 
  the Little Thunder takes four 
  hours—assuming 
  that 
  the 
  PCs’ lowest speed is 30 feet—by 
  which point the sun is well above 
  the horizon. Read or paraphrase the 
  following when the PCs reach the lodge. 
  The trails lead to an immense lodge built from coarsely 
  shaped boulders and mortar with a heavy slate roof. 
  Massive doors stand slightly ajar, but they are so thick that 
  even the steady gusts from the Steaming Sea hardly shift 
  them. Deep chortling punctuated with dull chopping sounds 
  drifts out from the structure along with wisps of smoke.
  This is one of several permanent outposts controlled 
  by Chief Gorgnak and employed by various giant bands 
  as they wander the island in search of forage. It contains 
  enough space to house 10 giants with ease, though much 
  of the furniture, made of rough-hewn timbers, shows 
  signs of heavy wear and stains from countless debauched 
  feasts. The fire pit contains hundreds of glowing embers 
  that deal 1d6 points of fire damage to any creature that 
  moves through that area or begins its turn there.
  Creatures: Currently, a band of trolls lives in this lodge. 
  In order to quash the rogue ettin’s rebellion, Gorgnak 
  commanded Underchief Shrakas, one of his ranking 
  troll subordinates, to take care of the problem. Shrakas 
  commandeered several other trolls as well as some ogres 
  that had recently made their way to the island, and they got 
  as far as this lodge before the trolls’ gluttony and laziness 
  dragged the operation to a halt. The trolls coerced the ogres 
  to travel to the ruins alone and stop the upstart, though the 
  ogres have never returned; Pahg-Vahr subdued them and 
  
  N
  B. The Winter Lodge
  T : Troll
  H : Hroku
  S : Shrakas
  H
  T1
  S
  T2
  T3
  Pathfinder Flip-Mat: Giant Lairs
  1 square = 5 feet
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  THE IRONBOUND SCHISM
  forced them to join her in excavating the ruins in areas C 
  and D.
  Shrakas doesn’t know about this latest development, 
  and he hardly cares. The winter lodge is still stocked with 
  plundered grain, alcohol, and salted meat—much of which 
  he and his cohorts have already eaten. Furthermore, if 
  Chief Gorgnak sends a courier to check on the mission’s 
  progress, Shrakas is prepared to blame the ogres for 
  ruining the whole operation. As the PCs arrive, Shrakas 
  sits in one of the elevated seats while several other trolls 
  sit at the larger table. They are engaged in a brutal game 
  of chance that revolves around speed, dice, and lopping 
  off other players’ fingers with a hatchet—all to see who 
  gets to eat a salted goat carcass that sits on one end of 
  the table.
  Perched atop a chair next to Shrakas looms Hroku, 
  a powerful peryton who cackles at the trolls’ pain as 
  they lose and regenerate fingers. Hroku and the troll 
  underchief first met when the peryton attacked him 
  and tore out his heart. Unfamiliar with the regenerative 
  properties of trolls, Hroku was astounded to see 
  Shrakas’s heart grow back in a matter of minutes. The 
  troll is proud of the story and happily retells it with 
  embellishments, such as how Hroku swore allegiance 
  to Shrakas in recognition of his strength. In truth, the 
  peryton lingers out of morbid curiosity fed by the trolls’ 
  violent games, and her minimal command of the Giant 
  language limits how well she can correct Shrakas’s tall 
  tales. When she tires of their antics, she either leaves to 
  hunt or mauls a troll, causing all but the underchief to 
  treat her with respect.
  The PCs’ arrival is an opportunity for Underchief 
  Shrakas, for his laziness has reached the point that he’s 
  amenable to deputizing a band of scrawny humanoids 
  to go find out what happened to his ogres and finish 
  the job. From across the hall, he hails the PCs in 
  Giant and asks them what business they have with the 
  mighty Shrakas. He and his minions fight back if the 
  PCs respond with violence, but he invites them in to 
  eat and talk if they wish to negotiate. If the PCs express 
  an interest in finding old Thassilonian ruins, the 
  troll explains his mission to find a rebellious ettin to 
  the west, where he knows there are recently uncovered 
  ruins; in fact, he knows of these ruins only after having 
  captured, interrogated, and then eaten the half-orc 
  scout Hagal. If asked about the scout, he denies any 
  knowledge of the person, though the half-orc’s personal 
  effects are stowed in the western storeroom. The knife 
  that Shrakas has upon the elevated table is actually a 
  Medium longsword that once belonged to the scout, 
  and a PC can identify its Averakan maker’s mark with a 
  successful DC 20 Perception check followed by a DC 15 
  Knowledge (nobility) or DC 20 Knowledge (local) check.
  In exchange for directions, information about 
  the ettin, and the right to leave peaceably, Shrakas 
  commands the PCs to go to the ruins, kill the ettin 
  there, and order the ogres to crawl back to the lodge 
  and beg forgiveness. The underchief is mostly sincere, 
  though all of the giants and the peryton long for violent 
  sport and all become restless as the time comes for the 
  Pathfinders to depart. A PC can sense that, despite the 
  troll’s genuine offer, the giants’ bloodlust is building. If 
  a PC succeeds at a DC 22 Intimidate check, a DC 25 Bluff 
  check, or a DC 30 Diplomacy check, she can seal the deal 
  and buy the PCs a chance to escape. These DCs each 
  increase by 5 in Subtier 10–11. If the PC fails the check by 
  4 or fewer, the trolls laugh at the Pathfinders, but there 
  is still one last opportunity to succeed at a second check. 
  If the PCs fail by 5 or more, the enemies attack.
  Subtier 7–8 (CR 10)
  HROKU 
  CR 7
  Variant peryton (Pathfinder RPG Bestiary 2 207)
  CE Medium magical beast
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +10, Will +6
  DR 5/magic
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee gore +15 (1d6+6/18-20), 2 hooves +9 (1d4+3)
  Special Attacks horrific critical, shadow mark
  TACTICS
  During Combat Hroku prefers attacking isolated targets—
  especially those that favored magic or ranged attacks.
  Morale Hroku attempts to flee once reduced to 15 or fewer 
  hit points. She does not surrender and instead fights to the 
  death if unable to escape.
  STATISTICS
  Str 23, Dex 18, Con 18, Int 11, Wis 14, Cha 13
  Base Atk +8; CMB +14; CMD 28 (32 vs. trip)
  Feats Flyby Attack, Improved Initiative, Iron Will, Weapon 
  Focus (gore)
  SCALING ENCOUNTER B
  Make the following changes to this encounter to 
  accommodate a group of four PCs.
  Subtier 7–8: Remove the additional trolls from the 
  encounter. Shrakas and Hroku are here alone.
  Subtier 10–11: Replace the troll brutes with three trolls 
  without class levels (CR 5 each).
  
  Hroku
  14
  PATHFINDER SOCIETY SCENARIO
  Skills Fly +15, Perception +13, Stealth +11
  Languages Common, Giant
  SPECIAL ABILITIES
  Horrific Critical (Ex) Hroku’s gore attack threatens a critical hit 
  on an 18–20. If she kills a humanoid foe with a critical hit, she 
  can tear out the victim’s heart with her wolf-like teeth as a free 
  action. Any creature that witnesses this savage event must 
  make a DC 15 Fortitude save or be shaken for 1 round. This is a 
  mind-affecting fear effect.
  Shadow Mark (Su) As a free action, Hroku can make a 
  ranged touch attack by flying over a humanoid target—
  the maximum range of this attack is 300 feet. If Hroku 
  hits, her shadow transforms to match the shadow of the 
  creature struck. Once Hroku has established this link, 
  she gains a +2 morale bonus on attack and damage rolls 
  against that target, and every time she hits that target 
  with an attack, the creature must make a DC 15 Will save 
  or become frightened for 1 round. This is a mind-affecting 
  fear effect.
  SHRAKAS 
  CR 7
  Troll brute (Pathfinder RPG Monster Codex 227, see page 25)
  hp 125
   TROLLS (2) 
  CR 5
  hp 63 each (Pathfinder 
  RPG Bestiary 268, 
  see page 25)
  Subtier 10–11 (CR 13)
  HROKU 
  CR 9
  Variant half-fiend peryton (Pathfinder RPG Bestiary 171, 
  Pathfinder RPG Bestiary 2 207)
  CE Medium outsider (native)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
  hp 84 (8d10+40)
  Fort +11, Ref +12, Will +8
  DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 
  10, fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +15 (1d6+7), gore +16 (1d6+7/18-20), 2 hooves +15 
  (1d4+7)
  Special Attacks horrific critical, shadow mark, smite good
  Spell-Like Abilities (CL 5th; concentration +7)
  3/day—darkness, poison
  1/day—desecrate, unholy blight
  STATISTICS
  Str 25, Dex 22, Con 20, Int 15, Wis 18, Cha 15
  Base Atk +8; CMB +15; CMD 31 (35 vs. trip)
  Feats Flyby Attack, Improved Initiative, Iron Will, Weapon Focus 
  (gore)
  Skills Acrobatics +17, Bluff +10, Fly +21, Knowledge (geography) 
  +10, Knowledge (local) +10, Perception +15, Sense Motive +12, 
  Stealth +17
  Languages Common, Giant, Skald
  SPECIAL ABILITIES
  Abyssal Hooves (Ex) Hroku’s hooves strike with demonic fury, 
  and they are treated as primary weapons. She does not gain 
  claw attacks.
  Horrific Critical (Ex) Hroku’s gore attack threatens a critical hit 
  on an 18–20. If she kills a humanoid foe with a critical hit, 
  she can tear out the victim’s heart with her wolf-like teeth as 
  a free action. Any creature that witnesses this savage event 
  must make a DC 16 Fortitude save or be shaken for 1 round. 
  This is a mind-affecting fear effect.
  Shadow Mark (Su) As a free action, Hroku can make a ranged 
  touch attack by flying over a humanoid target—the maximum 
  range of this attack is 300 feet. If Hroku hits, her shadow 
  transforms to match the shadow of the creature struck. Once 
  Hroku has established this link, she gains a +2 morale bonus 
  attack and damage rolls against that target, and every time 
  Hroku hits that target with an attack, the creature must make 
  a DC 16 Will save or become frightened for 1 round. This is a 
  mind-affecting fear effect.
  TROLL BRUTES (3) 
  CR 7
  hp 125 each (Pathfinder RPG Monster Codex 227, see 
  page 25)
  
  Pahg-Vahr
  15
  THE IRONBOUND SCHISM
  UNDERCHIEF SHRAKAS 
  CR 11
  Male troll barbarian 6 (Pathfinder RPG Bestiary 268)
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +19
  DEFENSE
  AC 23, touch 11, flat-footed 19 (+6 armor, +4 Dex, +6 natural, –2 
  rage, –1 size)
  hp 150 (12 HD; 6d8+6d12+84); regeneration 5 (acid or fire)
  Fort +19, Ref +10, Will +10; +3 morale bonus vs. spells, 
  supernatural abilities, and spell-like abilities
  Defensive Abilities improved uncanny dodge, trap sense +2
  OFFENSE
  Speed 40 ft.
  Melee bite +19 (1d8+10), 2 claws +19 (1d6+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (19 rounds/day), rage powers (quick 
  reflexes, strength surge +6, superstition +3), rend (2 claws, 
  1d6+15)
  STATISTICS
  Str 30, Dex 18, Con 25, Int 8, Wis 11, Cha 6
  Base Atk +10; CMB +21; CMD 33
  Feats Great Rend, Intimidating Prowess, Iron Will, 
  Mighty Bite, Raging Regeneration, Skill Focus 
  (Perception)
  Skills Acrobatics +9, Climb +17, 
  Intimidate +18, Perception +19, 
  Swim +17
  Languages Giant
  SQ fast movement
  Combat Gear gloves 
  of arrow snaring, 
  potion of protection 
  from fire; Other 
  Gear +2 chain shirt, 
  amulet of natural 
  armor +1, cloak 
  of resistance +2, 
  barbed troll claws
  SPECIAL ABILITIES
  Barbed Troll Claws When 
  Shrakas hits with a claw 
  attack while wearing these 
  metal claw sheaths, he can 
  either keep the sheaths on his 
  hand (in which case the claw 
  attack deals 1 extra point of 
  damage) or allow the four 
  sheaths on that hand to slide 
  off and become embedded in 
  the wound (in which case the 
  claw attack deals 1 point of 
  bleed damage).
  Great Rend (Ex) If Shrakas uses his rend ability on the same 
  turn that he also succeeds at a bite attack, his rend deals 5 
  additional points of damage.
  Mighty Bite (Ex) If Shrakas deals damage to a creature with 
  his rend ability, the critical threat range of his bite attack 
  becomes 18–20 until the start of his next turn.
  Raging Regeneration (Ex) While raging, fire and acid damage 
  don’t cause Shrakas’s regeneration to stop functioning 
  on the round following the attack. It instead reduces the 
  number of hit points regained by regeneration each round 
  by 2 until the end of his next turn.
  Treasure: All that remains of the half-orc scout 
  Hagal are his few surviving possessions, which Shrakas 
  unceremoniously crammed into an empty beer barrel 
  in the northwestern storeroom. Finding these requires 
  a successful DC 20 Perception check. Among the effects 
  are a badly torn explorer’s outfit, three broken potion 
  bottles, and an oilskin-wrapped notebook that logs his 
  discoveries. In Subtier 7–8 only, there is also a heavily 
  scuffed robe of blending.
  Hagal has noted the location of the Thassilonian ruin 
  to the west, where he spotted ogres laboring 
  to uncover more of the site while directed 
  by an ettin with a single tattoo on her 
  face. The notebook also contains dozens 
  of other observations of giant movements, 
  construction, and plans that he would 
  have returned to Councilor Kalla, had 
  the trolls not captured him. This 
  information is sufficient to guide the 
  PCs to area C.
  Development: 
  If 
  the 
  PCs 
  negotiate with Shrakas and 
  convince him to refrain from 
  attacking, he provides the PCs 
  suitable directions to reach 
  the 
  recently 
  uncovered 
  Thassilonian ruins to the 
  west. He also reminds 
  them to drive any of his 
  surviving ogre subordinates 
  back to the lodge.
  If the PCs defeat Shrakas 
  and his allies, they can 
  find 
  several 
  different 
  clues that point them 
  toward the ruins. First, 
  Hagal’s 
  belongings 
  are stowed in the 
  northwest storeroom 
  (see Treasure above), 
  and his notes describe 
  
  16
  PATHFINDER SOCIETY SCENARIO
  how to reach the site. Second, in order to show the ogres how 
  to reach the ruins, Shrakas had to draw a picture of the hills 
  near the site using the fire pit’s soot, complete with a large “X” 
  where the ruins should be. Using this picture as a reference, 
  a PC who succeeds at a DC 15 Knowledge (geography) or 
  Survival check or a successful DC 25 Perception check can 
  spot the hilly profile and guide the group to area C.
  Rewards: If the PCs fail to defeat or negotiate with 
  Shrakas, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,158 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,810 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,463 gp.
  C. EXCAVATION SITE
  The muddy path leads into a large circular clearing, free of the 
  boulders and trees that adorn most of the mountainside. In the 
  center of the clearing, the last embers of a fire burn underneath 
  charred logs. A haphazard pile of grimy furs and skins covers 
  the ground near the fire pit. To the north, a ten-foot-wide 
  tunnel leads into the mountain, but a pile of rubble blocks the 
  tunnel’s entrance entirely.
  The section marked R on the map is the rubble that 
  blocks the tunnel’s entrance.
  Creatures: The ettin Pahg-Vahr rests here, along with 
  several ogres that she has conscripted to her aid. She and 
  the ogres managed to clear the tunnel’s entrance and 
  discovered a Thassilonian ruin within. Unfortunately 
  for the giants, the ruin is not abandoned. An inverted 
  giant, a fierce perversion of giantkind constructed with 
  Thassilonian magic, fell upon the excavators as soon as 
  they reached the ruin. In Subtier 10–11, a pair of these 
  twisted creatures guards the tunnel. Several of Pahg-Vahr’s 
  conscripts lost their lives to its fury, but the rest managed to 
  collapse the tunnels entrance to prevent the horror within 
  from escaping. 
  Pahg-Vahr’s situation is desperate. A few months ago, 
  she was exploring the spires of a nearby Thassilonian 
  ruin when an ancient curse triggered. The curse, which 
  can only affect giants, forces its target to excavate the ruin 
  inside the now-collapsed cave. However, the wizard who 
  wove the curse did not take ettins into account; Pahg-
  Vahr’s right head, Pahg, is cursed, while her left head, 
  Vahr, maintains free will. Since the curse struck, Vahr has 
  watched in horror as the curse buried Pahg’s personality 
  behind a single-minded drive to follow the strange orders 
  in her head, and she is desperate to find a cure before Pahg 
  gets her killed.
  If the PCs sneak up on the camp, they hear a pair of ogres 
  fearfully speaking in Giant about the inverted giant: 
  “I could swear it was lookin’ at me.” 
  “Wasn’t lookin’ at you. Didn’t have a head.” 
  “I felt it lookin’ at me.”
  When the PCs reveal themselves, Pahg-Vahr addresses 
  them while arguing with herself. Pahg-Vahr speaks a pidgin 
  of Giant, Goblin, and Orc. A creature that can speak one of 
  these languages must succeed on a DC 15 Intelligence check 
  to communicate with the ettin. If the creature speaks two of 
  these languages, the DC is 10, and if the creature speaks all 
  three of these languages, the DC is 5.
  “You!” shouts the head on the left. “Why are you here? Are 
  you here to help?” The head on the right replies, “You dig or 
  you die, tiny scum.” The head on the left counters with, “She 
  didn’t mean that. Actually, she did mean that. But, much better 
  if you help. She keeps saying to dig all day, telling other giants 
  they must dig too. Day and night, nothing but dig. Something is 
  wrong with Pahg.” Pahg snarls, “Why you talk to puny humans, 
  Vahr? I say we crush them.”
  The PCs can interrupt the ettin’s argument, and attempt to 
  convince her not to fight. A PC who succeeds at a DC 15 Sense 
  Motive check discerns that Pahg wishes to kill them, and 
  that while Vahr dislikes them, she is desperate for assistance 
  and is willing to hear them out. The PC also realizes that 
  intimidating the giant is likely to be difficult. The constant 
  fighting between giants and smaller humanoids on 
  Flintyreach has left both groups at best intensely suspicious 
  of each other. 
  If the PCs do not prove that they can assist Pahg-Vahr, Vahr 
  does not consider it worthwhile to waste her effort keeping 
  Pahg’s murderous desires in check. The ogres of the camp 
  would rather kill the PCs than let them leave, but they are 
  willing to spare the PCs if Pahg-Vahr orders them to do so. 
  Unless the PCs come up with an extraordinary argument 
  for peace, they cannot talk the ettin down without either 
  convincing her that they can remove the curse on Pahg, or 
  that they can be trusted to help excavate the site.
  Any time the PCs appeal to Vahr, Pahg also replies with a 
  crude but topical rebuttal. For example, if the PCs claim that 
  they can free the ettin from her curse, Pahg snaps, “We want 
  to serve!”
  The PCs can use several different skills to convince 
  Vahr to hold Pahg in check. Their level of success in this 
  negotiation influences the difficulty of the likely encounter 
  with Pahg-Vahr. See Pahg-Vahr’s tactics for the effects 
  of this negotiation. The base DC of a Bluff or Diplomacy 
  check to influence Pahg-Vahr is 15 (or 19, in Subtier 10–11). 
  Intimidating this mighty giant is particularly difficult, 
  as she is accustomed to intimidation and is inherently 
  unimpressed by smaller creatures. As a result, the base 
  DC of an Intimidate check to influence Pahg-Vahr is 
  20 (or 24, in Subtier 10–11). The PCs can achieve more 
  favorable results from these skill checks if they succeed by 
  a significant margin. Make a note if the PCs exceed the 
  
  N
  C. Excavation Site
  O : Ogre
  P : Pahg-Vahr
  G : Inverted Giant
  I
  : Inverted Ogre
  R : Rubble
  O2
  O1
  O3
  G1
  G2
  P
  I
  Pathfinder Flip-Mat: Giant Lairs
  1 square = 5 feet
  R
  17
  THE IRONBOUND SCHISM
  
  18
  PATHFINDER SOCIETY SCENARIO
  skill check’s DC by 10 or more, and if they exceed the skill 
  check’s DC by 20 or more.
  The DCs to succeed at these checks by a significant 
  margin are high; fortunately, the PCs have multiple 
  methods at their disposal to gain circumstance bonuses. 
  The PCs may use aid another to assist the PC rolling the 
  skill check. Additionally, the PCs gain a +2 circumstance 
  bonus on their skill check for each of the facts below that 
  they reveal during their conversation. PCs using Bluff can 
  reveal slightly inaccurate versions of the facts below to 
  gain the same bonuses.
  A PC who succeeds at a DC 15 Knowledge (history) or 
  Linguistics check knows that the symbols on Pahg’s face 
  are the Thassilonian runes for wrath and sloth, suggesting 
  that the curse originates from the ancient empire of 
  Thassilon (a PC who speaks Thassilonian automatically 
  succeeds at this check). A PC who succeeds at a DC 25 
  Knowledge (history) or DC 30 Knowledge (local) check 
  knows that the rulers of Thassilon, a group of powerful 
  wizards known as runelords, developed a curse that they 
  used to force giants into slavery. 
  A PC who succeeds at a DC 25 Knowledge (arcana) check 
  knows that the curse forces its target to follow a specific 
  command until it dies, and can only be removed with the 
  most powerful of spells (limited wish, wish, or miracle). 
  Pahg’s murderous rage eventually wins out, and Pahg-
  Vahr and her ogres attack the PCs. The giants do not 
  receive a surprise round. The inverted ogre (or inverted 
  giants, in Subtier 10–11), bursts forth from a weak point in 
  the side of the mountain on the second round of combat.
  If the PCs manage to remove the curse, Pahg-Vahr’s 
  attitude immediately improves to helpful, and she assists 
  the PCs against the inverted giant, which bursts out in 
  response to her cheering about her freedom.
  Subtier 7–8 (CR 11)
  INVERTED OGRE 
  CR 9
  Variant inverted giant (Pathfinder Campaign Setting: Lost 
  Kingdoms 60)
  CE Large humanoid (giant)
  Init +8; Senses blindsight 60 ft.; Perception +8
  Aura fear aura (60 ft., DC 18)
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 110 (13d8+52); fast healing 3
  Fort +12, Ref +8, Will +6
  Defensive Abilities rock catching; Resist cold 5, electricity 5, 
  fire 5
  OFFENSE
  Speed 30 ft.
  Melee bite +15 (1d10+7 plus grab), 2 claws +15 (1d6+7 plus 1d4 
  energy)
  Space 10 ft.; Reach 10 ft.
  Special Attacks claws, runes, rock throwing (120 ft.), swallow 
  whole (1d10+10 bludgeoning damage, AC 15, 11 hp)
  TACTICS
  Before Combat The inverted ogre smashes through the side of 
  the mountain between it and the PCs.
  During Combat Overwhelmed with rage and pain, the inverted 
  ogre attacks any creatures it sees. It uses its Awesome Blow 
  to toss lightweight opponents out of its way, and attempts 
  to swallow its most threatening foe. It attacks the PCs first 
  before turning its attention to the Pahg-Vahr and her ogres, 
  if those giants are still visible.
  Morale The inverted ogre is compelled to guard this area, and 
  it fights to the death.
  STATISTICS
  Str 25, Dex 18, Con 18, Int 9, Wis 11, Cha 12
  Base Atk +9; CMB +17 (+19 bull rush, +21 grapple); CMD 31 (33 
  vs. bull rush)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Iron Will, Power Attack, Vital Strike
  Skills Climb +14, Intimidate +8, Perception +8
  Languages Thassilonian, Giant (can’t speak)
  SPECIAL ABILITIES
  Claws (Ex) An inverted ogre can channel arcane energy into 
  its fists whenever it makes a successful claw attack, dealing 
  1d4 points of energy damage (cold, electricity, or fire, chosen 
  when the inverted giant attacks) in addition to the damage 
  its claws normally deal.
  Runes (Ex) Whenever an inverted ogre is affected by a spell or 
  spell-like ability, it can cause the runes covering its body to 
  flash with light. All creatures within 10 feet of the giant must 
  succeed at a DC 17 Fortitude saving throw or be blinded for 1 
  round. The save DC is Charisma-based.
  OGRES (2) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 220, see page 25)
  TACTICS
  Before Combat The ogres watch the PCs warily.
  During Combat The ogres move to flank with Pahg-Vahr, 
  setting her up to make full attacks.
  SCALING ENCOUNTER C
  To accommodate a group of four PCs, make the following 
  adjustments to encounter C.
  Subtier 7–8: The distracting conflict between her two 
  heads gives Pahg-Vahr the sickened condition. The ogres 
  are shaken from their encounter with the inverted ogre. The 
  collapse badly damaged one of the inverted ogre’s arms, 
  reducing its number of claw attacks to one per round.
  Subtier 10–11: Use Pahg-Vahr’s statistics from Subtier 
  7–8. Replace one of the inverted giant guardians with an 
  inverted ogre from Subtier 7–8.
  
  19
  THE IRONBOUND SCHISM
  Morale The ogres are loyal to Pahg-Vahr, but they are not 
  suicidal. If an ogre is reduced to fewer than 10 hit points, or 
  if Pahg-Vahr flees or falls unconscious, the ogre flees.
  PAHG-VAHR 
  CR 9
  Female runeslave ettin rogue 4 (Pathfinder Adventure Path: 
  Rise of the Runelords Anniversary Edition 412, Pathfinder RPG 
  Bestiary 130)
  CE Large humanoid (giant)
  Init +6; Senses low-light vision; Perception +21
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, 
  –1 size)
  hp 137 (14d8+74)
  Fort +12, Ref +9, Will +6
  Defensive Abilities evasion, resist pain, trap sense +1, uncanny 
  dodge; Immune exhaustion, fatigue, fear
  Weaknesses arcane decay. spellward curse
  OFFENSE
  Speed 60 ft.
  Melee 2 +1 bastard swords +18/+13 (2d8+9/19–20)
  Ranged 2 javelins +11 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane surge, sneak attack +2d6
  TACTICS
  Before Combat Pahg-Vahr sizes up the PCs.
  During Combat Pahg-Vahr’s behavior during the combat 
  depends upon the PC’s actions. If the PCs did not succeed 
  at a skill check to influence her, she attacks the PCs 
  at full force. If the PCs succeeded, Vahr hesitates in 
  attacking them, and does not use her iterative attack (this 
  adjustment removes the iterative attack from one of the 
  bastard swords). If the PCs succeeded by 10 or more, Vahr 
  does not use either of her attacks (this adjustment removes 
  one of the bastard swords entirely). If the PCs succeeded 
  by 20 or more, Vahr does not attack, and instead actively 
  interferes with Pahg’s attacks, preventing her from dealing 
  sneak attack damage.
  Morale If the PCs did not succeed at a skill check to influence 
  Pahg-Vahr, she fights to the death. Otherwise, she attempts to 
  flee when she is reduced below 25 hit points.
  STATISTICS
  Str 27, Dex 14, Con 18, Int 8, Wis 10, Cha 7
  Base Atk +10; CMB +19 (+21 overrun); CMD 31 (33 vs. overrun)
  Feats Cleave, DiehardB, Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Improved Iron Will, Improved Overrun, 
  Intimidating Prowess, Iron Will, Power Attack, ToughnessB
  Skills Acrobatics +15 (+27 to jump), Climb +12, Handle Animal +6, 
  Intimidate +13, Perception +21, Stealth +5; Racial Modifiers 
  +4 Perception
  Languages pidgin of Giant, Goblin, and Orc
  SQ rogue talents (stand up, strong impressionAPG), superior two-
  weapon fighting, trapfinding +2
  Combat Gear potion of cure serious wounds, scabbard of vigorAPG; 
  Other Gear mwk chain shirt, +1 bastard swords (2), javelin (4), 
  152 gp
  SPECIAL ABILITIES
  Arcane Decay (Su) The symbols etched upon a runeslave’s 
  body put great stress on its physical form, choking its mind 
  and ultimately killing the giant in time. Each runeslave has 
  Thassilonian runes associated with the schools of magic 
  inscribed on its body. The slow decay of a runeslave’s mental 
  faculties manifests as a gradual loss of life and sanity, 
  represented by the accumulation of rune-shaped scars all 
  over the body. After acquiring 20 such scars, a runeslave 
  dies. Only limited wish, miracle, or wish can prevent or cure 
  arcane decay, but in so doing removes the entire template, 
  reverting the runeslave back to the base creature. Multiple 
  successful Fortitude saves only delay the decay and do not 
  cure the creature of the disease. 
  Arcane Decay—save Fortitude DC 15; frequency 1/week; effect 
  gain one runescar
  Arcane Surge (Su) Once per day as a swift action, a runeslave 
  can gain the benefits of the spell haste for 6 rounds. Using 
  this ability forces the giant to make an additional Fortitude 
  save against arcane decay, even if it has already made its 
  weekly save to resist the disease.
  Resist Pain (Ex) Runeslaves like Pahg-Vahr can continue to 
  function even after taking great punishment. They are 
  immune to nonlethal damage. Against effects that inflict 
  pain (such as a symbol of pain spell), a runeslave gains a +4 
  bonus on all saving throws.
  Spellward Curse (Su) Pahg-Vahr’s runeslave curse is not her 
  only malady. She is also under the effects of a curse from 
  within the caverns that she has been excavating. This curse 
  gives her SR 19 against all harmless spells and spell-like 
  abilities. Unlike typical spell resistance, she cannot lower this 
  spell resistance as a standard action.
  Subtier 10–11 (CR 14)
  INVERTED GUARDIANS (2) 
  CR 11
  Inverted giants (Pathfinder Campaign Setting: Lost Kingdoms 60)
  CE Huge humanoid (giant) 
  Init +6; Senses blindsight 60 ft.; Perception +9
  Aura fear aura (60 ft., DC 21)
  DEFENSE
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
  hp 152 each (16d8+80); fast healing 4
  Fort +15, Ref +7, Will +7
  Defensive Abilities rock catching; Resist cold 10, electricity 10, 
  fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +19 (2d8+9 plus grab), 2 claws +19 (1d8+9 plus 
  1d6 energy)
  
  Inverted 
  Guardian
  20
  PATHFINDER SOCIETY SCENARIO
  Space 15 ft., Reach 15 ft.
  Special Attacks grab (Large), rock throwing (120 ft.), runes, 
  swallow whole (2d8+13 bludgeoning damage, AC 17, 15 hp)
  TACTICS
  Before Combat The inverted giants smash through the side 
  of the mountain between them and the PCs.
  During Combat Overwhelmed with rage and pain, the 
  inverted giants attack any creatures they see. They use their 
  Awesome Blow to toss lightweight opponents out of their 
  way, and attempt to swallow their most threatening foes. 
  They attack the PCs first before turning their attention to the 
  Pahg-Vahr and her ogres, if those giants are still visible. 
  Morale The inverted giants are compelled to guard this area, 
  and they fight to the death.
  STATISTICS
  Str 29, Dex 14, Con 20, Int 9, Wis 11, Cha 16
  Base Atk +12; CMB +23 (+27 grapple); CMD 35
  Feats Awesome Blow, Cleave, Critical Focus, Improved Bull 
  Rush, Improved Initiative, Iron Will, Power Attack, Vital Strike
  Skills Climb +17, Intimidate +11, Perception +9
  Languages Giant, Thassilonian (can’t speak)
  SPECIAL ABILITIES
  Claws (Ex) An inverted giant can channel arcane energy 
  into its fists whenever it makes a successful claw attack, 
  dealing 1d6 
  points of energy 
  damage 
  (cold, electricity, or fire, chosen when the inverted giant 
  attacks) in addition to the damage its claws normally deal.
  Runes (Ex) Whenever an inverted giant is affected by a spell 
  or spell-like ability, it can cause the runes covering its 
  body to flash with light. All creatures within 10 feet of the 
  giant must make a DC 21 Fortitude save or be blinded for 1 
  round. The saving throw is Charisma-based.
  OGRES (3) 
   
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 220, see page 25)
  TACTICS
  Before Combat The ogres watch the PCs warily.
  During Combat The ogres move to flank with Pahg-Vahr, 
  setting her up to make full attacks.
  Morale The ogres are loyal to Pahg-Vahr, but they are not 
  suicidal. If an ogre is reduced to fewer than 10 hit points, 
  or if Pahg-Vahr flees or falls unconscious, the ogre flees.
  PAHG-VAHR 
  CR 11
  Female runeslave ettin rogue 7 (Pathfinder Adventure Path: 
  Rise of the Runelords Anniversary Edition 412, Pathfinder 
  RPG Bestiary 130)
  CE Large humanoid (giant)
  Init +6; Senses low-light vision; Perception +24
  DEFENSE
  AC 24, touch 12, flat-footed 21 (+4 armor, +2 Dex, +1 dodge, +8 
  natural, –1 size)
  hp 168 (17d8+92)
  Fort +13, Ref +10, Will +7
  Defensive Abilities evasion, resist pain, trap sense +2, 
  uncanny dodge; Immune exhaustion, fatigue, fear
  Weaknesses arcane decay, spellward curse
  OFFENSE
  Speed 60 ft.
  Melee 2 +1 bastard swords +21/+16/+11 (2d8+10/19–20)
  Ranged javelin +13 (1d8+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane surge, sneak attack +4d6
  TACTICS
  Before Combat Pahg-Vahr sizes up the PCs.
  During Combat Pahg-Vahr’s behavior during 
  the combat depends upon the PCs’ actions. 
  If the PCs did not succeed at a skill check 
  to influence her, she attacks the PCs at full 
  force. If the PCs succeeded, Vahr hesitates 
  in attacking them, and does not use her 
  iterative attack (this adjustment removes 
  the iterative attack from one of the bastard 
  swords). If the PCs succeeded by 10 or 
  more, Vahr does not use either of her attacks 
  (this adjustment removes one of the bastard 
  swords entirely). If the PCs succeeded by 20 or 
  more, Vahr does not attack, and instead actively 
  
  21
  THE IRONBOUND SCHISM
  interferes with Pahg’s attacks, preventing her from 
  dealing sneak attack damage.
  Morale If the PCs did not succeed at a skill check to influence 
  Pahg-Vahr, she fights to the death. Otherwise, she attempts 
  to flee when she is reduced below 35 hit points.
  STATISTICS
  Str 29, Dex 14, Con 18, Int 8, Wis 10, Cha 7
  Base Atk +12; CMB +22 (+24 overrun); CMD 35 (37 vs. overrun)
  Feats Cleave, DiehardB, Dodge, Exotic Weapon Proficiency 
  (bastard sword), Improved Initiative, Improved Iron Will, 
  Improved Overrun, Intimidating Prowess, Iron Will, Power 
  Attack, Step Up, ToughnessB
  Skills Acrobatics +21 (+33 to jump), Climb +12, Handle Animal +6, 
  Intimidate +25, Perception +24, Stealth +4; Racial Modifiers 
  +4 Perception
  Languages pidgin of Giant, Goblin, and Orc
  SQ rogue talents (slow reactions, stand up, strong 
  impressionAPG), superior two-weapon fighting, trapfinding +3
  Combat Gear potions of cure serious wounds (2), scabbard 
  of vigorAPG; Other Gear mwk chain shirt, +1 bastard swords 
  (2), sling (20 bullets), belt of giant strength +2, 352 gp
  SPECIAL ABILITIES
  Arcane Decay (Su) Each time Pahg-Vahr gains a runescar, 
  her sanity slips a little further. See Subtier 7–8 for further 
  details. Arcane Decay—save Fortitude DC 15; frequency 1/
  week; effect gain one runescar
  Arcane Surge (Su) Once per day as a swift action, a 
  runeslave can gain the benefits of the spell haste for 
  6 rounds. Using this ability forces the giant to make an 
  additional Fortitude save against arcane decay, even if the 
  runeslave has already made its weekly save to resist the 
  arcane decay.
  Resist Pain (Ex) Runeslaves like Pahg-Vahr can continue to 
  function even after taking great punishment. They are 
  immune to nonlethal damage. Against effects that inflict 
  pain (such as a symbol of pain spell), a runeslave gains a 
  +4 bonus on all saving throws.
  Spellward Curse (Su) Pahg-Vahr’s runeslave curse is not her 
  only malady. She is also under the effects of a curse from 
  within the caverns that she has been excavating. This curse 
  gives her SR 22 against all harmless spells and spell-like 
  abilities. Unlike typical spell resistance, she cannot lower 
  this spell resistance as a standard action.
  Development: With the hostilities between the PCs and 
  the giants finally resolved, the PCs are free to explore the 
  cave as they wish.
  Rewards: If the PCs do not defeat Pahg-Vahr, her ogres, and 
  the inverted ogre (or inverted giants) reduce each PC’s gold 
  earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 2,020 gp.
  Out-of-Subtier: Reduce each PC’s gold earned by 2,547 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 3,074 gp.
  D. INTO THE CAVERN (CR 9 OR CR 12)
  The mutilated corpses of several ogres are scattered 
  about the chamber haphazardly. Pahg-Vahr’s giants 
  cleared out many tons of rubble from these caverns, 
  and this revealed a small portion of the opaque 
  ivory-colored sphere that guards one of Runelord 
  Belimarius’s caches of highly prized possessions. One 
  of these items was caught outside of the sphere, and 
  it currently rests against a wall: the staff of Edasseril’s 
  denial. If the PCs use divinations to analyze the magic 
  auras in this room, they discover that the entire room 
  radiates a strong aura of abjuration magic, and the 
  sphere radiates an overwhelming aura of abjuration 
  magic. Investigation around the barrier with effects 
  such as earth glide reveals that it is spherical, and 
  attempts to use dimensional magic to travel through the 
  barrier automatically fail. Any spells of the abjuration 
  school cast on the barrier rebound upon the caster—for 
  example, a caster who attempts to remove the barrier 
  with dispel magic automatically fails, and is instead the 
  target of her own dispel magic spell.
  The PCs enter the cavern from the south.
  Trap: A PC who enters the cavern triggers the 
  spellwarding trap. A PC who can disable magical traps 
  can attempt to do so without entering the cavern. If 
  the PCs trigger the trap, there are no signs that the 
  trap triggered. Instead, each PC rolls her saving throw 
  against the curse when she exits the cavern. In Subtier 
  7–8, the trap only affects the first 3 PCs who enter the 
  cavern each hour. A PC who touches the spherical 
  barrier, strikes it with a melee weapon, or includes it in 
  the area of a non-abjuration spell takes a –5 penalty on 
  this saving throw.
  SPELLWARDING TRAP 
  CR 9
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset automatic (1 hour)
  Effect Spellward Curse—You gain spell resistance equal to 
  5 plus your Hit Dice, which only applies against harmless 
  spells (DC 18 Will negates). Unlike typical spell resistance, 
  you cannot lower the spell resistance from this curse. Only 
  limited wish, wish, or miracle can remove the curse.
  OPTIONAL ENCOUNTER
  The trap in the ruins entrance is optional. If there are 
  fewer than 20 minutes remaining in which to complete 
  the scenario, quickly summarize what the PCs find in 
  the room, including the staff of Edasseril’s denial, and 
  continue to the Conclusion of the scenario. Do not include 
  the spellwarding trap.
  
  N
  D. Into the Cavern
  Pathfinder Map Pack: Cave Chambers
  1 square = 5 feet
  B : Barrier
  B
  22
  PATHFINDER SOCIETY SCENARIO
  
  23
  THE IRONBOUND SCHISM
  SPELLWARDING TRAP 
  CR 12
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (alarm); Reset automatic
  Effect Spellward Curse—You gain spell resistance equal to 
  5 plus your Hit Dice, which only applies against harmless 
  spells (DC 21 Will negates). Unlike typical spell resistance, 
  you cannot lower the spell resistance from this curse. Only 
  limited wish, wish, or miracle can remove the curse.
  Treasure: The magic staff is a unique item from 
  Runelord Belimarius’s personal collection. In Subtier 
  7–8, it is a staff of Edasseril’s scorn, and in Subtier 10–11 it 
  is a staff of Edasseril’s denial. See the Chronicle sheet for 
  more details.
  Development: If this trap curses any PC, he receives 
  the Curse of Belimarius boon on his Chronicle sheet. 
  Cross the boon off the sheet for any PC who is not cursed.
  CONCLUSION
  The portion of the ruins excavated by Pahg-Vahr and 
  her ogre conscripts represents a modest fraction of the 
  entire site, yet the magical wards are more than sufficient 
  to keep any of the island’s giants from causing much 
  damage. Further exploration would require considerable 
  effort by a larger team of Pathfinders and staff, and so 
  long as the PCs have made a positive impression on 
  the Averakan during their brief alliance, the half-orcs 
  happily provide a base of operations for future forays to 
  the ruins. In time, Society scholars might unravel the 
  wards sealing the ruins’ interior.
  When the PCs return to Averaka, they meet the first 
  of several squadrons returning from the northern half 
  of Flintyreach. The half-orcs report success in chasing 
  the giants from a large lowland area and fighting their 
  foes deeper into the hills. There the giants were able to 
  entrench themselves and fend off the Averakan assault, 
  but not before Chief Gorgnak suffered a terrible wound 
  and lost several key lieutenants as he fled the battlefield. 
  With the PCs’ assistance in dislodging the giants from 
  the Little Thunder, the water supply to Averaka returns 
  to normal, and the half-orcs’ spirits are high. The 
  councilors thank the PCs for their assistance, and a local 
  captain sails the PCs back to Magnimar in her ship.
  Reporting Notes
  If the PCs killed Shrakas in area B, check box A on the 
  reporting sheet. If the PCs successfully negotiated with 
  Shrakas, check box B instead. If the PCs successfully 
  fulfilled the secondary success conditions, check box C.
  Primary Success Conditions
  The PCs complete their primary mission if they secure 
  and explore the Thassilonian ruins in area D. Doing so 
  requires sufficient investigation to trigger or disable the 
  optional trap. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs’ secondary goals involve working well with and 
  making good impression on the people of Averaka. To 
  do so, the PCs must fulfill two of the following three 
  objectives: Earn 11 or more Influence while in Averaka, 
  conclude the encounter in area A with the 3 or more NPC 
  hit points, or return Hagal’s notebook (see area B) to 
  Averaka. Fulfilling this goal earns each PC 1 additional 
  Prestige Point and earns each PC the Averaka-Trained 
  boon on her Chronicle sheet.
  Faction Notes
  Members of the Scarab Sages faction should endear 
  themselves to Dhiara and demonstrate their and their 
  faction’s worth to the elf. To fulfill this objective, a 
  member of the faction must earn 1 Influence with her 
  during the war council in Averaka; a faction PC fulfills 
  this objective even if a member unaffiliated with the 
  Scarab Sages earns the 1 Influence that Dhiara can 
  grant. Second, a member of the faction must perform an 
  exceptional deed in area A in order to mitigate damage to 
  the half-orc soldiers, such as by disabling a hill giant that 
  is attacking the Averakans, directing half-orcs to increase 
  their armor class, or a similarly noteworthy action at the 
  GM’s discretion.
  If the Scarab Sages faction PCs fulfill this objective, 
  they automatically cross the Curse of Belimarius boon off 
  their Chronicle sheets and increase the number of boxes 
  they can check on any Scarab Sages faction journal card 
  by 1 for this adventure.
  
  24
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #1: PAPYRUS MISSIVE
  PLAYER HANDOUT #2: SCOUT’S LETTER
  Elite Agent of the Sages,
  The monastery of Tar Kuata in southwestern Osirion is an esteemed 
  school of history and enlightenment. Several of your colleagues visited it 
  recently in search of someone who might command the power of a sage jewel, 
  only to learn that the most honored student has spent many years traveling 
  the world to better understand its challenges. Her letters to the monastery 
  suggest she is now in Averaka. 
  Find her, and encourage her to meet with me. I doubt a direct appeal will 
  work, so I am relying on you to earn her trust and admiration. Show 
  her that the Jeweled Sages are a worthy cause through your own actions 
  and words.
    
   
   
   
   
  In eternal service,
    
   
   
   
   
  Tahonikepsu, The Diamond Sage
  I’ve noticed an unusually high amount of giant activity nearby. Most 
  pressingly, I spotted a group of trolls and ogres heading with purpose 
  toward the west, in the direction of the Winter Lodge. I’m heading to the 
  Winter Lodge to investigate. I’ve sketched my planned route below. From 
  there, I will go wherever the giants lead me. If you find this update, please 
  deliver it to Averaka.
  
  25
  THE IRONBOUND SCHISM
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this scenario.
  HILL GIANT 
  CR 7
  CE Large humanoid (giant) (Pathfinder RPG Bestiary 150)
  Init –1; Senses low-light vision; Perception +6
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 85 (10d8+40)
  Fort +11, Ref +2, Will +3
  Defensive Abilities rock catching
  OFFENSE
  Speed 30 ft.
  Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
  Ranged rock +6 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB +15; CMD 24
  Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency 
  (greatclub), Power Attack, Weapon Focus (greatclub)
  Skills Climb +10, Intimidate +12, Perception +6
  Languages Giant
  Gear hide armor, greatclub
  DESCRIPTION
  This hunched giant exudes power and a crude, stupid anger, its 
  filthy fur clothing bespeaking a brutish and backwoods lifestyle.
  OGRE 
  CR 3
  CE Large humanoid (giant) (Pathfinder RPG Bestiary 220)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, 
  –1 size)
  hp 30 (4d8+12)
  Fort +6, Ref +0, Will +3
  OFFENSE
  Speed 30 ft. 
  Melee greatclub +7 (2d8+7)
  Ranged javelin +1 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness
  Skills Climb +7, Perception +5
  Languages Giant
  Gear hide armor, greatclub, javelins (4)
  DESCRIPTION
  This lumbering giant’s beady eyes are devoid of wit or 
  kindness, and its puffy face features a wide mouth with ill-
  fitting teeth.
  ROC 
  CR 9
  N Gargantuan animal (Pathfinder RPG Bestiary 236)
  Init +6; Senses low-light vision; Perception +15
  DEFENSE
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size)
  hp 120 (16d8+48)
  Fort +13, Ref +14, Will +8
  OFFENSE
  Speed 20 ft., fly 80 ft. (average)
  Melee 2 talons +18 (2d6+9/19–20 plus grab), bite +17 (2d8+9)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 11
  Base Atk +12; CMB +25 (+29 grapple); CMD 37
  Feats Flyby Attack, Improved Critical (talons), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception), Weapon Focus (talons)
  Skills Fly +7, Perception +15
  DESCRIPTION
  This immense raptor unleashes a shrill cry as it bares its talons, 
  each large enough to carry off a horse.
  TROLL 
  CR 5
  CE Large humanoid (giant) (Pathfinder RPG Bestiary 268)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  STATISTICS
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant
  DESCRIPTION
  This tall creature has rough, green hide. Its hands end in claws, 
  and its bestial face has a hideous, tusked underbite.
  TROLL BRUTE 
  CR 7
  Troll barbarian 2 (Pathfinder RPG Monster Codex 227)
  CE Large humanoid (giant)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 21, touch 11, flat-footed 18 (+4 armor, +1 deflection, +3 Dex, 
  +6 natural, –2 rage, –1 size)
  
  26
  PATHFINDER SOCIETY SCENARIO
  hp 125 (8 HD; 6d8+2d12+80); regeneration 5 (acid or fire)
  Fort +19, Ref +6, Will +5; +2 vs. magic
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d8+9), 2 claws +15 (1d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (14 rounds/day), rage powers 
  (superstition +2), rend (2 claws, 1d6+13)
  TACTICS
  Before Combat The brute drinks her potion and rages.
  Base Statistics When she’s not raging, the barbarian’s 
  statistics are AC 23, touch 13, flat-footed 20; hp 109; Fort +17, 
  Will +3; Melee bite +12 (1d8+7), 2 claws +13 (1d6+7); rend 
  (2 claws, 1d6+10); Str 25, Con 27; CMB +14, CMD 28; Skills 
  Intimidate +11.
  STATISTICS
  Str 29, Dex 16, Con 31, Int 6, Wis 11, Cha 4
  Base Atk +6; CMB +16; CMD 28
  Feats Intimidating Prowess, Mighty Bite*, Raging 
  Regeneration*, Weapon Focus (claw)
  Skills Intimidate +13, Perception +11
  Languages Giant
  SQ fast movement
  Combat Gear potion of bull’s strength; Other Gear chain shirt, 
  amulet of natural armor +1, cloak of resistance +1, ring of 
  protection +1, barbed troll claws, 130 gp
  SPECIAL ABILITIES
  Barbed Troll Claws When a troll brute hits with a claw attack 
  while wearing these metal claw sheaths, it can either keep 
  the sheaths on its hand (in which case the claw attack deals 
  1 extra point of damage) or allow the four sheaths on that 
  hand to slide off and become embedded in the wound (in 
  which case the claw attack deals 1 point of bleed damage).
  
  27
  THE IRONBOUND SCHISM
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-04: 
  The Ironbound Schism
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means product 
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  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
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  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  updated versions of this License. You may use any authorized version of this 
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  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #7–04: The Ironbound Schism © 2015, Paizo 
  Inc.; Author: John Compton and Linda Zayas-Palmer
  
  PATHFINDER SOCIETY SCENARIO
  28
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,196
  3,907
  —
  3,051
  4,391
  7,813
  —
  6,102
  Out of
  Subtier
  Pathfinder Society Scenario #7-04: 
  The Ironbound Schism
  ▫ Averaka-Trained: By cooperating closely with the half-orcs of Averaka, you have forged a close partnership 
  and opened up new avenues for training. So long as you possess this boon, all of your Pathfinder Society 
  Roleplaying Guild characters have access to the Averaka Arbiter archetype on page 15 of Pathfinder Player 
  Companion: Bastards of Golarion as if it appeared on the Additional Resources page. If one of your characters 
  is a half-orc bard, you may check the box that precedes this boon in order to retrain any of that character’s 
  bard class archetypes and replace them with the Averaka Arbiter archetype at no cost.
  Curse of Belimarius: You have triggered one of the defensive wards left by a powerful Thassilonian 
  wizard—possibly the runelord of envy, Belimarius herself. You gain spell resistance equal to 5 plus your 
  Hit Dice, though this applies only against harmless spells. Unlike typical spell resistance, you cannot 
  voluntarily lower the spell resistance from this curse. Only limited wish, wish, or miracle can remove the 
  curse, which allows you to cross it off your Chronicle sheet. For the purpose of this curse, you may 
  instead pay 8 Prestige Points to secure a limited wish to remove the effect.
  COVETOUS AURA
  School abjuration; Level arcanist 5, sorcerer/wizard 5, witch 5
  CASTING
  Casting Time 1 round
  Components V, S
  EFFECT
  Range personal
  Area 25-ft.-radius emanation centered on you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  DESCRIPTION
  Anytime a harmless (so noted by a spell’s saving throw description) spell of 3rd level or lower is cast within a 
  covetous aura’s area of effect, you may choose to immediately gain the benefit of that spell as if it had also 
  targeted you. The intended target still gains the effect of the spell. You gain the benefits of this duplicated 
  spell only if the caster is in range of the covetous aura. Each time a covetous aura duplicates a spell effect, the 
  remaining duration of the covetous aura is reduced by a number of rounds equal to the spell level of the spell 
  effect that is duplicated.
  This spell appears on page 418 of Rise of the Runelords Anniversary Edition.
  Subtiers 10-11
  cloak of resistance +2 (4,000 gp)
  gloves of arrow snaring (4,000 gp)
  headband of inspired wisdom +2 (4,000 gp)
  staff of Edasseril’s denial (23,650 gp; CL 11th; this 
  magic staff can cast the following spells: spellcrash 
  [2 charges; Pathfinder RPG Advanced Class Guide 
  193], covetous aura [2 charges], and stunning 
  barrier [1 charge; Advanced Class Guide 194])
  All Subtiers
  amulet of natural +1 (2,000 gp)
  ring of protection +1 (2,000 gp)
  robe of blending (8,400 gp)
  scabbard of vigor (1,800 gp; Pathfinder RPG Advanced 
  Player’s Guide 309)
  staff of Edasseril’s scorn (16,200 gp; CL 9th; this magic 
  staff can cast the following spells: covetous aura [2 
  charges], lesser spellcrash [2 charges; Pathfinder 
  RPG Advanced Class Guide 194], and stunning 
  barrier [1 charge; Advanced Class Guide 194])
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-04 - The Ironbound Schism.pdf