TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 1–5
  Pathfinder Society Scenario #3–19
  By Jeff Erwin
  The Icebound 
  ouTposT
  The Icebound 
  ouTposT
  
  The Icebound ouTposT
  Pathfinder Society Scenario #3–19
  Author • Jeff Erwin
  Contributing Artists • Yngvar Asplund and Kieran Yanner
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Christopher Carey
  Editorial Assistance • Logan Bonner, Jason Bulmahn, 
  Adam Daigle, Rob McCreary, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Editorial Intern • Jerome Virnich
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz 
  Senior Software Developer  • Gary Teter
  Pathfinder Society Campaign Coordinator • Mike Brock
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  Warehouse Team • Will Chase, Michael Kenway,  
  Matt Renton, Jeff Strand, and Kevin Underwood
  Customer Service Team • Cosmo Eisele, Erik Keith,  
  and Sara Marie Teter
  Pathfinder Society Scenario #3–19: The Icebound Outpost is a Pathfinder Society Scenario designed for 1st- to 5th-level 
  characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG GameMastery 
  Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3, Ultimate Combat, and Ultimate Magic. These rules can be found online for 
  free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenario #3–19: The Icebound Outpost © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, 
  Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
  ®
  ®
  
  3
  WHERE ON GOLARION?
  The Icebound Outpost takes place entirely within the Hao 
  Jin Tapestry, the physical copy of which is sitting in a well-
  guarded vault beneath of the Grand Lodge in Absalom. The 
  tapestry contains a pocket demiplane, created by the Tian 
  sorceress Hao Jin to hold her largest and most dangerous 
  treasures. Any creature can select a target location on the 
  tapestry, and enter the demiplane instantaneously with the 
  utterance of a command word.
  Behind each arriving creature floats a 2-foot-diameter 
  sphere of pulsing blue light, each visible only to the 
  creature whose journey to the tapestry created it. A creature 
  stepping into its own extraplanar eddy is shifted back to 
  the Material Plane, to the same place it traveled from. If 
  that space is occupied by another creature, the teleported 
  creature appears in the nearest unoccupied square.
  and here also she meditated, if the mood took her, in the 
  temple’s shadowed, tree-lined immensity. But since Hao 
  Jin’s disappearance, the demiplane’s environments have 
  careened out of control. What was once a teeming jungle, 
  well watered and filled with brilliant foliage, flowers, 
  and marvelous beasts, is now a desolate glacier, and the 
  temple lies entombed in ice, flash-frozen in time.
  While the Society believes it has the drop on its rivals by 
  teleporting directly to their base, this is only half correct. 
  In fact, the base commander, a half-orc silver agent 
  named Leska Valentra, suspects something has been 
  amiss for a few days, since her expected communiqué 
  from the agents previously vanquished by the Pathfinders 
  failed to arrive. Though she was supposed to attend 
  the Consortium’s diplomatic mission to the ratfolk 
  settlement in Round Mountain, where the expedition’s 
  leadership is busy negotiating an alliance, Leska turned 
  back when her suspicions finally got the better of her. 
  Thus, just as the Pathfinder Society prepares to send a 
  team of agents to the Temple of Ragdya, Leska and her 
  compatriots are but a short distance away from their 
  soon-to-be besieged base.
  P
  rize of the Ruby Phoenix Tournament, the fabled 
  Hao Jin Tapestry—and the demiplane contained 
  within it—motivated a number of rival organizations 
  to enter the decennial contest of combat prowess, including 
  the Pathfinder Society, Aspis Consortium, and Golden 
  League. Despite the competitive opposition, the agents 
  representing the Pathfinder Society triumphed, and 
  secured the tapestry as their reward. Hao Jin’s creation 
  and the trophies therein have yet to be cataloged, studied, 
  and revealed to the admiring world, and the retrieval and 
  exploration of the tapestry is surely destined to be one of 
  the Society’s greatest triumphs, and doubtless the subject 
  of many future volumes of the Pathfinder Chronicles. The 
  task is far from over, however, for the Aspis Consortium, 
  through underhanded means, has now gained a foothold 
  within the tapestry. With feverish abandon, they hope 
  to strip the tapestry of relics and knowledge before the 
  Pathfinders can discover their intrusion. 
  Unfortunately, one of the first Pathfinder expeditions 
  into Hao Jin’s treasure realm crossed paths with an Aspis 
  team operating out of a lizardfolk encampment in a fetid 
  swamp. Members of the expedition learned not only of the 
  Consortium’s presence within what was supposed to be the 
  Society’s private adventuring realm; they also uncovered 
  evidence that pointed to an Aspis base being set up near a 
  glacier, though they could bring to light no further details.
  The environment within the Hao Jin Tapestry was 
  once maintained by the sorcerer herself, but after her 
  disappearance from Golarion 300 years ago, whole 
  ecosystems and carefully balanced weather patterns have 
  shifted, leaving ruins that once stood in arid deserts 
  drowned in the muck of expansive bogs and the halls 
  of mountain dwarves now subsumed by humid jungles. 
  Thus, it took researchers in the Grand Lodge some time to 
  discover exactly where the purported Aspis Consortium 
  outpost was located, but found it they have—within 
  the Temple of Ragdya, an ancient vanaran structure 
  transported in its entirety from the jungles of Vudra into 
  Hao Jin’s grandiose museum.
  It was here that the Tian sorcerer displayed her 
  treasures and trinkets of Vudran origin, as well as bound 
  and trapped asuras, fey, and unique Vudran monstrosities; 
  The Icebound ouTposT
  By Jeff erwin
  
  PATHFINDER SOCIETY SCENARIO
  4
  SUMMARY
  The Pathfinders enter the Hao Jin Tapestry just outside 
  the Temple of Ragdya, and face several possible points 
  of entry into the well-guarded Aspis Consortium 
  encampment within. Navigating the temple’s various 
  shrines and courtyards, the PCs must bypass or 
  overwhelm the Aspis agents positioned throughout 
  to watch for and fend off invaders, as well as powerful 
  residual magic interwoven with the shrine itself in the 
  form of a sinister haunt.
  The temple’s inner sanctum holds the expedition’s 
  scholar and appraiser—a scrollmaster wizard named 
  Cathixia Rarikos. Distracted by the hoard of treasure 
  she works diligently to catalog, she is largely unaware 
  of the PCs, but her bodyguard, a Vudran rogue named 
  Neevindi, keeps a sharp eye out for intruders.
  Meanwhile, the camp’s ranking Aspis agent, the half-
  orc ranger Leska Valentra, returns with her companion 
  and a ratfolk envoy she was to escort back to Round 
  Mountain. They attempt to outflank the Pathfinders and 
  force surrender, using the roofs and pillars of the temple 
  as cover to ambush and overwhelm the party.
  GETTING STARTED
  In the Grand Lodge of Absalom, center of operations 
  of the world-spanning Pathfinder Society, the party 
  is summoned by the Master of Spells, Aram Zey, who 
  has instructed them to meet him in a vault deep below 
  Skyreach—and to dress warmly. As the PCs enter the 
  chamber, read aloud the following to begin the adventure.
  A five-by-seven-foot tapestry hangs on the wall, surrounded 
  by a series of platforms and ladders to allow a close view of 
  any spot upon it. The room is otherwise empty, save for the 
  Pathfinder Society’s Master of Spells, Aram Zey, who paces 
  impatiently before the Hao Jin Tapestry, glancing up as the 
  door creaks open.
  “Thank you for your quick arrival, Pathfinders,” Zey says 
  curtly, speaking without making eye contact, as though his 
  mind is moving faster than his mouth. As he continues his 
  focused pacing, he gestures toward the tapestry.
  “As I’m sure you know, we recently came into possession of 
  this wonder behind me—the Hao Jin Tapestry—by winning 
  the Ruby Phoenix Tournament in distant Goka. Within this 
  piece of fabric lies an entire world in which one of Golarion’s 
  greatest magicians placed treasures and mysteries beyond 
  imagining. And it was supposed to be ours alone. This 
  promise of exclusive access was made a lie, however, when the 
  Aspis Consortium found a way into Hao Jin’s astral vault that 
  bypassed the tapestry altogether, and Aspis agents are now 
  busy stealing whatever they can move, hoping we will act too 
  slowly to protect our winnings. Fortunately, a recent mission 
  into the tapestry managed to uncover a clue about a possible 
  Aspis base within the tapestry. That is your destination.
   “The camp, interestingly, is within a great stone temple 
  complex uprooted from the Vudran jungle many centuries 
  ago by the sorceress herself. Since her disappearance, that 
  part of the tapestry has been encased in a massive glacier. This 
  temple—dedicated to a Vudran monkey-god, we believe—
  could prove enlightening on its own, notwithstanding the 
  Aspis presence there. It’s a grim thought imagining what the 
  Consortium has done to the place, but apparently more than 
  three-quarters of it is still protected by the glacier, so we can 
  still salvage a great deal.
  “Vanaras—the simian humanoids responsible for constructing 
  this temple—are great builders, and this temple is representative 
  of the huge complexes that once graced the Vimada Forest 
  before their wars with men and the rise of Khiben-Sald. It’s a 
  representation of the cosmos, really, a series of nested squares 
  with symbolic shrine-mountains all directed toward great 
  Bahmenu, the mountain birthplace of the god Ragdya and, 
  the vanaras believe, the center of the universe. This symmetry 
  may serve you well, since it will help you predict the layout and 
  functions of the temple as you make your way around it. Every 
  corner of the temple will be fitted with a small shrine, all facing 
  the symbolic mountain.”
  “Even an abandoned temple is a holy place to the vanaras, as it 
  is to most of us Vudrani as well, and we hope you respect that 
  fact. If you can save the sanctuary from the insolence of the 
  gods-damned Aspis, it may draw the mirthful and enlightened 
  eye of Ragdya himself upon our Society.”
  The PCs may enter the tapestry immediately should 
  they wish to do so, or they may have additional questions 
  for the Master of Spells. Aram Zey is short with them, and 
  seems distracted with other important tasks he wants to 
  move on to once his conversation ends, but he nevertheless 
  does his best to answer their questions. Below are a few 
  of the questions the Pathfinders may ask, as well as Zey’s 
  responses. Should they inquire about how they will get 
  to and from the tapestry, refer to the Where on Golarion 
  sidebar on page 3, which details the workings of the artifact.
  Can you tell us anything more about the Aspis 
  team? “Unfortunately, no. We simply know they were 
  attempting to establish a base of operations in a glacier. 
  Our analysis of the patterns and shapes on the tapestry 
  indicates that this is where they must be doing so, but 
  until you go and investigate, we won’t know much more 
  about their resources or any other Consortium threats to 
  our operations within the tapestry.”
  Is anything else living there? “Possibly, though the 
  conditions have changed significantly since Hao Jin’s 
  time. The wildlife in that part of the tapestry probably 
  matched the jungle setting from which the temple was 
  taken, and the advent of an ice age has no doubt killed or 
  
  Master of Spells 
  Aram Zey
  THE ICEBOUND OUTPOST
  5
  nymphs, mighty tigers, and trumpeting elephants—frozen 
  in ruddy stone—encrust the temple’s outer friezes. Packed 
  snow and ice clad depictions of vanaras in jungle scenes, 
  creating an odd dissonance between the climate illustrated 
  in the carvings and the frigid conditions of the temple. The 
  wind howls, and muted voices drift from within the temple. 
  Even more eerily, a strange hooting and shrieking issues 
  from the temple’s cornices and spires, as if by some magical 
  or artificial means the calls of thousands of monkeys echo 
  the sound of the arctic storm. A wide doorway 
  stands unobstructed, providing ingress to the 
  columned courtyard within.
  While the PCs can scale the outer wall 
  to enter the temple at any point, they 
  are most likely to simply walk through 
  the open doorway to area A1. From this 
  vantage point, they have several paths 
  from which to choose.
  A1. Entryway (CR 3 or 
  CR 6)
  From the main entryway into the 
  temple, the PCs can see several means 
  of entry into the inner ring. Read the 
  following to set the scene and allow the 
  party to choose their path.
  Four columns stand vigil in this open-air courtyard, a wide 
  doorway opening in the center of each wall. To the east, a huge 
  banyan lies fallen across the wide bridge that once permitted 
  access to the great gates of the temple. To the north and south 
  stretches a ten-foot-wide walkway running along the temple’s 
  exterior wall. A wide moat of black ice separates this walkway 
  and the inner complex. To the south, a crude wooden ramp 
  leads from the walkway to the ice’s surface ten feet below. 
  Two steep stone stairways lead up from the ice to doorways 
  in symmetrical chambers flanking the main entrance on the 
  other side of the moat.
  The simplest way into the temple is across the ice to 
  the south, as the ramp and stairs make getting on and off 
  the ice relatively easy. Anticipating this means of entry, 
  the Aspis agents have a constant sentry placed in area A2, 
  looking out through the doorway from behind the wall.
  Alternatively, the PCs may wish to climb down onto 
  the ice to the north of the entryway, which requires a DC 
  10 Climb check. This path leads to area A4, where the 
  PCs must survive a deadly haunt.
  The ancient banyan tree that lies across the stone 
  bridge to area A3 fell long before the Aspis Consortium 
  arrived, but the agents who set up this outpost capitalized 
  driven away the original inhabitants. There’s no telling, 
  however, what has cropped up since then.”
  What do we know about Ragdya? “Ragdya’s something 
  of a mysterious deity. He’s most popular among vanaras, 
  of course. But he retains followers among the common 
  peoples of rural and wooded Vudra, particularly in the 
  region of Sikari. As he’s a monkey-faced god and not a 
  human one, priests and rulers elsewhere tend to dismiss 
  his importance, so we know only so much about him here 
  in the Inner Sea.”
  ACT 1: BREACHING THE 
  TEMPLE
  When the PCs are ready to enter the Hao 
  Jin Tapestry, they simply need to touch the 
  tapestry at a point marked in the bottom right 
  corner and speak a command word given 
  them on slips of paper by Aram Zey before 
  he departs. Their appearance within sight 
  of the Temple of Ragdya is instantaneous. 
  The air around the glacier hovers 
  around the freezing point, the residual 
  warm air from when this region was 
  a jungle and the cold of the glacier 
  keeping the climate relatively stable. 
  Characters in cold weather gear need 
  not make checks against the weather, 
  but any unprotected PC must make a successful Fortitude 
  save each hour (DC 15, +1 per previous check) or take 1d6 
  points of nonlethal damage. See page 442 of the Pathfinder 
  RPG Core Rulebook for more information on cold dangers.
  Unless otherwise stated, the ground within the Temple 
  of Ragdya is smooth stone and the walls are 1-foot-thick, 
  30-foot-high masonry. The bottom 30 feet of the walls are 
  clear of ice and are covered in relief sculptures, reducing 
  the Climb DC by 5 (from DC 20 to DC 15), while the top 
  10 feet of any given wall are coated in a thick sheet of ice, 
  increasing the DC to climb them by 5 (from DC 20 to DC 
  25). Except for the high-domed inner sanctum (area A6) 
  and the rounded spires in areas A2 and A4, the entire 
  temple is open to the air.
  The moat surrounding the temple’s outer walls, once 
  filled with warm water, dancing fish, and beautiful lilies, 
  is now nearly solid ice. A creature moving across the 
  frozen moat must spend 2 squares of movement to enter 
  an ice-covered square and the DC of all Acrobatics checks 
  increases by +5. The surface of the ice is 10 feet below the 
  floor of the temple itself.
  Symmetrical and colossal, the brownish-red stones of the 
  Temple of Ragdya emerge from the glacier, hinting broadly 
  at the scope and immensity of the vanaran complex. Sinuous 
  
  PATHFINDER SOCIETY SCENARIO
  6
  on its tactical positioning, placing a trap and alarm on 
  it should any creature attempt to climb over it to enter 
  the temple through the main gates. The tree is nearly 6 
  feet wide along its trunk, and requires a successful DC 15 
  Climb check to scale.
  Trap: Hidden within the tangle of boughs and roots 
  on the felled banyan tree is a snare trap set to trigger 
  whenever a creature moves across the surface of the 
  massive trunk. In Subtier 4–5, the rope used in the snare 
  trap has been coated in a dose of malyass root paste. A 
  series of tiny bells have been attached to the snaring 
  branch, which ring to alert the guards in area A2 of 
  incursion when the trap is triggered.
  Subtier 1–2 (CR 3)
  Snare Trap 
    
  CR 3
  Type magic; Perception DC 23; Disable Device DC 23
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (snare, 1d6 damage, entangled and lifted 10 
  feet off the ground)
  Subtier 4–5 (CR 6)
  Poisoned Snare Trap 
    
  CR 3
  Type magic; Perception DC 23; Disable Device DC 23
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (snare, 1d6 damage plus malyass root paste, 
  entangled and lifted 10 feet off the ground)
  A2. Guardroom (CR 2 or CR 5)
  The Aspis Consortium guardroom is a converted 
  protective shrine. Most signs of its original dedication 
  have been effaced by the camp, either by deliberate 
  vandalism, or having been broken off for sale to collectors 
  of Vudran antiquities on the Material Plane. Before its 
  destruction, this shrine venerated Meenashdu, god of 
  charity and almsgiving.
  Stuffy and hot, this shrine has been transformed into a 
  guardhouse and barracks for the Consortium’s henchmen. 
  The smell of cooking food fills the air, and the poorly vented 
  fire, burning in the shrine’s southwest corner, leaves a smoky 
  haze in the room. Everywhere there are signs of a hurried 
  collection of artifacts—the walls are covered in an elaborate 
  relief sculpture, its surface marred with deep gouges where 
  parts of its face were haphazardly carved from the larger 
  whole, and a number of niches in the wall now lie empty, their 
  icons and relics absent. The fire consumes a huge sheaf of 
  palm-frond pages, upon which Vudran calligraphy may be 
  discerned as the flames devour it.
  The cooking fire is located at the foot of the shrine 
  alcove, as indicated on the map. A creature in the same 
  square as the fire takes 1d4 points of fire damage per 
  round (a successful DC 15 Reflex save halves this damage). 
  Guards fighting near it use the fire pit to protect their 
  flank during the battle.
  Creatures: Most of the Aspis agents currently assigned 
  to this base can be found here, their associates spread 
  throughout the Hao Jin Tapestry as they rape it of its 
  riches. The twin Ulfen warriors, Skell Wulfsson and 
  Hildr Wulfsdottir, and the tiefling rogue Drabbin were 
  assigned the job of guarding the temple from incursion. 
  Drabbin also reluctantly serves as the camp’s cook.
  Skell and Hildr have a particularly strong sibling 
  rivalry, each continually trying to show up the other in 
  combat and in his or her position in the Aspis Consortium 
  organization. Currently, both are but bronze agents, but 
  Hildr has been getting hints from Leska that she may 
  soon be promoted to a position of more responsibility 
  than that of a simple guard. At the time the PCs arrive, 
  Skell is on watch and is crouched behind the wall adjacent 
  to the stairway leading from area A2 to the frozen moat.
  Hildr and Drabbin sit around the fire flirting, though 
  Hildr is more forthcoming with her advances than the 
  tiefling, who is unused to such attentions. They can be 
  caught unawares if the PCs sneak into the guardroom 
  from area A3, but if Skell raises the alarm or the PCs set 
  off the snare trap in area A1, both rise and prepare to 
  repulse intruders.
  Subtier 1–2 (CR 2)
  Drabbin 
    
  CR 1/2
  Male tiefling rogue 1 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +2, Ref +5, Will +0
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged dagger +3 (1d4+1/19–20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st; concentration +1)
  1/day—darkness
  TACTICS
  Before Combat If Drabbin is aware of the PCs’ approach 
  from the moat, he spends a full round putting on his 
  cleats to allow for better movement on the ice. If he still 
  has time to prepare or the PCs approach from another 
  
  The Temple of Ragdya
  A1
  A3
  T
  A6
  A2
  A5
  A4
  1 square = 5 feet
  THE ICEBOUND OUTPOST
  7
  
  PATHFINDER SOCIETY SCENARIO
  8
  part of the temple, he applies his oil of magic weapon to his 
  short sword.
  During Combat Drabbin tries to flank with one of his Ulfen 
  compatriots whenever possible, but settles for attacking from 
  range if the PCs are dealing too much damage in melee.
  Morale If either twin falls in combat, Drabbin uses his 
  darkness spell-like ability to grant himself concealment and 
  attempts to escape, throwing his thunderstone at any PCs 
  giving chase, both to deafen them and to alert his allies in 
  area A5 of the Pathfinders’ assault. 
  STATISTICS
  Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 10
  Base Atk +0; CMB +1; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +7, Bluff +6, Climb +5, Disable Device +7, 
  Intimidate +4, Knowledge (local) +4, Perception +4, Profession 
  (cook) +4, Stealth +9; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Common, Infernal
  SQ trapfinding +1
  Combat Gear oil of magic weapon, potion of cure light wounds, 
  thunderstone; Other Gear masterwork studded leather, 
  short sword, daggers (5), cleats*, cold weather outfit, 
  thieves’ tools, bronze Aspis Consortium badge, 23 gp
  * See the Advanced Player’s Guide.
  Hildr Wulfsdottir 
    
  CR 1/2
  Female human barbarian 1
  CN Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 17, touch 11, flat-footed 14 (+4 armor, +2 Dex, +1 dodge, 
  –2 rage, +2 shield)
  hp 16 (1d12+4)
  Fort +6, Ref +2, Will +3
  OFFENSE
  Speed 40 ft.
  Melee battleaxe +6 (1d8+4/×3)
  Ranged light crossbow +3 (1d8/19–20)
  Special Attacks rage (6 rounds/day)
  TACTICS
  Before Combat If Hildr is aware of the PCs’ approach, she 
  spends a full round putting on her cleats to give her better 
  mobility on the ice. Otherwise, she wears normal cold-
  weather boots that provide no additional traction.
  During Combat Hildr enters a rage and charges at the first target 
  in sight. She is a whirlwind in a fight, moving from target to 
  target unless doing so will open her to excessive attacks of 
  opportunity. She and Skell are competitive and do not aid one 
  another in battle, though if her brother falls, she focuses all her 
  attention on the enemy who dealt the killing blow.
  Morale While raging, Hildr fights to the death. She only flees or 
  surrenders if her brother is somehow forced to do the same.
  Base Statistics When not raging, Hildr’s statistics are AC 19, 
  touch 13, flat-footed 16; hp 15; Fort +4, Will +1; Melee 
  battleaxe +4 (1d8+2/×3); Str 15, Con 14; CMB +3, CMD 16.
  STATISTICS
  Str 19, Dex 15, Con 18, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +5; CMD 18
  Feats Dodge, Weapon Focus (battleaxe)
  Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, 
  Survival +5
  Languages Common, Skald
  SQ fast movement
  Combat Gear potion of cure light wounds; Other Gear chain 
  shirt, masterwork heavy wooden shield, battleaxe, light 
  crossbow with 10 bolts, cleats*, cold weather outfit, bronze 
  Aspis Consortium badge, 26 gp
  * See the Advanced Player’s Guide.
  Skell Wulfsson 
  CR 1/2
  Male human fighter 1
  N Medium humanoid (human)
  Init +5; Senses Perception +2
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 14 (1d10+4)
  Fort +5, Ref +3, Will +1
  OFFENSE
  Speed 20 ft.
  Melee longsword +4 (1d8+2/19–20)
  Ranged heavy crossbow +2 (1d10/19–20)
  TACTICS
  Before Combat Skell is on watch duty and has his crossbow 
  loaded and readied to fire at any foe he spots encroaching 
  on the Aspis base from cover.
  During Combat Skell fights from cover against unprepared 
  enemies, but is unafraid to step out onto the ice to 
  engage invaders in melee, lessening the ice’s effect on his 
  movement with his cleats. Skell and Hildr are competitive 
  and do not aid one another in battle, but if his sister falls 
  in the course of the skirmish, Skell focuses his attention on 
  the enemy who dealt the killing blow.
  Morale As long as Hildr fights alongside him, Skell fights to 
  the death. If she falls and he is reduced to 5 or fewer hit 
  points, he flees to area A5 to gather reinforcements.
  STATISTICS
  Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 14
  Feats Improved Initiative, Lightning Reflexes, Weapon 
  Focus (longsword)
  Skills Handle Animal +3, Perception +2, Survival +5
  Languages Common, Skald
  Gear masterwork chainmail, heavy wooden shield, heavy 
  crossbow with 10 bolts, longsword, cleats*, cold weather 
  outfit, bronze Aspis Consortium badge, 6 gp
  * See the Advanced Player’s Guide.
  
  THE ICEBOUND OUTPOST
  9
  DEFENSE
  AC 17, touch 11, flat-footed 14 (+4 armor, +2 Dex, +1 dodge, 
  –2 rage, +2 shield)
  hp 37 (3d12+12)
  Fort +7, Ref +3, Will +4
  Defensive Abilities uncanny dodge, trap sense +1
  OFFENSE
  Speed 40 ft.
  Melee mwk battleaxe +9 (1d8+4/×3)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks rage (10 rounds/day)
  TACTICS
  Before Combat If Hildr is aware of the PCs’ approach, she 
  spends a full round putting on her cleats to give her better 
  mobility on the ice and drinks her potion of shield of faith. 
  Otherwise, she wears normal cold-weather boots that 
  provide no additional traction.
  During Combat Hildr enters a rage and charges at the first 
  target in sight. She is a whirlwind in a fight, moving from 
  target to target unless doing so will open her to excessive 
  attacks of opportunity. She and Skell are competitive and 
  do not aid one another in battle, though if her brother falls, 
  she focuses all her attention on the enemy who dealt the 
  killing blow.
  Morale While raging, Hildr fights to the death. She only flees or 
  surrenders if her brother is somehow forced to do the same.
  Base Statistics When not raging, Hildr’s statistics are AC 19, 
  touch 13, flat-footed 16; hp 31; Fort +5, Will +2; battleaxe 
  +7 (1d8+2/×3); Str 15, Con 14; CMB +5, CMD 18; Skills 
  Climb +6.
  STATISTICS
  Str 19, Dex 15, Con 18, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +7; CMD 20
  Feats Dodge, Power Attack, Weapon Focus (battleaxe)
  Skills Climb +8, Handle Animal +6, Intimidate +6, Perception +7, 
  Survival +7
  Languages Common, Skald
  SQ fast movement
  Combat Gear potion of cure serious wounds, potion of shield 
  of faith, alchemist’s fire (2); Other Gear masterwork chain 
  shirt, masterwork heavy wooden shield, masterwork 
  battleaxe, light crossbow with 10 bolts, cleats*, cold weather 
  outfit, bronze Aspis Consortium badge, 46 gp
  * See the Advanced Player’s Guide.
  Skell Wulfsson 
  CR 2
  Male human fighter 3
  CN Medium humanoid (human)
  Init +6; Senses Perception +4
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 30 (3d10+9)
  Fort +5, Ref +5, Will +2; +1 vs. fear
  Subtier 4–5 (CR 5)
  Drabbin 
  CR 2
  Male tiefling rogue 3 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 26 (3d8+9)
  Fort +3, Ref +6, Will +3
  Defensive Abilities evasion, trap sense +1; Resist cold 5, 
  electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +6 (1d6+1/19–20)
  Ranged dagger +5 (1d4+1/19–20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—darkness
  TACTICS
  Before Combat If Drabbin is aware of the PCs’ approach 
  from the moat, he spends a full round putting on his 
  cleats to allow for better movement on the ice. If he still 
  has time to prepare or the PCs approach from another 
  part of the temple, he applies his oil of magic weapon to his 
  short sword.
  During Combat Drabbin tries to flank with one of his Ulfen 
  compatriots whenever possible, but settles for attacking from 
  range if the PCs are dealing too much damage in melee.
  Morale If either twin falls in combat, Drabbin uses his 
  darkness spell-like ability to grant himself concealment and 
  attempts to escape, throwing his thunderstone at any PCs 
  giving chase, both to deafen them and to alert his allies in 
  area A5 of the Pathfinders’ assault. 
  STATISTICS
  Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 10
  Base Atk +2; CMB +3; CMD 17
  Feats Dodge, Iron Will, Weapon Finesse
  Skills Acrobatics +9, Bluff +8, Climb +6, Disable Device +9, 
  Intimidate +6, Knowledge (local) +6, Perception +6, Profession 
  (cook) +4, Stealth +11; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Common, Infernal
  SQ rogue talents (combat trick), trapfinding +1
  Combat Gear oil of magic weapon, potion of cure light wounds, 
  thunderstone; Other Gear +1 studded leather, masterwork 
  short sword, daggers (5), cleats*, cold weather outfit, 
  thieves’ tools, bronze Aspis Consortium badge, 17 gp
  * See the Advanced Player’s Guide.
  Hildr Wulfsdottir 
  CR 2
  Female human barbarian 3
  N Medium humanoid (human)
  Init +2; Senses Perception +7
  
  PATHFINDER SOCIETY SCENARIO
  10
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20)
  Ranged mwk heavy crossbow +6 (1d10/19–20)
  TACTICS
  Before Combat Skell is on watch duty and has his crossbow 
  loaded with his screaming bolt and readied to fire at any foe 
  he spots encroaching on the Aspis base from cover.
  During Combat Skell fights from cover against unprepared 
  enemies, but is unafraid to step out onto the ice to engage 
  invaders in melee, lessening the ice’s effect on his movement 
  with his cleats. If he has a chance, he drinks his potion of 
  bull’s strength before entering melee. Skell and Hildr are 
  competitive and do not aid one another in battle, but if his 
  sister falls in the course of the skirmish, Skell focuses his 
  attention on the enemy who dealt the killing blow.
  Morale As long as Hildr fights alongside him, Skell fights to 
  the death. If she falls and he is reduced to 10 or fewer hit 
  points, he flees to area A5 to gather reinforcements.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Improved Initiative, Lightning Reflexes, Point-Blank 
  Shot, Rapid Reload, Weapon Focus (longsword)
  Skills Handle Animal +5, Perception +4, Survival +7
  Languages Common, Skald
  SQ armor training 1
  Combat Gear potion of bull’s strength, screaming bolt; 
  Other Gear masterwork chainmail, masterwork heavy 
  wooden shield, masterwork heavy crossbow with 10 bolts, 
  masterwork longsword, cleats*, cold weather outfit, bronze 
  Aspis Consortium badge, 23 gp
  * See the Advanced Player’s Guide.
  Treasure: A search of Drabbin’s pack reveals an 
  exquisite tiny silver statuette of the Vudran goddess 
  Likha he had hoped to claim for himself instead of 
  sharing a cut of its worth with the rest of his team. The 
  statuette is worth 100 gp.
  Mission Notes: Player characters searching the Aspis 
  agents’ belongings can discover several items of value 
  stashed away in Drabbin’s pack (see Treasure, above). Among 
  them is a gold seal, such as one would use to mark letters and 
  edicts, with the imprint of a 10-tusked elephant. Written 
  in Vudrani script, the name on the seal reads “Sigurdanda 
  Virgandya,” which can be made out with a DC 12 Linguistics 
  check (a PC who speaks Vudrani automatically succeeds at 
  this check). A Lantern Lodge faction PC who obtains this 
  seal and verifies that it did belong to the legendary Vudran 
  maharajah earns 1 Prestige Point.
  Osirion faction PCs should wish to save the book fueling 
  the cooking fire—a copy of the Mizravrtta Brahmodya. A 
  PC may remove the book from the flames as a full-round 
  action, taking 1d4 points of fire damage (a successful DC 
  12 Reflex save halves this damage). From the time the PCs 
  enter the room, they have 1 minute to rescue the book 
  before the flames consume it. Retrieving the book earns 
  Osirion faction PCs 1 Prestige Point.
  Each of the three of the guards stationed in this area has 
  a bronze Aspis shield hidden under his clothing. Sczarni 
  faction PCs should wish to recover these, though they 
  must locate at least one silver badge in order to complete 
  their faction mission.
  A PC succeeding at a DC 15 Knowledge (religion) 
  check may identify some of the remaining iconography 
  decorating the shrine as relating to the worship of 
  Meenashdu, Vudran god of charity and almsgiving. As 
  Meenashdu is a neutral good deity, the restoration of 
  his shrine satisfies the Silver Crusade’s faction mission. 
  The idol to the god that once stood where the fire now 
  burns can be located in area A6. If the statue is returned 
  here and the graffiti on the walls are cleared away with 
  thorough scrubbing, Silver Crusade faction PCs earn 1 
  Prestige Point.
  Rewards: If the PCs defeat the Drabbin, Hildr, and 
  Skell, award each subtier thusly:
  Subtier 1–2:
  Give each PC 116 gp.
  Subtier 4–5:
  Give each PC 443 gp.
  A3. Central Courtyard
  The temple’s central sanctum rises from this wide courtyard. 
  Bas relief carvings cover every inch of its curved surface—
  winsome apsaras, vanara heroes, and avatars of the monkey 
  lord himself all seem frozen in the bone-chilling cold. In stark 
  contrast with the celestial beings carved on the sanctum’s 
  outer walls, a carved throng of evil covers the walls of the 
  courtyard itself—fiendish asuras, great black nagas, and 
  goblinoid hordes are frozen in stone as they besiege the 
  mountain rising from the temple’s center.
  Because of the layout of the temple, the PCs have an 
  advantage sneaking up to the work crew in front of the 
  north entrance of the inner sanctum. From here, the 
  Pathfinders have an excellent view of the central part 
  of the temple, including most of area A5. Particularly 
  stealthy parties can reach this point without engaging 
  the guards in area A2 by either going through area A4 or 
  bypassing the snare trap and avoiding Skell’s notice.
  A successful DC 10 Knowledge (planes or religion) check 
  allows a character to note that the walls of the courtyard 
  and central sanctum are in fact a structured catalog of 
  
  THE ICEBOUND OUTPOST
  11
  Effect When the haunt is triggered, a sensation of deep cold 
  and despair overtakes the targets. All creatures within the 
  haunt’s area are targeted by a chill touch spell (+2 touch 
  attack, 1d6 damage and 1 Str damage, Fortitude save DC 
  12 partial).
  Destruction A ritual response of gratitude for the nymph’s 
  protection of the temple (DC 15 Knowledge [religion] to 
  know the rite) destroys the haunt.
  Subtier 4–5 (CR 5)
  Hail of Frozen Tears 
  CR 5
  NE haunt (10-ft. radius circle centered on the statue of Likha)
  Caster Level 5th
  Notice Perception DC 20 (to feel a rush of cold air and hear a 
  lonely sighing)
  hp 10; Trigger proximity; Reset 1 day
  Effect When the haunt is triggered, a sensation of deep cold 
  and despair overtakes the targets and the air fills with 
  whirling hail as the ice storm spell (3d6 bludgeoning damage 
  and 2d6 cold damage).
  Destruction A ritual response of gratitude for the nymph’s 
  protection of the temple (DC 20 Knowledge [religion] to 
  know the rite) destroys the haunt.
  A5. The Ice Carvers (CR 2 or CR 5)
  The sheer walls of the glacier dominate this open courtyard, 
  towering as high or higher than the central sanctum’s tall, 
  spired dome on the courtyard’s south end. A wide set of stairs 
  leads up into the sanctum itself, while a lone statue stands out 
  as the only feature of the courtyard, whose walls are encased 
  in thick ice.
  This is a work site for a group of four slaves and their 
  taskmaster. The Aspis Consortium camp is still being 
  cut out of the ice, and the noise of chiseling, cracking ice, 
  and heaving workers muffles the Pathfinders’ approach, 
  imposing a –10 penalty on Perception checks made to notice 
  any activity taking place outside this particular courtyard. 
  Creatures: Four slaves (human commoners 2, hp 7) ill-
  dressed for the cold weather hack at the glacial eastern 
  wall of the courtyard with rusted picks. If it weren’t 
  for the physical exertion required to make headway in 
  clearing the glacier from the temple, they would likely be 
  shivering, but each is covered in sweat as though working 
  in 90-degree heat. They pay no attention to the PCs unless 
  combat breaks out, at which point they cower against the 
  wall to stay out of harm’s way.
  The slavedriver is a leathery-skinned man, short and 
  squat, who looks to have just come out of weeks spent 
  under the harsh desert sun of another world. He is 
  dressed in bulky, bone-studded leather lined with furs, 
  outsiders affiliated with Vudra, from the wickedest to the 
  most enlightened. 
  Creatures: Though there are no creatures in this area 
  itself, it is possible the PCs will attract the attention of 
  the guards in area A2. If the Pathfinders do so while 
  attempting to cross the bridge from area A1, the guards 
  move through the temple and engage the PCs here. See 
  page 6–10 for details on these Aspis Consortium agents.
  A4. Apsara Shrine (CR 2 or CR 5)
  This shrine looks as though it was constructed yesterday, its 
  intricate stonework unblemished by time, vandals, or weather. 
  A statue of a beautiful four-armed woman bearing a scroll in 
  each hand rests beneath a tall spire. Images of daring acts 
  of heroism, long journeys, and unrequited love fill the walls.
  This protective shrine looks now as the defiled one in 
  area A2 looked before the Aspis Consortium plundered 
  it. The ruthless explorers would have done the same here 
  were it not for the residual spirit of a long-dead apsara—a 
  Vudran nymph—that protects the holy site in the form 
  of a terrible haunt. After the death of a team member, 
  the Leska declared the shrine off limits, and focused her 
  agents’ efforts on less dangerous portions of the temple. 
  A successful DC 20 Knowledge (religion) check 
  identifies the sculpted idol as a representation of Likha, 
  Vudran goddess of fables and storytelling—and sister of 
  Meenashdu, whose temple in area A2 has already been 
  stripped of valuables. 
  Haunt: When Hao Jin brought the Temple of Ragdya into 
  her tapestry’s treasure realm, she was unaware of an apsara 
  that tended to this shrine, and it was carried here along 
  with the temple. Even though no vanaras came to worship 
  at the once-holy site in its extraplanar isolation, the apsara 
  continued tending to the shrine and protecting it from the 
  elements. But when Hao Jin disappeared and the carefully 
  maintained balance within her tapestry began to shift, the 
  apsara died of cold as the newly formed glacier engulfed 
  much of the rest of the temple. The tragedy of her death 
  lingers here, and the apsara’s spirit continues to haunt 
  the shrine. The rules for running a haunt can be found 
  on page 242 of the Pathfinder RPG GameMastery Guide, or 
  online at paizo.com/pathfinderRPG/prd.
  Subtier 1–2 (CR 2)
  Touch of the Frozen Apsara  
  CR 2
  NE haunt (5-ft. radius circle centered on the statue of Likha)
  Caster Level 2nd
  Notice Perception DC 16 (to feel a rush of cold air and hear a 
  lonely sighing)
  hp 4; Trigger proximity; Reset 1 day
  
  PATHFINDER SOCIETY SCENARIO
  12
  and he chuckles as he lashes with his whip at one of the 
  slaves, who has slipped and fallen into the shin-deep 
  snow made of the slaves’ glacial shavings.
  Graestos, a bronze Aspis Consortium agent, relishes 
  his assignment—motivating the slaves purchased by the 
  Consortium as disposable workers with his whip and the 
  threat of siccing his Osirian sand panther on the first to 
  faint from exhaustion. The tawny cat, named Isehkta, 
  paces behind her master, ever watchful of the slaves who 
  occupy Graestos’s attention.
  The noise of the work is likely enough to cloak the 
  Pathfinders’ approach unless they take no precautions to 
  move quietly, and gives them considerable opportunity 
  to get the jump on the slavemaster. Graestos is a coward 
  and doesn’t hesitate to use the slaves as shields while 
  his animal companion fights in his stead. If given the 
  chance, he rushes into the inner sanctum to gather 
  reinforcements. Thus the party must act quickly to cut 
  off his escape or the encounter becomes considerably 
  more difficult. If Graestos does elicit aid, he and Neevindi 
  (area A6) team up against the PCs, while the scrollmaster 
  continues her work unless the Pathfinders find their way 
  to her desk.
  Subtier 1–2 (CR 2)
  Graestos 
  CR 2
  Male human druid 3
  NE Medium humanoid (human)
  Init –1; Senses Perception +9
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 20 (3d8+3)
  Fort +4, Ref +0, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk whip +3 (1d3 nonlethal)
  Cleric Spells Prepared (CL 3rd; concentration +6)
  2nd—barkskin, flame blade
  1st—cure light wounds (DC 14), endure elements, obscuring mist
  0 (at will)—detect magic, know direction, read magic, resistance
  TACTICS
  Before Combat If aware of the PCs’ approach, Graestos grabs 
  a slave as a human shield and casts barkskin on himself. He 
  positions himself in the entryway to the inner sanctum so 
  that he cannot be cut off from retreating there for aid.
  During Combat Graestos sends Isehkta into melee, remaining 
  within reach of his slaves to act as unwilling shields. He 
  uses his whip to trip foes engaged in combat with his 
  panther, all the while making his way to the inner sanctum 
  and his allies there.
  Morale If he cannot gather aid from area A6, Graestos 
  surrenders when reduced to 5 or fewer hit points.
  STATISTICS
  Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha 15
  Base Atk +2; CMB +2 (+4 trip); CMD 11 (13 vs. trip)
  Feats Combat Expertise, Exotic Weapon Proficiency (whip), 
  Improved Trip
  Skills Climb +6, Handle Animal +8, Intimidate +5, Knowledge 
  (nature) +9, Perception +9, Spellcraft +7, Survival +11
  SQ nature bond (animal companion), nature sense, wild 
  empathy +5, woodland stride, trackless step
  Combat Gear scroll of lesser restoration, tanglefoot bag; Other 
  Gear +1 studded leather, masterwork whip, spell component 
  pouch, bronze Aspis Consortium badge, bill of slave purchase
  Isehkta 
  CR —
  Female small cat animal companion
  N Small animal 
  Init +6; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 20, touch 17, flat-footed 14 (+6 Dex, +3 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +9, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +4 (1d4+1 plus trip), 2 claws +4 (1d3+1)
  STATISTICS
  Str 13, Dex 22, Con 13, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
  Feats Combat Reflexes, Improved Natural Attack (claws)
  Skills Climb +5, Perception +5, Stealth +14
  SQ sprint
  Subtier 4–5 (CR 5)
  Graestos 
  CR 6
  Male human druid 6
  NE Medium humanoid (human)
  Init –1; Senses Perception +12
  DEFENSE
  AC 14, touch 9, flat-footed 14 (+4 armor, –1 Dex, +1 natural)
  hp 48 (6d8+18)
  Fort +6, Ref +1, Will +8; +4 vs. fey and plant–targeted effects
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 30 ft.
  Melee mwk whip +5 (1d3 nonlethal)
  Special Attacks wild shape 2/day
  Cleric Spells Prepared (CL 6th; concentration +9)
  3rd—call lightning (DC 16), cure moderate wounds (DC 16), spike 
  growth (DC 16)
  2nd—barkskin, delay poison (DC 15), flame blade, summon 
  nature’s ally II
  1st—cure light wounds (DC 14), endure elements, obscuring mist, 
  produce flame
  
  THE ICEBOUND OUTPOST
  13
  should the PCs interrogate them. All four are natives of 
  Golarion, purchased from slave markets in Okeno by 
  people they can only assume were Aspis Consortium 
  agents. They spent months rowing a massive galley, 
  though where it went they don’t know, and none of the 
  slaves has an accurate count of how long they were at 
  sea. When finally the ship docked, they were all given a 
  powerful sleeping draught and awoke within this realm. 
  They don’t know the true nature of the demiplane where 
  they’ve worked the last few weeks, but they have heard 
  their captors referring to it as “‘the tapestry,’ what ever 
  that means.”
  If the PCs inquire about the agents stationed here, the 
  slaves can describe everyone the PCs encounter in this 
  adventure as well as over 20 other agents who have come 
  and gone in the past few weeks, some staying longer 
  than others. They aren’t quite sure what role most of the 
  agents here play within the camp, but they know who’s 
  in charge. They describe Leska and mention that she left 
  a few days ago with her lieutenant—a mysterious man 
  with a Tian accent who didn’t seem to be a member of the 
  Aspis Consortium himself—and a ratfolk who arrived a 
  few days earlier and had been treated with exceptional 
  respect. Where they were going or how long they planned 
  to be away, the slaves have no idea.
  Mission Notes: Andoran faction PCs will likely want to 
  find solid evidence that the slaves were indeed purchased 
  to be used as political ammunition in Andoran’s fight to 
  sully the Aspis Consortium’s name. Such evidence exists 
  in the form of a bill of sale bearing the seal of a prominent 
  slave market in Okeno as well as an Aspis Consortium 
  seal—that of a gold agent—folded and tucked into 
  Graestos’s belt pouch. Recovering this from Graestos’s 
  body earns Andoran faction PCs 1 Prestige Point.
  Graestos has a bronze Aspis Consortium badge tucked 
  under his belt, which Sczarni faction PCs are likely to 
  want to collect if they do not already have enough bronze 
  badges to satisfy the conditions of their faction mission. 
  Rewards: If the PCs defeat Graestos, award each subtier 
  thusly:
  Subtier 1–2:
  Give each PC 140 gp.
  Subtier 4–5:
  Give each PC 390 gp.
  A6. The Inner Sanctum (CR 2 or CR 5)
  A row of columns lines the inside of this tall, thin dome, each 
  decorated with intricate carvings. The walls are completely 
  covered in flowing script, etched into the red-brown stone 
  with the delicacy of fine calligraphy. In the room’s center, a 
  massive mountain of bronze rises nearly thirty feet. Several 
  0 (at will)—detect magic, know direction, read magic, resistance
  TACTICS
  Before Combat If aware of the PCs’ approach, Graestos 
  grabs a slave as a human shield and casts barkskin on 
  himself and drinks his potion of bear’s endurance. He 
  positions himself in the entryway to the inner sanctum so 
  that he cannot be cut off from retreating there for aid.
  During Combat Graestos sends Isehkta into melee, 
  remaining within reach of his slaves to act as unwilling 
  shields. The druid employs spells such as call lightning 
  and spike growth to control the battlefield, and uses his 
  whip to trip foes engaged in combat with his panther, all 
  the while making his way to the inner sanctum and his 
  allies there.
  Morale If he cannot make his escape earlier to gather aid 
  from area A6, Graestos surrenders when reduced to 12 or 
  fewer hit points.
  STATISTICS
  Str 10, Dex 9, Con 12, Int 13, Wis 16, Cha 15
  Base Atk +4; CMB +4 (+6 trip); CMD 13 (15 vs. trip)
  Feats Combat Expertise, Exotic Weapon Proficiency (whip), 
  Improved Trip, Toughness
  Skills Climb +6, Handle Animal +11, Intimidate +8, Knowledge 
  (nature) +12, Perception +12, Spellcraft +7, Survival +14
  SQ nature bond (animal companion), nature sense, trackless 
  step, wild empathy +8, woodland stride
  Combat Gear potion of bear’s endurance, scroll of lesser 
  restoration, wand of neutralize poison (3 charges), tanglefoot 
  bag; Other Gear +1 studded leather, masterwork whip, 
  amulet of natural armor +1, spell component pouch, bronze 
  Aspis Consortium badge, bill of slave purchase, 14 gp
  Isehkta 
  CR —
  Female small cat animal companion
  N Medium animal 
  Init +5; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
  hp 39 (6d8+12)
  Fort +7, Ref +10, Will +3
  OFFENSE
  Speed 50 ft.
  Melee bite +8 (1d6+4 plus trip), 2 claws +8 (1d6+4)
  STATISTICS
  Str 18, Dex 21, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +8; CMD 23 (27 vs. trip)
  Feats Combat Reflexes, Improved Natural Armor, Improved 
  Natural Attack (claws)
  Skills Climb +9, Perception +6, Stealth +10
  SQ sprint
  Development: What the PCs do with the slaves here is up 
  to them, but the captives can offer valuable information 
  
  SCROLLMASTERS AND TREASURE
  Normally, an NPC’s gear that the PCs damage or 
  destroy in the course of an adventure is still considered 
  available for purchase at the end of a Pathfinder Society 
  scenario. The scrollmaster wizard archetype presents 
  an interesting quandary in this regard, as his special 
  abilities are specifically intended to be destroyed when 
  used. Defeating a scrollmaster in combat without 
  damaging valuable loot in the process is a large part 
  of the unique challenge the archetype presents. In this 
  encounter, keep note of what scrolls Cathixia uses as 
  part of her scroll blade and scroll shield class abilities 
  and which are destroyed in the process. Award the PCs 
  the gold piece value listed in the rewards section below 
  even if they can’t salvage all of Cathixia’s gear, but cross 
  any scrolls destroyed during the battle off the party’s 
  Chronicle sheets at the adventure’s conclusion.
  PATHFINDER SOCIETY SCENARIO
  14
  crates are visible on the south side of the stylized mountain, 
  opposite the stepped entryway. The flicker of an unseen flame 
  illuminates the room in dim light, the shadows shifting as if 
  something were moving in front of its source.
  The temple’s inner sanctum is an elaborate representation 
  of Ragdya’s holy texts and major religious iconography, 
  including the legendary mountain Bahmenu upon which he 
  is said to reside. The elaborate carvings on the columns 
  and walls depict scenes from the legendary deeds, from his 
  youthful escapades stealing from the six-armed calikangs 
  of Astangapur, to his wooing of his hundred brides, to his 
  crossing the sea on the back of a celestial garuda. A PC who 
  makes a successful DC 15 Knowledge (religion) check can 
  notice other deities from the Vudran pantheon playing 
  roles in many of these scenes, including Likha, goddess of 
  fables, Chamidu, goddess of beasts, Suyuddha, goddess of 
  war, and Gruhastha, god of protection.
  The brass mountain at the sanctum’s center is hollow, 
  and holds within it a great statue of Ragdya and a gold-
  and-gem-encrusted mosaic covering its inner surface. A 
  narrow, 10-foot-high archway in the mountain’s southern 
  face provides access to the statue. The Aspis Consortium 
  has set up the heart of the camp here, within the shelter 
  of the massive dome and next to the obvious supply of 
  wealth. A paper-covered desk, a chair, and several crates 
  of goods are scattered about the southern half of the 
  room as a result. 
  Within the hollow mountain are two everburning torches, 
  aiding the Consortium’s appraiser in her assessment of the 
  wealth contained within, and a lit lantern sits on the desk. 
  They shed bright light within the isolated space, normal 
  light throughout the southern half of the room, and dim 
  light in the northern half of the room.
  Creatures: In the cramped interior of the brass 
  mountain, the Aspis Consortium’s resident scholar and 
  appraiser, the half-elf scrollmaster Cathixia Rarikos, 
  works to analyze and price the gems and gold found 
  here. She is singleminded and oblivious to just about 
  everything except the task at hand. Unless alerted by her 
  bodyguard Neevindi, she only looks up to see the PCs 
  when combat breaks out in the inner sanctum itself.
  Neevindi is more alert than her charge, but the massive 
  brass mountain blocks all but the loudest sounds from 
  outside the room, and Cathixia’s absent-minded humming, 
  mutterings, and chuckles at humorous thoughts only she 
  knows block out whatever faint sounds make it through 
  the acoustically suboptimal inner sanctum. If Gaestros 
  makes his way into the inner sanctum and alerts the 
  bodyguard to the PCs’ approach, she leaves Cathixia to 
  her task and ventures out into the courtyard to help the 
  slavedriver. Otherwise, she doesn’t notice the PCs until 
  one of them rounds the central mountain sculpture into 
  her line of vision.
  Neevindi attempts to protect Cathixia—her knowledge 
  and expertise are expensive to replace, and the bodyguard 
  is nothing if not dedicated to her assignment—and tries to 
  stand between the scholar and the party. Neither Cathixia 
  or Neevinda expect to be spared and do not surrender.
  Subtier 1–2 (CR 2)
  Cathixia Rarikos 
  CR 1
  Female middle-aged half-elf transmuter (scrollmaster) 2 
  (Pathfinder RPG Ultimate Magic 89)
  N Medium humanoid (elf, human)
  Init +0; Senses low-light vision; Perception +1
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
  hp 15 (2d6+6)
  Fort +2, Ref +0, Will +2; +2 vs. enchantments
  Defensive Abilities scroll shield
  OFFENSE
  Speed 30 ft.
  Melee +1 scroll blade +4 (1d6+3/19–20)
  Special Attacks scroll blade
  Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
  6/day—telekinetic fist (1d4+1 bludgeoning)
  Transmuter Spells Prepared (CL 2nd; concentration +5)
  1st—comprehend languages, expeditious retreat, mage armor, 
  magic missile
  0 (at will)—arcane mark, detect magic, mage hand, read magic
  Opposition Schools abjuration, illusion
  TACTICS
  Before Combat Cathixia has placed her physical 
  enhancement bonus in Constitution. Once she becomes 
  aware of the PCs, Cathixia casts mage armor and draws 
  
  THE ICEBOUND OUTPOST
  15
  her scrolls, preparing to enter combat. These effects are 
  already included in her statistics. 
  During Combat Cathixia hopes the PCs will underestimate her 
  combat ability, and readies for someone to approach her. 
  Otherwise, she acts defensively, letting Neevindi protect 
  her. Cathixia uses her 2nd-level scrolls first as both her 
  scroll blade and scroll shield (her AC and melee entries 
  above assume she is using these scrolls). When either is 
  destroyed, she switches to a 1st-level spell in its place. She 
  doesn’t use her scroll of tongues for either ability, however, 
  valuing it as her most expensive resource.
  Morale Cathixia fights to the death.
  STATISTICS
  Str 14, Dex 11, Con 14, Int 16, Wis 9, Cha 11
  Base Atk +1; CMB +3; CMD 13
  Feats Combat Casting, Scribe Scroll, Skill Focus (Appraise)
  Skills Appraise +11, Knowledge (arcana) +8, Knowledge 
  (history) +7, Knowledge (religion) +7, Linguistics +8, 
  Perception +1, Spellcraft +8; Racial Modifiers +2 Perception
  Languages Celestial, Common, Draconic, Elven, Osiriani, 
  Tien, Vudrani
  SQ elf blood, physical enhancement +1
  Combat Gear scroll of bear’s endurance, scroll of cause fear, 
  scroll of charm person, scroll of false life, scrolls of identify (2), 
  scroll of tongues; Other Gear spellbook (contains all cantrips 
  and all prepared 1st-level spells, as well as burning hands, 
  charm person, and feather fall), spell component pouch, 
  silver Aspis Consortium badge, 5 gp
  SPECIAL ABILITIES
  Scroll Blade (Su) Cathixia can wield any paper, parchment, 
  or cloth scroll as if it were a melee weapon, treating it as 
  a short sword with an enhancement bonus equal to 1/2 
  the level of the highest-level wizard spell on the scroll; 
  a scroll with only a cantrip or 1st-level spell on it counts 
  as a masterwork short sword. She is proficient with this 
  weapon, and feats and abilities that affect short swords 
  apply to this weapon. She cannot wield two scroll blades at 
  the same time.
  Activating this ability is a free action. A scroll blade only 
  retains its abilities in the hands of the scrollmaster. The 
  scroll blade has hardness 0 and hit points equal to the 
  highest-level wizard spell on the scroll. Each successful hit 
  by the scroll blade reduces its hit points by 1; this damage 
  cannot be repaired, but does not affect casting from the 
  scroll. When its hit points reach 0, the scroll is destroyed.
  Scroll Shield (Su) Cathixia can wield any paper, parchment, or 
  cloth scroll as if it were a light wooden shield. In her hands, 
  the scroll grants a +1 shield bonus with an enhancement 
  bonus equal to 1/2 the level of the highest-level wizard scroll 
  on the scroll; a scroll with only a cantrip or 1st-level spell 
  counts as a masterwork light shield. The scroll has no armor 
  check penalty, arcane spell failure chance, or maximum 
  Dexterity bonus. The scrollmaster is considered proficient 
  with this scroll shield, and can use a scroll blade in one 
  hand and a scroll shield in the other.
  Activating this ability is a free action. A scroll shield only 
  retains its abilities in the hands of the scrollmaster. The 
  scroll shield has hardness 0 and hit points equal to the 
  highest-level wizard spell on the scroll. Each successful 
  attack roll against the wizard reduces the scroll shield’s hit 
  points by 1; this damage cannot be repaired, but does not 
  affect casting from the scroll. When its hit points reach 0, 
  the scroll is destroyed.
  Neevindi 
  CR 1/2
  Female human rogue 1
  LN Medium humanoid (human)
  Init +1; Senses Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 11 (1d8+3)
  Fort +2, Ref +3, Will +3
  OFFENSE
  Speed 30 ft.
  Melee sap +3 (1d6+3 nonlethal)
  Ranged dagger +1 (1d4+3/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat Neevindi gives Cathixia some room, moving 
  forward toward the PCs to eliminate threats before they can 
  reach the wizard. If someone gets past her, Neevindi moves 
  to flank with Cathixia to more quickly take down those who 
  present the largest threat to her charge. Unless forced to 
  fight from range, Neevindi prefers knocking her foes out 
  with her sap with the intention of interrogating them later.
  Morale Neevindi defends Cathixia to the death.
  STATISTICS
  Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +0; CMB +3; CMD 15
  Feats Dodge, Iron Will
  Skills Acrobatics +4, Climb +6, Escape Artist +4, Knowledge 
  (local) +3, Perception +5, Profession (bodyguard) +5, Sense 
  Motive +5, Stealth +4
  Languages Common, Vudrani
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, antitoxin; Other 
  Gear masterwork chain shirt, daggers (3), sap, cold-weather 
  outfit, sunrods (4), bronze Aspis Consortium badge, 17 gp
  Subtier 4–5 (CR 5)
  Cathixia Rarikos 
  CR 4
  Female middle-aged half-elf transmuter (scrollmaster) 5 
  (Pathfinder RPG Ultimate Magic 89)
  N Medium humanoid (elf, human)
  Init +1; Senses low-light vision; Perception +1
  
  PATHFINDER SOCIETY SCENARIO
  16
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
  hp 40 (5d6+20)
  Fort +4, Ref +3, Will +4; +2 vs. enchantments
  Defensive Abilities scroll shield
  OFFENSE
  Speed 30 ft.
  Melee +2 scroll blade +6 (1d6+4/19–20)
  Special Attacks scroll blade
  Arcane School Spell-Like Abilities (CL 5th; concentration +8)
  6/day—telekinetic fist (1d4+2 bludgeoning)
  Transmuter Spells Prepared (CL 5th; concentration +8)
  3rd—haste, lightning bolt (DC 16), tongues
  2nd—bull’s strength, daze monster (DC 15), scorching ray, 
  see invisibility
  1st—burning hands (DC 14), comprehend languages, 
  expeditious retreat, mage armor, magic missile
  0 (at will)—arcane mark, detect magic, mage hand, read magic
  Opposition Schools abjuration, illusion
  TACTICS
  Before Combat Cathixia has placed her physical enhancement 
  bonus in Dexterity. Once she becomes aware of the PCs, 
  Cathixia casts mage armor and draws her scrolls, preparing 
  to enter combat. Both are already included in her statistics. 
  During Combat Cathixia hopes the PCs will underestimate her 
  combat ability, and readies for someone to approach her. 
  Otherwise, she acts defensively, letting Neevindi protect 
  her. Cathixia uses her 4th-level scrolls first as both her scroll 
  blade and scroll shield (her AC and melee entries above 
  assume she is using these scrolls). When either is destroyed 
  she switches to using a 2nd-level scroll in its place, saving 
  her 3rd-level scrolls for emergencies.
  Morale Cathixia fights to the death.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 16, Wis 9, Cha 11
  Base Atk +2; CMB +4; CMD 15
  Feats Combat Casting, Scribe Scroll, Shield Focus, Skill Focus 
  (Appraise), Toughness
  Skills Appraise +14, Knowledge (arcana) +11, Knowledge 
  (history) +8, Knowledge (nobility) +7, Knowledge (religion) 
  +8, Linguistics +11, Perception +1, Spellcraft +11; Racial 
  Modifiers +2 Perception
  Languages Abyssal, Celestial, Common, Draconic, Elven, 
  Infernal, Kelish, Osiriani, Tien, Vudrani
  SQ elf blood, physical enhancement +2
  Combat Gear scroll of bear’s endurance, scroll of dimension 
  door, scroll of false life, scroll of hold person, scroll of shout, 
  scroll of tongues; Other Gear cloak of resistance +1, spellbook 
  (contains all cantrips and all prepared spells, as well as 
  charm person, feather fall, and fireball), spell component 
  pouch, silver Aspis Consortium badge
  SPECIAL ABILITIES
  Scroll Blade (Su) Cathixia can wield any paper, parchment, or 
  cloth scroll as if it were a melee weapon, treating it as a short 
  sword with an enhancement bonus equal to 1/2 the level of 
  the highest-level wizard spell on the scroll; a scroll with only 
  a cantrip or 1st-level spell on it counts as a masterwork short 
  sword. She is proficient with this weapon, and feats and 
  abilities that affect short swords apply to this weapon. She 
  cannot wield two scroll blades at the same time.
  Activating this ability is a free action. A scroll blade only 
  retains its abilities in the hands of the scrollmaster. The 
  scroll blade has hardness 0 and hit points equal to the 
  highest-level wizard spell on the scroll. Each successful hit 
  by the scroll blade reduces its hit points by 1; this damage 
  cannot be repaired, but does not affect casting from the 
  scroll. When its hit points reach 0, the scroll is destroyed.
  Scroll Shield (Su) Cathixia can wield any paper, parchment, or 
  cloth scroll as if it were a light wooden shield. In her hands, 
  the scroll grants a +1 shield bonus with an enhancement 
  bonus equal to 1/2 the level of the highest-level wizard scroll 
  on the scroll; a scroll with only a cantrip or 1st-level spell 
  counts as a masterwork light shield. The scroll has no armor 
  check penalty, arcane spell failure chance, or maximum 
  Dexterity bonus. The scrollmaster is considered proficient 
  with this scroll shield, and can use a scroll blade in one 
  hand and a scroll shield in the other.
  Activating this ability is a free action. A scroll shield only 
  retains its abilities in the hands of the scrollmaster. The 
  scroll shield has hardness 0 and hit points equal to the 
  highest-level wizard spell on the scroll. Each successful 
  attack roll against the wizard reduces the scroll shield’s hit 
  points by 1; this damage cannot be repaired, but does not 
  affect casting from the scroll. When its hit points reach 0, 
  the scroll is destroyed.
  Neevindi 
  CR 2
  Female human rogue 3
  CN Medium humanoid (human)
  Init +5; Senses Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
  hp 26 (3d8+9)
  Fort +3, Ref +4, Will +4
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk sap +7 (1d6 nonlethal+3)
  Ranged dagger +3 (1d4+3/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Neevindi gives Cathixia some room, moving 
  forward toward the PCs to eliminate threats before they can 
  reach the wizard. If someone gets past her, Neevindi moves 
  to flank with Cathixia to more quickly take down those who 
  present the largest threat to her charge. Unless forced to 
  
  THE ICEBOUND OUTPOST
  17
  fight from range, Neevindi prefers knocking her foes out 
  with her sap with the intention of interrogating them later.
  Morale Neevindi defends Cathixia to the death.
  STATISTICS
  Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +2; CMB +5; CMD 17
  Feats Dodge, Improved Initiative, Iron Will, Weapon Focus (sap)
  Skills Acrobatics +6, Climb +8, Escape Artist +6, Knowledge 
  (local) +5, Perception +7, Profession (bodyguard) +7, Sense 
  Motive +7, Stealth +6
  Languages Common, Vudrani
  SQ rogue talents (combat trick), trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear +1 chain 
  shirt, daggers (3), masterwork sap, cold-weather outfit, 
  sunrods (4), bronze Aspis Consortium badge, 27 gp
  Treasure: At Cathixia’s desk is a detailed map, albeit 
  somewhat allegorical and stylized, of the Vudran 
  peninsula (DC 10 Perception to notice or automatic with 
  detect magic). Close inspection of the map reveals that it 
  hides within it the workings of a know direction spell and 
  functions as a scroll of the same spell. If Cathixia expends 
  all the scrolls in her possession during the combat, she 
  uses this as a last resort. 
  A small golden statuette of an asura (a many-armed 
  and grotesquely tusked seminaked woman) is partially 
  wrapped for transport to Golarion proper and rests in one 
  of the Aspis Consortium’s crates here. A successful DC 15 
  Perception check locates the idol among the straw packing 
  in which it has been cushioned, and it can be identified as 
  a depiction of a beatific one asura with a successful DC 15 
  Knowledge (planes) check.
  A much larger statue has been wrapped in blankets 
  and tied with tough twine, and lies on its side beneath 
  Cathixia’s desk. This statue, representing Meenashdu, 
  god of charity and almsgiving, was brought here from 
  area A2 to make room for the cooking fire there. A DC 
  15 Knowledge (religion) check identifies the deity. The 
  statue weighs 1,000 pounds but can be lifted by as many 
  as four PCs if they use the twine as handholds. 
  Mission Notes: Cheliax faction PCs who identify and 
  recover the asura statue from the Aspis Consortium’s 
  crate earn 1 Prestige Point. 
  Qadira faction PCs who retrieve Cathixia’s Vudran map 
  without it being destroyed by the scrollmaster or without 
  the spell on it being cast (thus removing key components 
  of the map’s image) earn 1 Prestige Point.
  Sczarni faction PCs may locate a silver Aspis Consortium 
  badge on Cathixia, and a bronze badge on Neevindi. These 
  may be retrieved to count toward the total number the 
  Sczarni need to complete their faction mission.
  A Shadow Lodge faction PC—and only a Shadow Lodge 
  faction PC—can locate a secret compartment on the 
  underside of Cathixia’s desk with a successful DC 15 
  Perception check. In this hidden drawer she keeps a 
  secret account of the Tian ninja Yashi Momota’s recent 
  tagging along on Aspis Consortium missions. She believes 
  he represents only the first stage in a growing alliance 
  between the Consortium and the Golden League of Goka, 
  and has details on other evidence that she believes supports 
  her theory. If this document is recovered, members of the 
  Shadow Lodge faction earn 1 Prestige Point.
  Rewards: If the PCs defeat Cathixia and Neevindi, 
  award each subtier thusly:
  Subtier 1–2:
  Give each PC 99 gp.
  Subtier 4–5:
  Give each PC 423 gp.
  ACT TWO: GETTING OUT ALIVE
  As the PCs make their way into the heart of the Aspis 
  Consortium base, the camp’s commander, Leska Valentra, 
  returns to the temple to find the remnants of the Pathfinders’ 
  confrontations with her underlings. She is accompanied 
  by two allies of the Aspis Consortium; the first is the 
  ratfolk envoy from Round Mountain who first invited the 
  Consortium to the Pagoda of the Rat to negotiate an alliance, 
  while the second is a ninja from Tian Xia, a member of the 
  Golden League—the Gokan crime syndicate that has, since 
  the Ruby Phoenix Tournament, been collaborating with the 
  Consortium to expand these organizations’ operations into 
  the each other’s sphere of influence.
  Finding the camp besieged, Leska and her allies move 
  quietly in the PCs’ wake, and upon reaching the inner 
  sanctum and discovering the party within, prepare an 
  ambush for the Pathfinders as they attempt to leave what 
  they likely assume to be a temple clear of enemies.
  The Ambush (CR 4 or CR 7)
  As the PCs make their way back out of the temple, Laska 
  and her allies spring their trap. The most likely location 
  for this encounter is area A3, as the PCs need to go this 
  way in order to leave the temple, whether over the fallen 
  tree or across the frozen moat. Alternatively, if the PCs 
  are focused on the southern half of area A6, the half-orc 
  and her companions may stage their ambush just outside 
  the inner sanctum in area A5. The locations of any freed 
  slaves may inform the NPCs’ decision, as they are unlikely 
  to attempt to surprise the PCs somewhere the slaves can 
  see them and warn the Pathfinders of danger.
  Creatures: The camp’s commander, silver agent Leska 
  Valentra, her Golden League ally Yashi Momota, and the 
  ratfolk envoy Tzizzan left the Temple of Ragdya 2 days ago. 
  The trio’s destination was the ratfolk settlement at within 
  
  PATHFINDER SOCIETY SCENARIO
  18
  the tapestry at a place called Round Mountain, where she 
  was negotiate with other Aspis Consortium agents and 
  the ratfolk there to form a mutually beneficial alliance 
  between the two powers. But a day into the journey, her 
  hunter’s instinct tugged at her. Unenthusiastic about the 
  alliance negotiations she was set to attend, she turned the 
  party around, despite Tzizzan’s vocal reluctance.
  Shortly after the PCs arrived, she and her allies 
  returned to the temple to find the results of the PCs’ 
  incursion. Instantly, she shifted into tracking mode, 
  following the PCs’ steps throughout the temple and 
  piecing together the course of events. Realizing the PCs 
  are now within the inner sanctum—and that she is the 
  last remaining Aspis Consortium agent who can stop 
  them—she sets up an ambush for them as they exit the 
  complex to return to Golarion.
  She sends Momota up one of the temple walls to hide 
  and strike at the PCs while she draws their attention. She 
  moves to a position in which they are unlikely to miss 
  her, and stands still, menacingly awaiting their approach. 
  Tzizzan is the least enthused about the potential battle 
  and does not plan to actively fight the PCs. He hides 
  himself to stay out of the way, and offers his assistance 
  in the form of morale support but leaves as much of the 
  fighting to Leska and Momota as he can.
  Subtier 1–2 (CR 4)
  Leska Valentra 
  CR 1
  Female half-orc ranger 2
  CE Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 21 (2d10+6)
  Fort +5, Ref +4, Will +0
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee kukri +4 (1d4+3/18–20), kukri +4 (1d4+1/18–20)
  Ranged chakram +3 (1d8+3)
  Special Attacks favored enemy (dwarves +2)
  TACTICS
  Before Combat Leska draws her kukris and stands where 
  the PCs will easily notice her as they attempt to leave the 
  temple, waiting for Momota to get into position for the 
  ambush. If the PCs were especially brutal in their handling 
  of the other defeated Aspis Consortium agents in the 
  temple, she drinks her potion of bull’s strength as well.
  During Combat Leska targets any dwarves in the party first, 
  after which she focuses her attention on the PC who seems 
  to be dealing the most damage to her and her allies. If faced 
  with a particularly adept ranged combatant, she drops one 
  kukri and throws a chakram at the target before moving in 
  to engage the PC in melee.
  Morale Leska is enraged at the PCs’ incursion and avenges 
  deaths of the Aspis Consortium agents who fell at the 
  party’s hands, fighting to the death and using her orc 
  ferocity to strike a last blow against the nearest PC.
  STATISTICS
  Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Two-Weapon Fighting, Weapon Focus (kukri)
  Skills Climb +8, Intimidate +6, Knowledge (local) +3, 
  Perception +5, Stealth +6, Survival +5, Use Magic Device +1; 
  Racial Modifiers +2 Intimidate
  Languages Common, Dwarven, Orc
  SQ orc blood, track +1, weapon familiarity, wild empathy +1
  Combat Gear potion of bull’s strength, potion of cure light 
  wounds, wand of snare (1 charge); Other Gear masterwork 
  studded leather, kukris (2), chakrams* (2), silver Aspis 
  Consortium badge, 12 gp
  * See the Advanced Player’s Guide.
  Yashi Momota 
  CR 1
  Male human ninja 2 (Pathfinder RPG Ultimate Combat 13)
  LE Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 16 (2d8+4)
  Fort +1, Ref +5, Will +0
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee mwk siangham +4 (1d6+2)
  Ranged shuriken +3 (1d2+2)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Momota climbs one of the temple’s walls 
  and prepares a shuriken with his dose of drow poison. 
  Once positioned, he uses Stealth to hide himself from 
  immediate notice.
  During Combat Momota begins by spending a ki point to 
  make a second shuriken attack, hoping to get off two sneak 
  attacks and deliver his dose of drow poison before the PCs 
  know what hit them. After such an attack, he drinks his 
  potion of vanish to become invisible for 1 round and drops to 
  the ground, where he fights with his siangham.
  Morale Momota is loyal to the Aspis Consortium only so long 
  as his superiors in the Golden League have a means of 
  hearing of this disloyalty. He surrenders if Leska is killed, 
  but otherwise fights to the death.
  STATISTICS
  Str 14, Dex 15, Con 12, Int 10, Wis 10, Cha 13
  Base Atk +1; CMB +3; CMD 15
  Feats Extra Ki, Stealthy
  
  Leska Valentra
  THE ICEBOUND OUTPOST
  19
  Skills Acrobatics +7, Bluff +6, Climb +15, Disguise +6, Escape 
  Artist +9, Knowledge (nobility) +5, Perception +5, Sleight of 
  Hand +7, Stealth +9
  Languages Common, Tien
  SQ ki pool (4), ninja trick (wall climber), poison use
  Combat Gear potion of blur, potion of vanish*, drow poison 
  (1 dose), smokesticks (3); Other Gear padded armor, 
  masterwork siangham, shuriken (5), 18 gp
  SPECIAL ABILITIES
  Ki Pool (Su) By spending 1 point from his ki pool, Momota can 
  make one additional attack at his highest attack bonus, but 
  he can only do so when making a full attack. In addition, 
  he can spend 1 point to increase his speed by 20 feet for 1 
  round. Finally, Momota can spend 1 point from his ki pool 
  to give himself a +4 insight bonus on Steath checks for 1 
  round. Each of these powers is activated as a swift action. 
  As long as he has at least 1 point in his ki pool, Momota 
  treats any Acrobatics check made to jump as if he had a 
  running start.
  * See the Advanced Player’s Guide.
  Tzizzan 
  CR 1/2
  Male ratfolk bard 1 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 9 (1d8+1)
  Fort +0, Ref +4, Will +3
  OFFENSE
  Speed 20 ft.
  Melee shortspear +2 (1d4+1)
  Ranged sling +3 (1d3+1)
  Special Attacks bardic performance 6 rounds/day (countersong, 
  distraction, fascinate, inspire courage +1), swarming
  Bard Spells Known (CL 1st; concentration +3)
  1st (2/day)—charm person (DC 13), sleep (DC 13)
  0 (at will)—daze (DC 12), detect magic, message, 
  prestidigitation
  TACTICS
  Before Combat Tzizzan has no quarrel with the 
  Pathfinder Society, and separates himself from his 
  allies when they prepare for the fight.
  During Combat Tzizzan tries to stay out of the fight, 
  playing a droning tune on his flute to inspire courage, 
  but taking no hostile actions. If attacked, he 
  fights defensively with his shortspear.
  Morale The ratfolk envoy is a coward who wants 
  only to survive so he can once again see his 
  family in Round Mountain. After being hit 
  in combat, he drinks his potion of invisibility and tries to 
  escape, and surrenders if hit a second time.
  STATISTICS
  Str 12, Dex 15, Con 10, Int 10, Wis 12, Cha 15
  Base Atk +0; CMB +0; CMD 13
  Feats Dodge
  Skills Acrobatics +6 (+2 when jumping), Craft (alchemy) +2, 
  Diplomacy +6, Perception +7, Perform (wind) +6, Sense 
  Motive +5, Use Magic Device +8; Racial Modifiers +2 
  Craft (alchemy), +4 Handle Animal to influence rodents, +2 
  Perception, +2 Use Magic Device
  Languages Common, Tien
  SQ bardic knowledge +1
  Combat Gear potion of cure light wounds, potion of invisibility; 
  Other Gear leather armor, shortspear, sling with 10 bullets, 
  map to Round Mountain, silver flute, spell component 
  pouch, 21 gp
  
  PATHFINDER SOCIETY SCENARIO
  20
  Subtier 4–5 (CR 7)
  Leska Valentra 
  CR 4
  Female half-orc ranger 5
  CE Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
  hp 47 (5d10+15)
  Fort +7, Ref +6, Will +4
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +9 (1d4+4/18–20), mwk kukri +9 (1d4+2/18–20)
  Ranged chakram +6 (1d8+4)
  Special Attacks favored enemy (dwarves +4, native outsiders +2)
  Ranger Spells Prepared (CL 2nd; concentration +2)
  1st—resist energy
  TACTICS
  Before Combat Leska draws her kukris and stands where 
  the PCs will easily notice her as they attempt to leave the 
  temple, waiting for Momota to get into position for the 
  ambush. She casts resist energy, selecting the type she sees 
  the most evidence of in the PCs’ battles against the rest of 
  the agents in the temple. If the PCs were especially brutal 
  in their handling of the other defeated Aspis Consortium 
  agents in the temple, she drinks her potion of bull’s strength 
  as well.
  During Combat Leska targets any of her favored enemies in 
  the party first, after which she focuses her attention on 
  the PC who seems to be dealing the most damage to her 
  and her allies. If faced with a particularly adept ranged 
  combatant, she drops one kukri and throws a chakram at 
  the target before moving in to engage the PC in melee.
  Morale Leska is enraged at the PCs’ incursion and avenges 
  deaths of the Aspis Consortium agents who fell at the 
  party’s hands, fighting to the death and using her orc 
  ferocity to strike a last blow against the nearest PC.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +5; CMB +9; CMD 20
  Feats Endurance, Iron Will, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (kukri)
  Skills Acrobatics +5, Climb +11, Intimidate +9, Knowledge 
  (local) +4, Perception +8, Stealth +8, Survival +8, Use Magic 
  Device +1; Racial Modifiers +2 Intimidate 
  Languages Common, Dwarven, Orc
  SQ favored terrain (urban +2), hunter’s bond (companions), orc 
  blood, track +2, weapon familiarity, wild empathy +4
  Combat Gear potion of bull’s strength, potion of cure light 
  wounds, wand of snare (1 charge); Other Gear +1 chain shirt, 
  masterwork kukris (2), chakrams* (2), cloak of resistance +1, 
  wayfinder, cracked vibrant purple prism ioun stone (currently 
  storing no spells; Seekers of Secrets 49), silver Aspis 
  Consortium badge, 7 gp
  * See the Advanced Player’s Guide.
  Yashi Momota 
  CR 4
  Male human ninja 5 (Pathfinder RPG Ultimate Combat 13)
  LE Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 41 (5d8+15)
  Fort +3, Ref +7, Will +4
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee mwk siangham +7 (1d6+3)
  Ranged mwk shuriken +6 (1d2+3)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat Momota climbs one of the temple’s walls 
  and prepares two shuriken with his doses of drow poison 
  as well as his siangham with one of the other two poisons 
  in his possession (GM’s choice) and resheathes the blade. 
  If he has time, he also drinks his potion of shield of faith. 
  Once positioned, he uses Stealth to hide himself from 
  immediate notice.
  During Combat Momota begins by spending a ki point to make 
  a second shuriken attack, hoping to get off two sneak attacks 
  and deliver his doses of drow poison against two targets 
  before the PCs know what hit them. On the following round, 
  he uses his vanishing trick (invisible for 5 rounds as the 
  invisibility spell, costs 1 point from his ki pool) and drops to 
  the ground, where he fights with his siangham.
  Morale Momota is loyal to the Aspis Consortium only so long 
  as his superiors in the Golden League have a means of 
  hearing of this disloyalty. He surrenders if Leska is killed, 
  but otherwise fights to the death.
  STATISTICS
  Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 13
  Base Atk +3; CMB +6; CMD 18
  Feats Extra Ki, Iron Will, Stealthy, Toughness
  Skills Acrobatics +10, Bluff +9, Climb +19, Disguise +9, Escape 
  Artist +12, Knowledge (nobility) +8, Perception +8, Sleight of 
  Hand +10, Stealth +12
  Languages Common, Tien
  SQ ki pool (5), ninja tricks (vanishing trick, wall climber), no 
  trace +1, poison use
  Combat Gear potion of shield of faith, potion of blur, drow 
  poison (2 doses), giant wasp poison (1 dose), large scorpion 
  venom (1 dose), smokestick; Other Gear +1 studded leather, 
  masterwork siangham, masterwork shuriken (5), cloak of 
  resistance +1, 2 gp
  
  THE ICEBOUND OUTPOST
  21
  SPECIAL ABILITIES
  Ki Pool (Su) By spending 1 point from his ki pool, Momota 
  can make one additional attack at his highest attack 
  bonus, but he can only do so when making a full attack. In 
  addition, he can spend 1 point to increase his speed by 20 
  feet for 1 round. Finally, Momota can spend 1 point from 
  his ki pool to give himself a +4 insight bonus on Steath 
  checks for 1 round. Each of these powers is activated as 
  a swift action. As long as he has at least 1 point in his ki 
  pool, Momota treats any Acrobatics check made to jump 
  as if he had a running start.
  No Trace (Ex) Momota has learned to cover his tracks, 
  remain hidden, and conceal his presence. The DC to 
  track him using the Survival skill increases by +1. In 
  addition, his training gives him a +1 insight bonus on 
  Disguise checks and opposed Stealth checks whenever 
  he is stationary and does not take any actions for at least 
  1 round.
  * See the Advanced Player’s Guide.
  Tzizzan 
  CR 2
  Male ratfolk bard 3 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 20 (3d8+3)
  Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee shortspear +4 (1d4+1)
  Ranged sling +5 (1d3+1)
  Special Attacks bardic performance 10 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1), swarming
  Bard Spells Known (CL 3rd; concentration +5)
  1st (4/day)—charm person (DC 13), comprehend languages, 
  expeditious retreat, sleep (DC 13)
  0 (at will)—daze (DC 12), detect magic, mage hand, message, 
  prestidigitation, resistance
  TACTICS
  Before Combat Tzizzan has no quarrel with the Pathfinder 
  Society, and separates himself from his allies when they 
  prepare for the fight.
  During Combat Tzizzan tries to stay out of the fight, playing 
  a droning tune on his flute to inspire courage, but taking 
  no hostile actions. If attacked, he fights defensively with 
  his shortspear.
  Morale The ratfolk envoy is a coward who wants only to 
  survive so he can once again see his family in Round 
  Mountain. If reduced to half his total hit points, he drinks 
  his potion of invisibility and tries to escape, and surrenders if 
  hit an additional time after that.
  STATISTICS
  Str 12, Dex 15, Con 10, Int 10, Wis 12, Cha 15
  Base Atk +2; CMB +2; CMD 15
  Feats Dodge, Magical Aptitude
  Skills Acrobatics +8 (+4 when jumping), Craft (alchemy) +2, 
  Diplomacy +8, Perception +9, Perform (wind) +8, Sense 
  Motive +7, Spellcraft +2, Use Magic Device +12; Racial 
  Modifiers +2 Craft (alchemy), +4 Handle Animal to influence 
  rodents, +2 Perception, +2 Use Magic Device
  Languages Common, Tien
  SQ bardic knowledge +1, versatile performance (wind)
  Combat Gear potion of invisibility, scroll of cure light wounds, 
  scroll of scare; Other Gear +1 leather armor, shortspear, sling 
  with 10 bullets, map to Round Mountain, silver flute, spell 
  component pouch, 6 gp
  Development: If the PCs capture any of the three 
  enemies, they can gather valuable information from each 
  of them through interrogation. None are completely open 
  with the PCs, but the Pathfinders can convince them that 
  talking is in their respective best interests through Bluff, 
  Diplomacy, or Intimidate, using the DCs appropriate 
  for each NPC based on his or her statistics. Even after 
  surrendering, Leska and Momota are hostile toward the 
  PCs while Tzizzan is merely unfriendly. Because of the 
  high Diplomacy DCs needed to improve such negative 
  attitudes, Bluff, Diplomacy, or magical compulsion may 
  be the best tactic for many parties.
  Leska can tell the PCs she was assigned to create a 
  lasting Apsis Consortium base here from which other 
  agents operating in the tapestry could be dispatched and 
  which could act as a staging area for treasures plundered 
  before they were sent back to Golarion. She tells them 
  the portal is located within a temple in a giant sphinx 
  monument in the middle of a vast desert. She also knows 
  the portal connects to a location in Varisia, though she 
  can’t provide more information than that.
  Both Leska and Tzizzan can speak to the alliance in the 
  works between the ratfolk of Round Mountain—who hold 
  perhaps more power than any other stable civilization 
  within Hao Jin’s demiplane—and the Aspis Consortium. 
  The ratfolk was sent as an envoy to the temple to invite the 
  commanding agent here back to the rats’ home in Round 
  Mountain, and other envoys were sent to other Aspis 
  Consortium settlements throughout the demiplane.
  Yashi Momota admits to being an agent in the Goka-
  based crime syndicate known as the Golden League and 
  says that his goals and the Consortium’s currently align, 
  so he is working with them for the time being.
  Mission Notes: Leska has in her possession Decian 
  Bardos’s wayfinder (in Subtier 4–5, the wayfinder contains 
  
  PATHFINDER SOCIETY SCENARIO
  22
  a cracked vibrant purple ioun stone, though the spell-storing 
  item currently contains no spells). Taldor faction PCs 
  should wish to retain this upon her defeat, earning 
  members of the faction 1 Prestige Point.
  She is also wearing a silver Aspis Consortium shield 
  badge. Her associates are not Consortium members, 
  though the double agent has a silver badge as well. 
  Questioning Tzizzan and learning of Round Mountain 
  resolves the Grand Lodge mission.
  Rewards: If the PCs defeat Leska and her allies, award 
  each subtier thusly:
  Subtier 1–2:
  Give each PC 169 gp.
  Subtier 4–5:
  Give each PC 710 gp.
  CONCLUSION
  Regardless of how the Pathfinders fare in Leska’s ambush 
  and what information they manage to gather from them, 
  after the battle, the Aspis Consortium presence in the 
  Temple of Ragdya is eradicated. The intelligence the 
  PCs can possibly obtain in the course of the mission is 
  extremely valuable to the Pathfinder Society, and Aram 
  Zey and a number of venture-captains commend the 
  Pathfinders upon their return to the Grand Lodge if the 
  party recovered even a small bit of it.
  But while the Pathfinders are free to return to Golarion 
  through the invisible eddies left where they entered the 
  realm, those who came through the Aspis Consortium’s 
  portal are not so lucky. Thus, any captured Aspis agents 
  or freed slaves are trapped in the tapestry—at least until 
  the Pathfinder Society’s arcanists and researchers find 
  another means of accessing the demiplane other besides 
  the Hao Jin Tapestry itself, or until the Society finds the 
  Aspis Consortium’s back door.
  Success Conditions
  In order to meet the Pathfinder Society’s needs, the PCs 
  must clear the Aspis Consortium threat in the Temple 
  of Ragdya. Whether the agents are killed, captured, or 
  routed is not as important to the Decemvirate as whether 
  or not their base is taken from them and the relics within 
  that they planned to steal are returned to Society control. 
  If the PCs defeat all of the Aspis Consortium agents in 
  the temple, award each PC 1 Prestige Point.
  Faction Missions
  In addition to their primary mission for the Pathfinder 
  Society, members of each faction can earn prestige for 
  completing tasks on behalf of their respective factions, 
  as outlined below.
  Andoran Faction: Andoran faction PCs who recover 
  the bill of sale for the slaves working in area A5 earn 1 
  Prestige Point.
  Cheliax Faction: Cheliax faction PCs who locate and 
  retrieve the asura statuette in area A6 earn 1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  interrogate Leska or Tzizzan and discover the Aspis 
  Consortium’s plans to ally with the ratfolk of Round 
  Mountain earn 1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who identify and recover the seal of legendary maharajah 
  Sigurdanda Virgandya in area A2 earn 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who recover the 
  Mizravrtta Brahmodya from the cooking fire in area A2 
  earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who retrieve the 
  Vudran map in area A6 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who obtain three or 
  more Aspis badges—including at least one silver badge—
  earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs 
  who locate and recover Cathixia’s notes on the Aspis 
  Consortium’s burgeoning relationship with the Golden 
  League in area A6 earn 1 Prestige Point.
  Silver Crusade: Silver Crusade faction PCs who restore 
  the statue of Meenashdu to its rightful place in area A2 
  earn 1 Prestige Point.
  Taldor Faction: Taldor faction PCs who retrieve Decian 
  Bardos’s wayfinder in Act 2 earn 1 Prestige Point.
  
  THE ICEBOUND OUTPOST
  23
  Citizen of Free Andoran,
  Having heard of the nature of your mission, we ask you to remain vigilant for impressed and unwilling 
  members of the Aspis camp. The Consortium is accustomed to using captives for their worst work, and if 
  the conditions within the tapestry are the same as they are in Consortium dig-sites and bases on Golarion, 
  then we fully expect to find slaves to bent to their service there. But simply freeing them isn’t enough. We 
  need tangible evidence that they are purchased slaves and not merely captured prisoners forced to work. 
  Such evidence could be invaluable in changing the public perception of the Consortium in Andoran, and 
  eventually maybe beyond our borders.
  In democracy’s name,
  Major Colson Maldris
  Momentary diversion,
  My curiosity has been piqued by the opportunities offered by your mission. According to a plaything I had 
  the opportunity to pleasantly interrogate last evening, the Vudran pantheon to which this temple was once 
  dedicated has an intriguing integration of the infernal—though they call them asuras—within their divine 
  hierarchy. I wish to know more of these beings. Bring me some trifle of their worship and I have a Vudran 
  love manual I have hopes of exploring with your aid.
  Hell-speed,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Loyal Pathfinder,
  There are some in the Society, myself included, who suspect some grander strategy on the part of our 
  rivals. It’s of prime importance that evidence of Aspis Consortium efforts in the Hao Jin Tapestry be brought 
  to our attention, beyond their overt goals of gross pillage and theft. Another team in the tapestry who came 
  across the Consortium’s agents passed on a suspicion that some sort of secret alliance with beings dwelling 
  on the demiplane might be in the offing. Get to the bottom of this.
  Good luck,
  Venture-Captain Ambrus Valsin
  Honorable salutations,
  We Pathfinders of Tian Xia have long been fascinated with the exploits of the famous Hao Jin—just as 
  Pathfinders of the Inner Sea are inspired by the works of Nex and Geb. Records kept by one of my many 
  predecessors as venture-captain of Goka indicate that Hao Jin obtained a historic Vudran artifact in the 
  century before her disappearance—the seal of a powerful maharajah named Sigurdanda Virgandya—yet 
  this item is not among the manifests of the collection held by the Abadaran priests in her stead. I believe it 
  may have been kept in the very temple to which you are set to travel, within her demiplane vault. I would be 
  honored if you could retrieve it, should you find it there.
  My gratitude,
  Venture-Captain Amara Li
  
  PATHFINDER SOCIETY SCENARIO
  24
  Devoted servant of the Forthbringer,
  As ever, the true understanding of the past and the potential future is our goal. It is our tentative belief that 
  the temple you will be entering might contain some surviving manuscripts of Hao Jin’s lifetime, including, 
  perhaps, an earlier text of the Mizravrtta Brahmodya. Besides its importance to the understanding of Vudran 
  secrets, it may shed some light on the ancient sea voyages undertaken by the servants of the God-Pharaohs 
  to what the papyri call Wutja-Ra, and the islands of the Seas of Verdure and Reeds. Locate this, and it will 
  mark your afterlife for favor.
  In the name of the holy dead,
  Amenopheus, the Sapphire Sage
  Obedient Child of Kelesh,
  Our wealth and power in the Inner Sea depends, in part, in our cargoes and caravans of spices and exotic 
  goods from the far-flung ports of Vudra and its interior. But while we are the best positioned of all those who 
  seek to dominate this pungent and rich region, these riches attract many rivals. Moreover, my associates and 
  I believe that secret ruins and unknown rajyas may yet exist in Vudra’s eastern portions that might be still 
  marked on maps or mosaics in this ancient temple. If you can quietly find such evidence, it would give us 
  leverage to retain our preeminence.
  In the name of the Satrap,
  Trade Prince Aaqir al’Hakam
  Fellow traveler,
  I’ve heard that you are going to be taking on the Aspis Consortium within the Society’s demiplane 
  playground. We have a little favor to ask of you while you’re there. The Consortium uses little metal shields 
  to prove their allegiance in secret when carrying out their operations. A few—perhaps three—of these signs, 
  including at least one silver badge, would be highly valuable to our contacts in the black market, and I think 
  I can promise, they would be put to valuable use damaging the Aspis’s “good” name in the underworld. I’ll 
  remember this, if you’re up to it.
  Thanks,
  Guaril Karela
  Faithful agent,
  If there’s one thing I learned in my exile from the Pathfinder Society, it is that knowledge is power. And 
  now, while we still struggle to earn the trust of the Decemvirate and those Pathfinders who are still ignorant 
  to abuse they suffer at the Ten’s whims, providing knowledge to the Society that would otherwise have gone 
  undiscovered could return us to the organization’s good graces. I need you to find me documents—likely 
  somewhere other Pathfinders don’t notice them—about the Consortium’s resources or future plans. It 
  needs to come from the Shadow Lodge, though, so it can’t be something anyone else can discover.
  In testament to your trust,
  Grandmaster Torch
  
  THE ICEBOUND OUTPOST
  25
  Hail, Striver,
  Many are the divine powers who stand against the minions of evil and destruction. While the temple to 
  which you travel is dedicated to a neutral deity, the Vudran people venerate many gods, and there are likely 
  shrines to celestial deities among them. But I fear the Aspis Consortium lacks our reverence and has likely 
  already pillaged many of these holy sites. Do whatever is in your power to restore any blasphemed altars and 
  give the powers of good the respect they deserve.
  Dawnflower be with you,
  Ollysta Zadrian
  Loyal Imperial Subject,
  I understand that your forthcoming mission is directed against the Aspis Consortium’s underhanded 
  incursion into the Hao Jin Tapestry. I have heard from unimpeachable sources that the camp commander 
  there is the notorious Leska Valentra, who killed the noble Taldan Pathfinder Decian Bardos last year. His 
  wayfinder, engraved with his signet and handed down by generations of well-born explorers, was not 
  recovered with his body. The Empire and his lineage pray that you may find it so it may be handed to his 
  proper heirs.
  For the Empire,
  Lady Gloriana Morilla
  
  PATHFINDER SOCIETY SCENARIO
  26
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 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 and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  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 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your 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 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  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, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–19: The Icebound Outpost © 2011, Paizo 
  Publishing, LLC; Author: Jeff Erwin.
  Pathfinder Society Scenario #3–19:  
  The Icebound Outpost
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
     
  ®
  ®
  Pathfinder Society Scenario #3–19 
  The Icebound Outpost
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  262
  983
  4–5
  524
  1,966
  Normal
  Slow
  drow poison (75 gp, limit 1 dose)
  potion of blur (300 gp)
  potion of bull’s strength (300 gp)
  potion of invisibility (300 gp)
  scroll of bear’s endurance (150 gp)
  scroll of false life (150 gp)
  scroll of lesser restoration (150 gp)
  scroll of tongues (375 gp)
  wand of snare (CL 5th, 1 charge; 225 gp, limit 1)
  amulet of natural armor +1 (2,000 gp)
  cloak of resistance +1 (1,000 gp)
  cracked vivid purple prism ioun stone (2,000 gp; Seekers of Secrets 49, stores one spell 
  level, as a ring of spell storing [minor], comes empty of spells)
  drow poison (75 gp, limit 2 doses)
  potion of bear’s endurance (300 gp)
  potion of cure serious wounds (750 gp)
  screaming bolt (267 gp, limit 1)
  scroll of dimension door (700 gp)
  scroll of hold person (375 gp)
  scroll of scare (150 gp)
  scroll of shout (700 gp)
  wand of neutralize poison (CL 5th, 3 charges; 675 gp, limit 1)
  1–2
  4–5
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-19 The Icebound Outpost.pdf