TEXT: By Calder CaDavid
  Doom of Cassomir
  Doom of Cassomir
  PATHFINDER SOCIETY SCENARIO #1–22 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides/. This adventure has no scenario tags.
  Pathfinder Society Scenario #1-22: Doom of Cassomir is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Doom of Cassomir makes use of the Pathfinder Core Rulebook, Pathfinder Bestiary, and 
  Pathfinder Lost Omens: Gods & Magic, as well as Pathfinder Flip Mat: Haunted House, 
  Pathfinder Flip Mat: Red Light District, Pathfinder Flip Mat: Tavern Multipack, and Pathfinder 
  Flip Tiles: Dungeon Starter Set. All rules referenced in this adventure are available in the free 
  online Pathfinder Reference Document at paizo.com/prd, and creature stat blocks from the 
  Bestiary are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Doom of Cassomir . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 17
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . .20
  Appendix 3: Art & Handout . . . . . . . . . . . . . . . . . . . 23
  GM References and Reporting Sheet  . . . . . . . . . . . . . 27
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .30
  AUTHOR
  Calder CaDavid
  DEVELOPMENT LEAD
  James Case
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Leo Glass
  EDITOR
  Adam Daigle
  CONTRIBUTING ARTISTS
  Klaher Baklaher, Tidas Sidlauskas, and Brian Valeza
  CARTOGRAPHERS
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
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  Doom of Cassomir
  TALDOR
  TALDOR
  • • CASSOMIR
  CASSOMIR
  By Calder CaDavid
  Doom of Cassomir takes place entirely in and nearby 
  the Taldan port city of Cassomir. More information on 
  Taldor can be found in Pathfinder Lost Omens World 
  Guide, page 128–129, as well as Pathfinder Campaign 
  Setting: Taldor, the First Empire.
  WHERE ON GOLARION?
  GM Synopsis
  This adventure includes a mix of investigation, social 
  interaction, and combat activities, as the PCs must track 
  down the leader of a Groetus cult in the city of Cassomir 
  to stop the spread of a grim influence that threatens the 
  lives of Cassomir’s most vulnerable residents. Several 
  of the combat encounters can be bypassed through 
  investigation or roleplay.
  Adventure Background
  Blackwood Swamp surrounds the Taldan port of 
  Cassomir on all landward sides. It is a murky, rotting, 
  brackish marshland of tangled trees, dense overgrowth, 
  quicksand, menacing hydras, marauding humanoids, and 
  other monsters. 
  Some years after Cassomir’s founding, it expanded out 
  into the Admiral’s Fen district by reclaiming the land from 
  the Blackwood Swamp, draining a portion of it into the 
  brackish moat that surrounds the city. Streets, buildings 
  and sewers were constructed, but the new district quickly 
  began to lose ground to the ever-expanding swamp. The 
  streets long ago sunk, many buildings crashed in muddy 
  ruins, and the air was filled with the perpetual reek of 
  wet mud, rotting vegetations and murky pools of water. 
  Efforts to keep the district as dry as possible have proven 
  to be a losing battle. Today, Admiral’s Fen is home to 
  lower-class crafters, dock workers, and criminals. This 
  grim setting has given rise to a small but growing group 
  of followers of Groetus, god of the end times. Groetus 
  worshippers typically adhere to an interpretation of what 
  Groetus' role in the End Times will be. The disillusioned 
  nihilists of Admiral’s Fen call themselves Groetus’s 
  Chosen. They believe in a doom known as the Portal of 
  Incarnation, which portends that Groetus will gather up 
  all the souls of heroes and villains to purify them and 
  make them the gods of a new world to come.
  A wicked hag who has lurked in the Blackwood 
  Swamp for many generations recently discovered this 
  burgeoning cult and begun to twist it to her advantage. 
  Slipping into town disguised as a beautiful prophet, 
  the green hag Ahksiva has convinced some of the more 
  influential and charismatic Groetus worshippers that she 
  is a herald of Groetus and the End Times, and that by 
  following her teachings she can assure the downtrodden 
  residents of Admiral’s Fen that they will be among the 
  chosen gods for the new world that Groetus will usher in. 
  Ahksiva’s reasons for doing so are actually quite simple: 
  she delights in human suffering and hates that Cassomir 
  intrudes upon her swamp, so any misery she can bring to 
  the city and its residents is time well spent.
  Adventure Summary
  The PCs are called to the Taldan city of Cassomir 
  by Venture-Captain Hestia Themis. She hopes to 
  find Pathfinder agents who are capable of solving a 
  burgeoning crisis in a muddy district of the city known 
  as Admiral’s Fen. Hestia tasks the PCs with scouring the 
  neighborhood for information involving violent attacks.
  The PCs are given the opportunities to look into 
  several different promising leads. They use various 
  exploration activities to search the area. Cultists burned 
  down a popular tailor shop, leaving clues to their actions 
  among the ashes. A shipwright was attacked by a cult 
  member who was hoping to earn their place as Groetus’s 
  Chosen. A fanatical preacher was instructed by the cult’s 
  founder, a deceptive secret hag masquerading as a holy 
  woman, Ahksiva.
  During their investigations, the PCs might gain the 
  attention of a corrupt public official secretly working 
  for Groetus’s Chosen. With the help of fellow cultists, 
  the bureaucrat ambushes the PCs. After the cultists have 
  been defeated, the PCs discover a flyer pointing toward a 
  cultist meeting later that evening.
  To prepare for the secret meeting, the PCs can stake 
  out the abandoned building where it will take place, 
  asking about the cult’s leadership, the ex-Arodenite Reast 
  Mycer, and the cult’s mysterious prophet, Ahksiva. They 
  may discover Ahksiva’s swine scopes, sinister implements 
  
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  that Ahksiva placed throughout the city to gaze upon the 
  unfolding violence, and use them to observe the building 
  to get a sense of the cult’s numbers. The PCs might wish 
  to attend the meeting themselves, infiltrating past the 
  guards to listen to Reast Mycer firsthand, but stealthier 
  PCs may want to climb up to the rooftops and spy on the 
  meeting without risking their necks.
  Reast Mycer arrives to the secret meeting and conducts 
  a sermon, extolling the virtues of Groetus and his great 
  plan. Mycer than greets the PCs. The PCs might trick him 
  into revealing the location of the cult’s prophet, or they 
  might spur him to violence if he sees through their ruse.
  After Reast has either been defeated or fooled, the PCs 
  have gained enough information to point them toward 
  the cult’s true leader, who resides in Blackwood Swamp. 
  The prophet Ahksiva dwells within an abandoned house, 
  a place she has come to call Toad Manor. Inside Toad 
  Manor, Ahksiva passes the time either dreaming of new 
  ways to bring destruction upon Admiral’s Fen or, if she’s 
  aware of the incoming PCs, preparing herself for battle. 
  She either attempts to convert one of the PCs to her 
  newest disciple or kill them all outright. 
  Once Ahksiva has been defeated, the cult of Groetus’s 
  Chosen falls apart. Without the hag’s influence, the rate 
  of violent attacks and wanton vandalism decrease in 
  the neighborhood. 
  Getting Started
  Venture-Captain Hestia Themis (LN female human 
  aristocrat) put out a call to Pathfinder agents to solve 
  the recent troubles threatening Cassomir’s resurgence. 
  The PCs meet Hestia at the modest Pathfinder lodge in 
  Cassomir, but as soon as the PCs arrive, she instructs 
  them to follow her into the streets. Her speaking voice 
  is commanding and fills the space around her. She keeps 
  her dark black hair pinned back and wears fashionably 
  functional clothing. 
  Hestia guides the PCs through the bustling streets of 
  her hometown, the Taldan port city of Cassomir. She 
  makes several stops during the tour, taking her time 
  to explain niche local history, and proudly boasts over 
  the city’s current economic upswing. She showcases the 
  efficient ship production line, with each new building 
  and busy construction site. Hestia happily introduces 
  the PCs to the sights Cassomir until the group reaches 
  the southeast district, a muddy slum known as Admiral’s 
  Fen. She sighs deeply before speaking to the PCs. Read or 
  paraphrase the following.
  Welcome to Admiral’s Fen. I know it doesn’t seem like much, 
  but not too long ago this was the best part of the city. I spent 
  my childhood running up and down these streets, but it has 
  been years since the streets of Admiral’s Fen were clear of mud. 
  Some bad years and poor city planning strangled the life out 
  of this place. Each year, more and more of the neighborhood 
  sinks into Blackwood Swamp. Even my childhood home has 
  been swallowed up by the hungry bog. 
  But something here is amiss, more dangerous than the 
  common petty crime and vandalism. The rest of the city 
  is enjoying a remarkable turnaround, but mysteriously, 
  Admiral’s Fen is growing only more dangerous. Recently, 
  a wave of violent attacks and murders have plagued the 
  neighborhood, far more than could be considered normal. I 
  have my suspicions, but no definite proof.
  The citizens of Admiral’s Fen deserve better. If these 
  attacks can be stopped, perhaps the district can finally make 
  a real comeback. It also wouldn’t hurt to strengthen the 
  relationship between the Pathfinder Society and the new 
  Taldan regime by quelling the derelict district’s woes. I want 
  you to find out who or what is behind these attacks and put 
  a stop to them. I’ve arranged for your lodgings at The Sinking 
  Ship, one of the few remaining inns still operating in Admiral’s 
  Fen. Blend in, get to know the people, and ask around. 
  Someone knows something, we just have to find them. 
  After Hestia has finished speaking, the PCs have some 
  time to ask her some questions. Some likely questions 
  and Hestia’s answer to them are as follows.
  How do we know these crimes are connected? “We 
  don’t know that they are, not for sure, anyway. The 
  attacks are limited to Admiral’s Fen and the outskirts 
  of the neighboring districts. The strangest thing is, there 
  doesn’t seem to be any connection among the victims: 
  old or young, rich or poor, Taldan or guest. Anyone could 
  be next.”
  What are your suspicions? “Several years ago, I 
  subdued a dangerous cult devoted to Groetus, God of 
  the End Times, with the aid of capable Pathfinder agents. 
  I thought the cult had been destroyed, but now I’m not 
  so sure.”
  What was Admiral’s Fen like in the past? “It was 
  beautiful, the height of Taldan sophistication. Architects 
  from as far as Oppara fought for the privilege to design 
  marvelous modern buildings. But when the economy 
  slowed, it became harder to stop the swamp—eventually 
  the roads were swallowed up and most buildings without 
  proper foundations collapsed. Even the most remarkable 
  structures lean as they slowly sink into the muck.”
  Religion (Recall Knowledge)
  Based on the result of a DC 15 Religion check to Recall 
  Knowledge, the PCs might know more information 
  relevant to this adventure concerning the religious 
  traditions of the region. 
  
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  Critical Success Nature’s Cataclysm, a cult devoted to Groetus, 
  once threatened Cassomir. The cult was responsible for 
  several kidnappings and murders. The PCs also learn the 
  information for the success condition.
  Success Many of Cassomir’s residents continue to worship 
  Aroden, decades after the god’s disappearance. They hope 
  their continued prayers will reach the absent god. 
  Failure The PCs learn no information.
  Critical Failure The people of Admiral’s Fen believe Gozreh 
  punishes the unfaithful by expanding the mud. 
  Society (Recall Knowledge)
  Based on the result of a DC 15 Society check to Recall 
  Knowledge, the PCs might know more information 
  relevant to this adventure concerning Cassomir and 
  Admiral’s Fen. 
  Critical Success It isn’t only the gangs in Admiral’s Fen that 
  make the area so dangerous. Monsters from Blackwood 
  Swamp occasionally cross the city's sodden border in 
  search of easy prey. The PCs also learn the information for 
  the success condition.
  Success The influx of new residents into Cassomir has 
  created a tension among the established residents. The 
  most downtrodden receive no financial benefit from the 
  Taldor’s revitalization.
  Failure The PCs learn no information.
  Critical Failure The greatest export of Admiral’s Fen is an 
  artisanal drink made using the unique fungi in the swamp. 
  After the PCs have finished their conversation with 
  Hestia, she once again turns and begins walking at a 
  brisk pace through the thick mud before reaching an 
  intersection. She points to a large establishment with a 
  prominent lean, the front of the inn built to resemble a 
  ship’s bow. She tells the PCs their lodgings and meals are 
  paid for through the next three days, and that she expects 
  them to report back to her after they’ve discovered a lead. 
  Boons and Hero Points
  Give the PCs a few moments to slot their boons for the 
  adventure and remind each PC that they have 1 Hero 
  Point available for use during the adventure.
  Admiral’s Fen
  Admiral’s Fen is in dire shape. To create the district, 
  whole swaths of Blackwood Swamp were drained and 
  cleared, and new buildings and roads were immediately 
  constructed in the booming metropolis. But when the 
  money slowed, the efforts to keep the swamp at bay 
  were neglected. Buildings without strong foundations 
  collapsed years ago. The streets have completely sunken 
  into the mire, and everyone who could afford to leave the 
  neighborhood has already done so.
  The Sinking Ship
  Hestia’s choice of inn, the Sinking Ship, was once a must-
  see attraction in Cassomir. Originally constructed as 
  an homage to Cassomir’s shipbuilding tradition by an 
  eccentric architect from Wispil, the building has traded 
  hands several times. The once-grand interior is now 
  thoroughly marred by years of muddy boots and lack 
  of care. The rooms are sparse, but the drinks are strong, 
  and the owner serves hot fish stew to guests every night. 
  The inn is one of the few remaining establishments in the 
  neighborhood where residents can congregate. 
  It is just after noon when the PCs enter The Sinking 
  Ship, and a crowd has gathered for the lunch rush. Tamara 
  Reed (N female human innkeeper), the proprietor of the 
  establishment, darts among the residents, taking orders 
  and commanding her staff. She notices the PCs when they 
  enter, telling them to sit wherever they would like. The 
  furniture was once high quality, but is now streaked with 
  dried mud and shabbily mended where broken. After the 
  PCs have been waiting for about ten minutes, Tamara gets 
  to their table and lists the specials for the day.
  There are two options on the menu at the Sinking Ship. 
  The most popular entrée is the fish stew; for a single 
  copper piece, diners receive a thin tomato-based dish 
  filled with the cheapest fish Tamara could procure from 
  the market. The special today is the cavedano al forno, a 
  flaky baked fish served on a bed of noodles for 1 silver. 
  PCs who purchase the special gain a +2 circumstance 
  bonus to Diplomacy checks to Make an Impression on 
  Tamara or Cooking Lore checks made to interact with 
  her. Tamara is a hardworking Taldan woman who grew 
  up in Admiral’s Fen. She loves the city and worries about 
  the recent troubles plaguing her home. She greets the 
  PCs, taking a special interest in why anyone from out of 
  town would choose to spend time in Admiral’s Fen. 
  PCs can attempt a DC 15 Diplomacy check (DC 18 
  in Subtier 3–4) or DC 13 Cooking Lore check (DC 18 
  in Subtier 3–4) to uncover more information about the 
  recent attacks from Tamara.
  Critical Success Tamara trusts the PCs enough to refer them 
  to Nogliss Maro (LN male human shipwright), a survivor 
  of a seemingly random stabbing. Three days ago, Tamara 
  found Nogliss collapsed in the mud, bleeding profusely. 
  She was able to get him to a healer in time to save his life. 
  Nogliss has been on bed rest since the attack. She also 
  tells them the information for the success condition. The 
  PCs are automatically aware of all three locations for the 
  subsequent investigation.
  Success Tamara believes the PCs are here to help the district. 
  She directs them to the King’s Closet, a recently burned 
  clothing shop, noting how rare fires are in such a damp 
  place. She also mentions that a street preacher, Dalimus, 
  
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  has been unnerving people with his predictions of doom. 
  The PCs are automatically aware of the King’s Closet and 
  Falling Moon areas for the subsequent investigation.
  Failure Tamara isn’t sure what to make of the newcomers, 
  but if they want to look into violent criminals, that’s their 
  business. She does mention that a preacher has been 
  ranting on the street about the end times, though. The PCs 
  are automatically aware of the Falling Moon area for the 
  subsequent investigation.
  Combing through the Muck
  The PCs have the day to look for answers in the Admiral’s 
  Fen, but the truth is hard to come by. People don’t want 
  to risk becoming the target of the next attack and are 
  unwilling to talk about the increasing violence, fearing it 
  could draw attention. There are three main locations that 
  are relevant to this investigation. The PCs likely already 
  discovered one or more of these locations from Tamara, 
  but unless they critically succeeded at their check to 
  speak to Tamara, they may need to ask around town to 
  learn of more locations. The first time the PCs exhaust 
  their leads, allow each PC to attempt a DC 17 Society 
  check to Gather Information (DC 20 in Subtier 3–4). Use 
  the highest PC’s result to determine the outcome.
  Critical Success The party learns of two locations they did 
  not yet know.
  Success The party learns of a location they did not yet know.
  At each location, the PCs can attempt a check to learn 
  more information, as listed in each location’s section. The 
  PCs earn 1 Investigation Point for each successful check 
  and 2 Investigation Points for each critical success and 
  lose 1 Investigation point for each critical failure. When 
  the PCs reach 6 Investigation Points (8 Investigation 
  Points for a group of 5 PCs, or 9 Investigation Points 
  for a group of 6 PCs), they piece together enough 
  information to identify a member of the Groetus cult and 
  acquire a flyer for the cult’s meeting at Guiding Light 
  temple later than night, pointing them toward their next 
  location. The PCs do not need to continue exploring the 
  three locations once they have done so. If the PCs fail 
  in their investigation, they draw the ire of the cult, who 
  ambushes them near the end of the day (see page 7).
  Rewards: If the PCs succeed at their investigation, they 
  earn 3 Treasure Bundles.
  Hero Points: If you have not awarded a Hero Point yet, 
  award one to a player here if they successfully complete 
  the investigation. This should go to a player who engaged 
  in interesting roleplay during the investigation, or who 
  rolled a critical success on one of their investigation 
  skill checks. If none of the players match any of these 
  conditions, award a Hero Point to a single player of 
  your choice.
  The King’s Closet
  This apparel vendor was built by the gnome tailor 
  Kinaunen right before recession hit the neighborhood. 
  The King’s Closet managed to stay in business for years 
  by pivoting its brand and catering to the new residents 
  of the district. The building had a strong foundation 
  and stood perfectly upright due to the gnome man’s 
  keen artisanship, as Kinaunen prided himself on selling 
  fashionable clothes at modest prices.
  All that are left now are ashes and blackened 
  boards. Reast Mycer, accompanied by two members 
  of the Groetus’s Chosen, applied a flammable tar to the 
  building’s entryway before lighting the buildings ablaze. 
  Reast and his accomplices then helped themselves to some 
  of the vendor’s best wares before fleeing into the night. By 
  the time Kinaunen woke from the smoke and heat, it was 
  too late to escape. The Groetans’ greed makes their crime 
  easier to trace; in the process of grabbing clothing, Reast 
  accidentally dropped his silver religious symbol. Allow 
  each PC to attempt a single DC 15 Perception check (DC 
  18 in Subtier 3–4) or a DC 13 Architecture Lore check (DC 
  16 in Subtier 3–4) to search the building’s sooty remains. 
  Once all PCs have rolled the check or chosen not to, they 
  receive a result below based upon their highest roll. PCs 
  who do not roll automatically fail the check.
  Critical Success After the PCs clear heavy charred beams from 
  the doorway, they uncover a ghastly sight. The arsonist 
  drew a specialized religious symbol—Aroden’s eye gripped 
  in Groetus’s jaws—with tar before setting it ablaze, charring 
  the unholy image into the building’s stone foundation.
  Success Before the cultists set fire to The King’s Closet, 
  they helped themselves to some of its wares. The PCs 
  sift through burned clothes and uncover a silver religious 
  symbol of Groetus among the ashes. The religious symbol 
  is unusual, as it depicts Groetus gripping the eye of Aroden 
  in his teeth. 
  Failure The PCs uncover the dropped silver religious symbol 
  in the ashes, but a member of the cult spots them snooping 
  around the boutique’s ruins and runs off to report back to 
  Reast. All of the PCs’ opponents in encounter B receive a +1 
  circumstance bonus to their initiative rolls.
  Nogliss Maro
  Nogliss Maro (LN male human shipwright) is a broad-
  shouldered man with pale skin and thin black hair 
  flattened down with pomade and a luxuriant mustache. 
  He came to Cassomir recently, hearing tales of the plentiful 
  opportunities for shipwrights. The carpenter swiftly found 
  work at one of Cassomir’s dry docks, but he spent all of 
  his funds on the journey to Taldor. He planned on staying 
  in Admiral’s Fen for a brief period until he saved enough 
  gold to afford a house in one of the better parts of town.
  
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  Nogliss was walking home from a long day of work 
  when he was attacked by cultists. He was caught by 
  surprise and would have died if he was not immediately 
  discovered by Tamara. He now rests in his bed, anxiously 
  waiting to recover enough to return to work.
  Allow each PC to attempt a single DC 15 Diplomacy 
  check (DC 18 in Subtier 3–4) when attempting to 
  interview Nogliss about his attack. Once all PCs have 
  rolled the check or chosen not to, they receive a result 
  below based upon their highest roll. PCs who do not roll 
  automatically fail the check.
  Critical Success There was only a single attacker, but she 
  wasn’t alone. Three more people fled with her after she 
  attacked him. They didn’t take his money either, he had 
  his week’s pay jangling in his pocket. The attack happened 
  near where The King’s Closet had burned down.
  Success Nogliss remembers during the attack, the assailant 
  called out “I will join you soon, Aroden!’
  Failure Nogliss thinks the attack was from one of Wrath’s 
  Ruffians, an unrelated criminal group in the city. The 
  gang tried to get him to join shortly after he moved to the 
  neighborhood, but he flatly turned them down.
  Falling Moon
  Dalimus (CE male human preacher) is an angry, bitter 
  man. After years of gambling and rotten luck, he had 
  nothing and blamed the world for his misfortunes. When 
  Ahksiva spoke to him and told him of Groetus’s grand 
  ambition, he converted that day. Ahksiva saw Dalimus 
  was too wild to be any real use, and so she instructed 
  him to spread the message of doom throughout the 
  neighborhood. None shall rest until all have heard of the 
  inevitable end.
  A small crowd has circled around Dalimus. While 
  some laugh, many citizens stop and watch, entranced by 
  Dalimus’ frantic performance. The preacher screams out 
  his words, praising Groetus and his prophet Ahksiva. As 
  he speaks, he takes large melons from his cart and slowly 
  impales them upon long spikes. PCs that succeed on a 
  DC 15 Religion or Groetus Lore check know the melons 
  symbolize the moment Groetus’s lunar form pierces itself 
  atop Pharasma’s spire, beginning the end of days. 
  When the PCs approach Dalimus’s performance, the 
  street preacher makes a grand show of them, derisively 
  commenting on their clean clothes and lack of respect for 
  Aroden and Groetus. Dalimus is not part of the organized 
  cult, but he is privy to much of its inner workings. Allow 
  each PC to attempt a single DC 15 Religion or Deception 
  check (DC 18 in Subtier 3–4) to reason with the grim 
  convert. Once all PCs have rolled the check or chosen not 
  to, they receive a result below based upon their highest 
  roll. PCs who do not roll automatically fail the check.
  Critical Success Dalimus exclaims he is chosen by Groetus, as 
  heralded by Ahksiva herself. The prophet descended upon 
  the town several months ago to give hope to the hopeless. 
  She appears only to those who will listen and is impossible 
  to reach—but Reast Mycer, a member of the church of 
  Aroden, often acts in her stead. 
  Success Dalimus assures the party, “Groetus’s end awaits us 
  all, but only after it come to pass can this world be reborn 
  into something more perfect. Those who help bring about 
  this new world will be rewarded by the God of the End 
  Times in the next one to come.”
  Failure Dalimus grows angry at the PCs’ lack of respect for 
  Groetus and refuses to aid them.
  A. Failing the Investigation (Low or Moderate)
  If the PCs are unable to reach the required number 
  of Investigation Points by the end of the day in their 
  search of Admiral’s Fen, their clumsy investigation 
  draws the attention of the cult of Groetus. The cult 
  has been able to act with impunity until now and is 
  quick to take down any threat they perceive. As the PCs 
  return to the Sinking Ship after a day of investigations, 
  they are stopped by a customs official, Ptiro Valner 
  (CE human male bureaucrat). Ptiro is secretly a 
  member of Groetus’s Chosen, who abuses his position 
  to “mishandle” paperwork, keep tabs on individuals 
  about town, and threaten those who act against the cult 
  with punitive fees.
  Ptiro has planned an ambush for the nosy interlopers 
  and begins it by yelling at them to halt. Ptiro claims 
  they failed to properly register themselves when arriving 
  in town and that they owe him substantial penalties, 
  occupying them with lengthy citations and statutes. 
  This is just a distraction, however—as he draws their 
  attention, one or more disgruntled dockworkers, also 
  members of the cult, move to attack.
  Subtier 1–2
  DOCKHAND CULTIST 
  CREATURE 0
  Page 17
  PTIRO VALNER 
  CREATURE 1
  Page 17
  Subtier 3–4
  DOCKHAND CULTISTS (2) 
  CREATURE 0
  Page 20
  PTIRO VALNER 
  CREATURE 3
  Page 20
  
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  Reward: Ptiro Valner carries a flyer in his pocket 
  detailing out the specifics for the next meeting of 
  Groetus’s Chosen. Give Handout 1 to the players (page 
  26). The rally is scheduled for later in the evening, at 
  Guiding Light. The cultists carry small coin purses that 
  contain 2 Treasure Bundle’s worth of gold—note that 
  this is less than the PCs would have turned up in the 
  course of a successful investigation.
  Hero Points: If you have not awarded a Hero Point yet, 
  award one to a player now. This should go to the player 
  that either got a critical success during the exploration 
  activities, dealt the finishing blow to Ptiro Valner, or 
  performed any other significant heroic deed. If none of 
  the players match any of these conditions, award a Hero 
  Point to a single player of your choice.
  The Doomspeakers
  After the PCs have discovered the cult’s plans to meet, 
  they might wish to report to Venture-Captain Hestia 
  Themis. The venture-captain hurriedly ushers them into 
  her home when they approach and offers them tea while 
  discussing what they have learned. If the PCs mention 
  Ahksiva, Hestia recalls the name. She believed the woman 
  was another Aroden-believing street preacher. If the PCs 
  mention Groetus to Hestia, her posture immediately shifts 
  as she becomes wary and exacting. She tells the PCs that 
  a Groetus cult can’t be allowed to fester in Cassomir’s 
  wounds. She tells the PCs to collect as much information 
  about the cult and informs them that apprehending 
  Ahksiva or her known associate, Reast Mycer, could 
  potentially dissolve the entire movement.
  A. Failing the Investigation
  A. Failing the Investigation
  Pathfinder Flip Mat: Red Light District
  Pathfinder Flip Mat: Red Light District
  1 square = 5 feet
  1 square = 5 feet
  PCs start here
  PCs start here
  P = Pitro Starts Here
  P = Pitro Starts Here
  DC = Dockhand Cultists Start Here
  DC = Dockhand Cultists Start Here
  C = Crate
  C = Crate
  C
  DC
  DC
  C
  C
  P
  C
  C
  C
  
  9
  Pathfinder Society Scenario
  Doom of Cassomir
  Staking out the Temple
  The PCs can use what time remains to prepare for the 
  meeting of Groetus’s Chosen. The meeting is to be held 
  at Guiding Light, one of two temples to Aroden built 
  in Cassomir at its height. The temple’s location is well 
  known, and the PCs can easily reach it. Since Aroden’s 
  death and Cassomir’s economic slump, Guiding Light 
  was sold off, becoming a tavern for a time before it was 
  ultimately shuttered, so that the remaining priests could 
  focus their efforts on maintaining a single structure. 
  The building stands taller than those around it. The 
  outer walls are made of a polished white granite and 
  trimmed with gold. It is now a filthy ruin, a skeleton of 
  its former grandeur.
  As the PCs arrive at the temple, they can attempt 
  to learn about Groetus’s Chosen and investigate 
  the structure. 
  The Apocryphal Priest 
  Reast Mycer, son of a prominent Aroden cleric, was 
  raised in the decaying church. Throughout his life, Reast 
  was plagued by religious doubt, but stayed with the 
  church of Aroden despite his growing reservations. He 
  enjoyed a position of some authority within Cassomir’s 
  remaining Aroden temple but often thought of leaving. 
  Several months ago, the prophet Ahksiva barged into 
  the functioning Aroden temple and declared to all the 
  remaining clergy they had failed to understand Aroden’s 
  vision for a new world. The priests swiftly tossed 
  the woman out onto the street, but Reast followed, 
  captivated by the prophet’s message and beauty. In 
  Reast, Ahksiva saw the perfect pawn to further her plan 
  of destruction and suffering. She converted him to the 
  worship of Groetus, explaining Aroden had joined with 
  the foul moon so that they could usher in a new world.
   For the first time in his life, Reast feels important. 
  The burgeoning size of the congregation has given him 
  all the assurance he needs that he is on the right path.
  Allow characters to attempt a DC 15 Society 
  or Deception check (DC 18 in Subtier 3–4) to 
  surreptitiously ask passers-by for more information on 
  Reast Mycer or Ahksiva.
  Critical Success When the prophet Ahksiva walks through 
  Admiral’s Fen, no mud or dirt stains her robes. She is often 
  described as walking out of Blackwood Swamp and into 
  Admiral’s Fen. The PCs also learn the information for the 
  success condition.
  Success Reast Mycer was formerly a cleric of Aroden. Even 
  in the clergy’s shrunken numbers, he never stood out. He 
  abandoned the faith after Ahksiva challenged its leaders 
  to religious debate. Reast is now devoted to Groetus and 
  manages the day-to-day problems of the growing faith.
  Failure Reast Mycer is known for giving loud, captivating 
  public speeches.
  Critical Failure Reast Mycer owns and operates an overpriced 
  mud-removal service.
  Blessings from a Grim Moon
  Ahksiva knows it is only a matter of time before there 
  is a serious attempt to stop her violently growing faith. 
  To embolden her flock, she tasked Reast with beseeching 
  the God of the End Times for his blessing over their new 
  temple. Reast obliged and a foul divine magic now lays 
  over the building. 
  The PCs might choose to scan the area around Guiding 
  Light using detect magic or similar means. Doing so 
  reveals a cloying, suffocating magical aura over Guiding 
  Light. PCs can attempt a DC 15 Religion or Occultism 
  check to Identify Magic (DC 18 in Subtier 3–4); they can 
  also attempt this check using Arcana or Nature, but the 
  DC is increased by 2.
  Critical Success The PCs recognize two set of lingering magical 
  auras leading away from the building and out of town. One 
  of the auras is from the same divine caster who placed 
  Groetus’s blessing over Guiding Light. The second aura is 
  remarkably different, occult with a monstrous energy. The 
  PCs also learn the information for the success condition. 
  Success The enchantment effect over the sinking temple is 
  directly tied to Groetus. Creatures within the structure are 
  weakened unless they have a devotion to Groetus. 
  Failure The magic aura over the temple indicates the people 
  inside are all mind-controlled by a powerful being from 
  another plane.
  Stake out Guiding Light
  The old Guiding Light temple is in a mostly abandoned 
  corner of Admiral’s Fen, near Blackwood Swamp. The 
  area is thick with mud, the roads were swallowed up 
  long ago by the invading swamp. The poorest and most 
  destitute Cassomiri citizens squat in these teetering 
  buildings. Two guards are always standing at the front 
  door of the building, though they make a small attempt 
  to appear inconspicuous. 
  Most members of Groetus’s Chosen have yet to 
  fully commit to the cult’s practices, engaging in mere 
  vandalism rather than more severe acts and continuing 
  to live in their own homes. A much smaller number have 
  completely converted to Ahksiva’s teachings and have 
  taken up residence in Guiding Light. 
  The PCs can keep an eye on the building and watch 
  as members of the cult come and go throughout the 
  day. Allow characters to attempt a DC 15 Perception 
  or Society check (DC 18 in Subtier 3–4) to notice 
  peculiarities surrounding Guiding Light.
  
  10
  Pathfinder Society Scenario
  Doom of Cassomir
  Critical Success The PCs notice that some members of the 
  cult greet each other by cupping their hands together and 
  bowing. This is gesture is specific to Groetus’s Chosen and 
  is used by members to recognize one another. The PCs also 
  learn the information for the success condition.
  Success Several people come in and out of Guiding Light 
  throughout the day. Most leave and return hours later 
  carrying weapons or food. The PCs can surmise somewhere 
  between four to seven people have taken to living within 
  the temple. 
  Failure The PCs notice the guards standing out front, but 
  the guards similarly notice the PCs. Though they don’t 
  immediately move to violence, they do increase the guard 
  presence as a precautionary measure. Add an additional 
  member of Groetus’s Chosen to the encounter in area B.
  Joining the Flock
  The PCs can choose to either attempt to infiltrate the 
  gathering or observe from the safety of some nearby 
  ruins, but either way, they have to pass by Ahksiva’s 
  magical precautions. The hag thrives on creating strife 
  and destruction and delights in the tales her flock relays 
  to her about their evil deeds, but mere secondhand tales 
  no longer satisfy her. So that she may witness the violence 
  herself, she’s developed swine scopes—magical sensors 
  created by performing an evil ritual over eyeballs pulled 
  from still-living animals, such as cows or pigs—and had 
  Reast place them around Guiding Light. With a thought, 
  the hag can perceive directly through a sensor, watching 
  her malicious plans come to fruition from the cracks and 
  corners of the town.
  When the characters attempt to survey the area around 
  Guiding Light, each PC can attempt a DC 15 Perception 
  or Occultism check (DC 18 in Subtier 3–4).
  Critical Success The PCs find several swine scopes in the area 
  around Guiding Light and can use them to draw Ahksiva’s 
  attention elsewhere, such as by throwing a rock or interfering 
  with the eyes’ magic. This means that not only does Ahksiva 
  remain unaware of the PCs hanging around the area, but the 
  enemies in encounter B take a –2 circumstance penalty to 
  their initiative roll due to the distractions.
  Success The PCs notice an eyeball tucked away into the 
  corner of a building, the eye gazing fixedly upon the 
  entrance to Guiding Light. A thin, spidery strip of muscle 
  holds the eyeball to the ceiling. If the eye is removed, it 
  quickly deflates and shrivels, and Ahksiva never notices 
  the PCs through her magic.
  Failure The PC walks directly in front of a swine scope. Ahksiva 
  takes notice of that adventurer and magically informs Reast 
  of their appearance. Should the PCs successfully infiltrate 
  Guiding Light, Reast immediately recognizes them after he 
  has finished his sermon and initiates combat.
  Choosing Groetus
  Over a dozen cult members and more than a few 
  potential recruits begin to amass upon Guiding Light 
  just before sundown. Some members travel alone but 
  most travel in small groups. Devoted cultists will invite 
  several new people interested in hearing Ahksiva’s 
  message at once. The cultists present their flyer to the 
  guard and are then let inside. The attendants congregate 
  in the central chamber as they wait for Reast Mycer 
  to appear. 
  Groetus’s looming presence blankets the building and 
  weighs on nonbelievers. All creatures entering Guiding 
  Light must succeed on a DC 16 Will save (DC 19 in 
  Subtier 3–4) or take a –1 status penalty to attack rolls 
  while within the premises. Creatures that worship 
  Groetus can offer a prayer to their god, which prevents 
  them from having to attempt a check and replaces the 
  effect with a +1 status bonus to attack rolls instead.
  The PCs can attempt to blend in with the cultists and 
  attend the sermon to get a closer look. Allow these PCs 
  to attempt DC 16 Deception or Religion checks. If upon 
  entering, the PCs repeat the hand gesture they witnessed 
  between two cultists while staking out Guiding Light, 
  add a +2 circumstance bonus to their Deception or 
  Religion check.
  Critical Success Several cultists and recruits approach the 
  PCs to make idle conversation. The cultists want to know 
  about the PCs' history with Groetus and if they’ve had 
  the pleasure of meeting Ahksiva. Most of the cultists are 
  regular people looking for answers but the most devout 
  are brutes looking for an opportunity to direct their 
  anger. This insight into the cultists grants the PCs a +2 
  circumstance bonus to their Deception or Religion checks 
  when speaking with Reast Mycer after his sermon.
  Success The PCs are able to blend in among the cultists. The 
  cultists seem wary of the strange newcomers and keep 
  their distance.
  Failure The PCs fail to get past the guard at the entrance. 
  News that there may be an investigation into their group 
  has already raised alarms in the temple. The guard looks 
  them over and tells them to leave before the entire 
  congregation forces them.
  Spying from on High
  At the urging of Reast, members of Groetus’s Chosen 
  have toppled several nearby buildings, surrendering 
  more of the neighborhood to the Blackwood Swamp. 
  Due to the proximity of the dangerous swamp and the 
  squalid conditions, this corner of Admiral’s Fen suited 
  the cult perfectly. Crimes were rarely reported and 
  people assumed the toppled buildings be the result of 
  district’s continued erosion.
  
  11
  Pathfinder Society Scenario
  Doom of Cassomir
  Built to impress, Guiding Light is the largest structure 
  in the area. The surrounding houses and abandoned 
  shops now tilt toward the structure, as if they were 
  sinking toward it. The remaining buildings now provide 
  numerous vantage points where one could peek into 
  Guiding Light’s broken and dirty windows. So long as 
  they are not seen, the PCs will be able to witness the 
  whole sermon from outside. 
  Allow characters to attempt a DC 15 Stealth or 
  Athletics check (DC 18 in Subtier 3–4) to climb up to 
  an advantageous hiding spot.
  Critical Success The PCs find a well-hidden vantage point. 
  From there they recognize several buildings in the 
  immediate area have all recently collapsed. The patterning 
  and amount of destroyed buildings is too great to be 
  coincidental. When Ahksiva informs Reast of the hidden 
  PCs later, it takes Reast and his followers two rounds 
  to discover the PCs’ hiding spots, unless the PCs reveal 
  themselves first.
  Success The PCs find a hidden spot from which they can peek 
  out and observe the happenings of Guiding Light’s grand 
  hall. From the ground, they are completely unobserved. 
  When Ahksiva informs Reast of the hidden PCs later, it 
  takes Reast and his followers one round to discover the 
  PCs hiding spots unless the PCs reveal themselves first.
  Failure The PCs climb to a semi-hidden spot on sagging 
  roof. The PCs can observe the happenings inside the 
  grand hall but are easily spotted by enemies scanning 
  the roof for intruders—when Ahksiva informs Reast of the 
  hidden PCs later, the cultists begin combat knowing the 
  PCs’ locations.
  B. Sermon at the End of the World Moderate
  Reast Mycer arrives several minutes after sundown, a 
  gray hood covers his wavy brown hair. He is a handsome 
  man of 35 years, with a commanding presence. He 
  wears long blue and gray robes and carries a pleasant 
  expression upon his face. Around his neck he wears 
  a silver religious symbol of his own design, the grim 
  skull of Groetus gripping the Eye of Aroden between its 
  teeth. This symbol is identical to the one the PCs likely 
  found in the King’s Closet.
  When Reast enters the grand hall, all parishioners 
  cease their chatter. Several of the more dedicated 
  members of the cult breakout into full applause when 
  they spot the cleric. Reast has become accustomed to 
  the adoration and religious fervor. He enjoys spreading 
  Ahksiva’s message and dreams of spreading their vision 
  across Taldor and all of Golarion.
  Reast hushes the crowd and takes his place behind 
  dirty altar. He speaks with compassion and empathy, 
  but his words are violent.
  “Good people of Admiral’s Fen, it is an honor to be among you 
  tonight! I grew up in this neighborhood, raised in this very 
  temple by clerics who clung to the hope that Aroden would 
  return and save us all from this nightmare. But as Ahksiva has 
  taught me and will teach you all, Aroden is not coming back. 
  The clerics? They will not tell you this. The rulers? They 
  don’t want you to know. They would all rather you live and die 
  in ignorance and fear rather than learn the truth. The truth is 
  that this world is ending. There’s not much time left. 
  But rejoice, for Aroden has not truly died, he has joined 
  with Groetus! Aroden saw our world’s end, but in his wisdom, 
  he understood the only way out was through. Groetus is not 
  the end, but the beginning! After the apocalypse, Groetus will 
  create a new world. A perfect paradise where the mistakes 
  made in this world can be amended. Those who assisted in 
  creating Groetus’s new world will be elevated to the position 
  of gods and will rule alongside Aroden over paradise. 
  This future is within our grasp, but we can’t idly wait for it 
  to happen! Every day, Blackwood Swamp drowns Admiral’s 
  Fen so that the swamp may be whole again. We must be as 
  the swamp and drown out the world so that something new 
  may grow in its place. When we are made gods, none can 
  judge us.”
  Reast leads the congregation in prayer to Groetus, 
  sprinkling in praises to Aroden and Ahksiva throughout. 
  Reast is particularly interested in meeting the new people 
  in hopes of drawing them further into his new religion.
  If the PCs have infiltrated the cult, Reast moves to 
  speak with them after his speech. He asks them what has 
  drawn them to their meeting. Characters must attempt a 
  DC 16 Deception or Religion check when speaking with 
  Reast (DC 19 in Subtier 3–4). 
  Critical Success Reast is very impressed with the PCs and 
  their devotion to Groetus. They may be the very people he 
  needs to take the movement outside of Cassomir. He gives 
  them instructions on how to find Ahksiva’s cabin in the 
  swamp and instructs them to go to her that she may judge 
  their worthiness herself.
  Success Reast spends time listening to the PCs and gives 
  them advice, though his solutions always call for violence 
  or death. He sends the PCs to meet Ahksiva so that she 
  may judge their worthiness, but he sends one of the 
  Chosen with them as a guide, increasing the difficulty of 
  the final encounter.
  Failure Reast realizes the PCs are frauds. He and his devoted 
  followers attack while the remaining congregants flee 
  the temple.
  If the PCs have not infiltrated the sermon, Ahksiva 
  spots them in their hidden positions using a swine scope 
  once the sermon is complete. She magically informs 
  Reast of the unwelcome guests and their locations. 
  
  12
  Pathfinder Society Scenario
  Doom of Cassomir
  B. Sermon at the End of the World
  B. Sermon at the End of the World
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip Mat: Tavern Multi-Pack
  Pathfinder Flip Mat: Tavern Multi-Pack
  Gathering Spot
  Gathering Spot
  Hiding Spot
  Hiding Spot
  
  13
  Pathfinder Society Scenario
  Doom of Cassomir
  After the sermon, Reast turns to his congregation and 
  exclaims “Prophet Ahksiva has spoken to me, seems like 
  we have some unwelcome guests listening in! Groetus 
  guide us.” He and one or more of his most devoted 
  followers rush outside to attack the PCs. If the PCs 
  failed an attempt to stake out Guiding Light, add one of 
  Groetus’s Chosen to this encounter.
  Subtier 1–2
  GROETUS’S CHOSEN 
  CREATURE –1
  Page 18, art on page 23
  REAST MYCER 
  CREATURE 2
  Page 18
  Subtier 3–4
  GROETUS’S CHOSEN 
  CREATURE 1
  Page 21, art on page 23
  REAST MYCER 
  CREATURE 4
  Page 21
  Reward: Reast carries a book of prayers dedicated to 
  Groetus in his pocket. In the margins of the book, Reast 
  has written love poems dedicated to Ahksiva. One of the 
  poems is about his excitement about traveling through 
  Blackwood Swamp to reach her manor. While the poem is 
  saccharine, it describes the path to her location in enough 
  detail for the PCs to find their way there. For defeating 
  Reast, including by tricking him into revealing Ahkshiva 
  without combat, the PCs earn 3 Treasure Bundles.
  Hero Points: If you have not awarded a Hero Point 
  since the PCs completed their investigation, award one 
  to a player now. This should go to the player that either 
  got a critical success during the exploration activities, 
  dealt the finishing blow to Reast Mycer, or performed 
  any other significant heroic deed. If none of the players 
  match any of these conditions, award a Hero Point to a 
  single player of your choice. Avoid giving Hero Points 
  repeatedly to the same player.
  Blackwood Swamp
  Whether the PCs defeated or deceived Reast Mycer, they 
  have obtained information pointing to Ahksiva’s home 
  in Blackwood Swamp. If the players failed to gather 
  the various clues they might want to return to Venture-
  Captain Hestia Themis once more. The news of the cult 
  shocks the venture-captain. She tells the PCs Ahksiva 
  must be dealt with immediately, her teachings put all 
  citizens of Admiral’s Fen at risk. 
  Should the PCs require more prodding to head into 
  Blackwood Swamp, Hestia informs them of particulars she 
  has gathered. Few people throughout the neighborhood 
  have seen or spoken to the prophet Ahksiva, but she’s 
  described 
  as 
  remarkably 
  beautiful, 
  apple-cheeked 
  with long wavy hair. After spreading her message, she 
  disappears among the gnarled trees of Blackwood Swamp. 
  The so-called holy woman must be living there!
  Swamp Crawl
  If Reast never told the PCs exactly where to find Toad 
  Manor, they need to search the swamp. Blackwood 
  Swamp sprawls for hundreds of miles before eventually 
  merging back into the Verduran Forest to the North. 
  There are few true paths through the swamp, and even at 
  its driest, the ground is spongy. 
  Players must either navigate their way through the 
  swamp or use their intuition to guide them to Ahksiva’s 
  lair. There are several actions available for PCs to pick 
  from during exploration mode; the GM should help 
  the players choose an activity, asking the PCs how they 
  would like to assist in searching for Ahksiva’s home and 
  then suggest an activity that most closely fits that answer. 
  PCs attempting to overcome this challenge will find the 
  following activities especially useful.
  Detect Magic: This activity requires the PC to be able 
  to cast detect magic and assumes they do so at regular 
  intervals. If the PCs had previously found the magical 
  auras leading off from Guiding Light, they rediscover 
  those auras, leading them directly to Toad Manor.
  Investigate: This activity allows characters to actively 
  investigate their surroundings as they plod through the 
  swamp. The players use secret Recall Knowledge checks 
  to find clues. If a PC uses this activity during exploration, 
  they can attempt a DC 15 Swamp Lore check (DC 18 
  in Subtier 3–4) or DC 17 Arcana or Occultism check 
  (DC 20 in Subtier 3–4) to Recall Knowledge to notice 
  the hanging effigies and poisonous plants that grow more 
  frequent the closer the PCs venture toward Toad Manor. 
  Sense Direction: A PC can attempt a DC 14 Survival 
  check to Sense Direction (DC 16 in Subtier 3–4) and find 
  humanoid tracks leading deep into the swamp.
  As long a single PC passed the check to navigate the 
  swamp, the PCs discover Toad Manor not long after 
  entering the swamp and the adventure continues as 
  described. If none of the PCs succeed on an activity that 
  draws them toward Toad Manor, the group wanders the 
  muddy swamp for several hours before finally finding 
  Ahksiva’s lair. This allows Ahksiva to become fully aware 
  of the PCs and the threat they represent, and she calls 
  an additional slurk inside to defend her, increasing the 
  difficulty of the encounter in area C. 
  
  14
  Pathfinder Society Scenario
  Doom of Cassomir
  C. Toad Manor
  A sinking manor looms over the surrounding trees. The 
  building’s walls sag and bend, small animals have clearly 
  penetrated its upper reaches. The swamp itself appears to be 
  strangling the waterlogged structure. 
  Years ago, Mavel Autumna was one of the most 
  prominent nobles in Cassomir. He owned several 
  successful fisheries and his contracts with the navy kept a 
  steady flow of gold into his coffers. He used his vast sums 
  of gold to build a magnificent family manor in the swamp, 
  away from the hustle and bustle of city life. Mavel knew 
  the steep upkeep required to maintain such an estate but 
  felt confident the good times would last forever.
  For years Mavel enjoyed his expensive home out in 
  the swamp, but things changed when a young woman 
  appeared outside his home. The hag Ahksiva pleaded 
  with the noble, claiming she’d gotten lost while foraging 
  for mushrooms. The noble let Ahksiva into his home and 
  he quickly became become infatuated with her. Soon 
  after, clerks and servants began disappearing and Mavel 
  Autumna himself suffered an illness from which he never 
  recovered. Any remaining visitors or staff Ahksiva fed to 
  her pet slurks.
  Ahksiva now fully controls the estate and has renamed 
  it Toad Manor after her slurks. From Toad Manor, she 
  has been able to come and go from Admiral’s Fen without 
  much notice. She wants nothing more than to destroy 
  Admiral’s Fen and eventually, all of Cassomir. To Ahksiva, 
  Blackwood Swamp is hers, and in draining the swamp to 
  make room for Admiral’s Fen, the Taldans stole from her. 
  To enact her revenge, she sought a weakness in 
  Cassomir and found the depressed state of its people. She 
  used their love for Aroden against them and directed their 
  faith to Groetus. Ahksiva has no particular interest in the 
  God of the End Times, she intends only to use Groetus’s 
  iconography to further her own goals. Ahksiva’s greatest 
  desire is to see the people of Admiral’s Fen suffer. She’ll 
  tear down the whole neighborhood if she isn’t stopped.
  C1. The Front Porch 
  Trivial
  The doors into the building were broken off long ago. The two 
  sets of stairs ascend from muck to a covered porch. Thick 
  globs of green slime cover the stairs and adjacent areas. 
  The PCs approach the front of Toad Manor from the 
  East. This area was once a display of wealth and luxury, 
  but the grime of the swamp has wiped away any former 
  grandeur. Ahksiva has placed a magical trap outside her 
  front steps to deter any intruders.
  CREEPING SLIME 
  HAZARD 1
  CONJURATION
  MAGICAL
  TRAP
  Stealth DC 17 (trained)
  Description The thick green slime has been imbued with foul 
  hag magic, making it cling to and grow over living creatures 
  that touch it. 
  Disable Thievery DC 17 (trained) to carefully push the slime 
  away without causing it to grow, DC 17 Crafting (one 
  action) to neutralize it with alchemical reagents, or dispel 
  magic (2nd level; counteract DC 15 [DC 18 in Subtier 3–4]) 
  to counteract the magic animating it. Casting a 1st-level or 
  higher spell with the water trait washes away the slime.
  Coat with Slime � (occult, conjuration) Trigger A creature 
  steps into the slime covering the steps and upper landing. 
  Effect The slime rapidly climbs across the creature’s 
  body, grows cold, and congeals. Creatures assaulted by 
  the slime take 1d8+5 cold damage (DC 17 basic Fortitude 
  save); creatures that fail their save are also coated in slime, 
  imposing a –5 foot circumstance penalty to their Speeds. 
  The slime can’t be easily cleaned away, and it requires ten 
  minutes of bathing with clean water and soap to remove 
  the slime.
  C2. The Grand Hall 
  Severe
  Only a few decades old, the wide hall already leans 
  substantially. The corners are crocked and covered in thick 
  patches of dark mold. Several globs of slime coat the floor 
  and mildew spreads over the walls. The room reeks of 
  fouled water. 
  Several muddy nests lined with bones and plants line the 
  sides of the hall. In places where the slime has managed to 
  dry, it’s grown crusted and flaky. A putrid, and sickly sweet 
  stench fills the air. Strung up around the room are dozens 
  of hideous effigies created from sticks and what appears to 
  be sinew. The waterlogged floorboards squeak and squeal 
  when stepped on.
  Hung near on the wall near the door, a large silver religious 
  symbol of Groetus grins over the room. 
  Ahksiva has let her foul slurks freely in and out of this 
  room for years, there is hardly any surface not covered in 
  a layer of dried slime.
  If Ahksiva knows the PCs’ intent before they arrive, 
  she has prepared for a fight. She casts invisibility 
  over her pet slurk, who is well trained and will 
  attack only when she gives the command. Ahksiva 
  delicately reads from an apocryphal book of Groetus’s 
  lore, scouring the tome for more creative ways to 
  inspire her cultists to violence. She gives a crooked 
  smile to the PCs as they enter, welcoming them to 
  Toad Manor with a sardonic tone to her voice.
  
  15
  Pathfinder Society Scenario
  Doom of Cassomir
  C. Toad Manor
  C. Toad Manor
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip Mat: Haunted House
  Pathfinder Flip Mat: Haunted House
  BG
  BG
  BG
  BG
  BG
  BG
  BG
  BG
  C2
  C2
  A
  C1
  C1
  CS
  CS
  CS = Creeping Slime Trap
  CS = Creeping Slime Trap
  A = Ahksiva Begins Here
  A = Ahksiva Begins Here
  BG = Belly Grease
  BG = Belly Grease
  
  16
  Pathfinder Society Scenario
  Doom of Cassomir
  “Oh no, looks like you found me. Yes, it is I, the great prophet 
  Ahksiva. Well done. I’d been expecting someone like you for 
  a while now.” She reaches for a chalice and takes a large gulp 
  of black, syrupy wine. She pushes a small spider back into 
  her mouth as it attempts to escape. “What have you done for 
  the people of Admiral’s Fen? I’ve given them hope, a belief 
  they can hold onto. Would you take that away from those 
  poor people? I see a better future than that. A future where 
  Admiral’s Fen is a memory, Cassomir is a ruin, and Taldor is 
  plunged into chaos. The people here want to worship Groetus, 
  let them! The God of the End Times has some excellent ideas 
  about pain and destruction.”
  If the PCs want to attempt tricking Ahksiva into 
  believing they are interested in hearing about Groetus, 
  allow them to attempt a DC 18 Deception check 
  (DC 21 in Subtier 3–4). Characters who succeed can 
  convince Ahksiva they are honest in their intentions 
  to become members of Groetus’s Chosen; they gain 
  a +4 circumstance bonus to initiative rolls in the 
  upcoming encounter.
  Ahksiva is looking to expand her following and while 
  she does need more people she can trust, the group of 
  PCs is too many people for her to properly indoctrinate 
  at once. She asks to speak to a single character alone 
  upstairs, preferably picking a character who seems to 
  lack wisdom. She hopes to make this character into 
  another one of her street preacher pawns. She trusts her 
  slurk to devour the rest of the party.
  Slippery Floors: Slime covers several parts of this 
  room, rendering it difficult terrain. Creatures can 
  attempt to Stride at their full speed by attempting a 
  DC 15 Acrobatics check (DC 18 in Subtier 3–4) before 
  attempting to move. Creatures that fail this check 
  immediately fall prone rather than Stride.
  GM Note: There is a strong chance the PCs spent 
  time interacting with Ahksiva before engaging her in 
  combat. In this instance, it is appropriate to allow the 
  PCs to use the skills they had used to interact with the 
  hag to determine their initiative rolls. For example, a 
  character who conversed with Ahksiva on topics of faith 
  can use a Religion check to determine their initiative 
  roll or a character who attempted to bully Ahksiva into 
  compliance can use Intimidation.
  Subtier 1–2
  AHKSIVA 
  CREATURE 3
  Page 19, art on page 24
  LITTLE ZURA 
  CREATURE 1
  Page 19, art on page 25
  Subtier 3–4
  AHKSIVA 
  CREATURE 5
  Page 22, art on page 24
  LITTLE ZURA 
  CREATURE 3
  Page 22, art on page 25
  Reward: After she and her slurk have been defeated, 
  the PCs can recover Ahksiva’s silver religious symbol 
  of Groetus from the wall. The religious symbol is well 
  polished and heavy. In addition, several bags stuffed with 
  magical reagents and gifts offered to the prophet can be 
  found with a short survey of the area. These items are 
  worth 4 Treasure Bundles.
  Conclusion
  After the PCs have dealt with the threat posed by Ahksiva, 
  their return journey through the swamp is uneventful. 
  By the time the PCs return to the city, Venture-Captain 
  Hestia Themis has captured and imprisoned Reast Mycer 
  if the PCs had not already defeated him. Guiding Light 
  has been thoroughly raided.
  Without the guidance and rallying figure of Ahksiva, 
  the cult known as Groetus’s Chosen quickly dissolves. 
  The neighborhood of Admiral’s Fen sees a dramatic 
  decrease in violent crime and vandalism over the next 
  several months. Attempts at draining the neighborhood 
  begin in earnest again. The people of Cassomir no longer 
  fear walking the streets.
  Venture-Captain Hestia is ecstatic with the Pathfinders' 
  work. She promises to do all she can to keep hope alive in 
  Admiral’s Fen and ensure that monsters who would prey 
  on the downtrodden can’t find their way into the city. So 
  long as people have hope and faith, they won’t turn to 
  anger and false prophets.
  Primary Objectives
  The PCs succeed at the primary objective so long they 
  defeat Ahksiva and rid Admiral’s Fen of her destructive 
  cult. PCs who succeed each earn 2 Fame and 2 Reputation 
  for any faction associated with their currently slotted 
  faction boon.
  Secondary Objectives
  The PCs fulfill their secondary objective if they remained 
  unknown to Reast Mycer until after his sermon. If they 
  were, they each earn 2 Fame and 2 Reputation for any 
  faction associated with the currently slotted faction boon.
  
  17
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  12+ Challenge Points: For every 4 Challenge Points 
  beyond 8, add one dockworker to the encounter.
  SCALING ENCOUNTER A
  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 1st-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 28) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  If a creature is marked “(0),” don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars).
  Encounter A: Failing the Investigation 
  (Subtier 1–2)
  Ptiro has planned an ambush for the nosy interlopers 
  and begins it by yelling at them to halt. Ptiro claims they 
  failed to properly register themselves when arriving in 
  town and that they owe him substantial penalties. This is 
  just a distraction, however—as he draws their attention, 
  one or more disgruntled dockworkers, also members of 
  the cult, move to attack. As the cultists worship the god 
  of endings, they fight until knocked out or incapacitated.
  The area has several crates that dockworkers can use 
  their Heft Crate ability on. These are marked on the map 
  with “C”.
  DOCKHAND CULTIST 
  CREATURE 0
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +3
  Languages Common
  Skills Acrobatics +3, Athletics +5, Groetus Lore +4, 
  Intimidation +3
  Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
  Items empty bottle (3), leather armor, whiskey (1 bottle)
  AC 14; Fort +7, Ref +5, Will +3
  HP 20
  Speed 25 feet
  Melee � fist +7 (agile, nonlethal), Damage 1d4+3 bludgeoning
  Ranged � bottle +5 (agile, thrown 20 feet), Damage 1d6+3 
  bludgeoning
  Heft Crate � (manipulate) Requirements The dockhand is 
  adjacent to a crate; Effect The dockhand picks up a crate 
  and heaves it up to 15 feet. Upon landing, the crate breaks 
  open in a 5-foot burst. Each creature within the area takes 
  2d6 bludgeoning damage (DC 13 basic Reflex save), and the 
  area becomes difficult terrain until cleared.
  Swig � (manipulate) The dockhand Interacts to either draw 
  a bottle of alcohol or pick up a nearby unattended bottle 
  of alcohol and drink the whole thing. For 1 minute, the 
  dockhand gains a +2 item bonus to melee damage rolls and 
  saving throws against fear, but they become clumsy 1.
  PTIRO VALNER 
  CREATURE 1
  UNIQUE
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +7 (+8 to find concealed objects)
  Languages Common
  Skills Athletics +7, Groetus Lore +5, Intimidation +5
  Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha –1
  Items crossbow (10 bolts), club, dagger, sap, scale mail, signal 
  whistle
  AC 18; Fort +7, Ref +5, Will +5
  HP 20
  Attack of Opportunity �
  Speed 25 feet
  Melee � club +9, Damage 1d6+4 bludgeoning
  Melee � sap +9 (agile, nonlethal), Damage 1d6+4 bludgeoning
  Ranged � crossbow +7 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing
  Ranged � club +7 (thrown 10 feet), Damage 1d6+4 
  bludgeoning
  
  18
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  10+ Challenge Points: For every 2 Challenge Points 
  beyond 8, add one of Groetus’s Chosen to the encounter.
  SCALING ENCOUNTER B
  Encounter B: Sermon at the End of the World 
  (Subtier 1–2)
  The location on the map where Reast and Groetus’s 
  Chosen confront the PCs depends upon which strategy 
  the PCs use to approach the temple and how successfully 
  they carry out their plans. If the PCs were observing 
  from outside, they begin in the location marked "Hiding 
  Spot" (which is elevated 10 feet from the ground) and the 
  enemies begin in the location marked "Gathering Spot"; 
  if the PCs had entered Guiding Light, both they and the 
  enemies begin in the location marked "Gathering Spot." 
  Whatever the location of the battle, Reast prefers to begin 
  combat with magic. If the PCs trigger his swear vengeance 
  reaction, he uses a weapon attack on his next turn to 
  benefit from true strike.
  GROETUS’S CHOSEN 
  CREATURE –1
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +2
  Languages Common
  Skills Deception +1, Intimidation +1, Groetus Lore +6, 
  Occultism +1, Society +2, Stealth +4
  Str +2, Dex +3, Con +2, Int +1, Wis –1, Cha +0
  Items dagger, cultist garb (functions as leather armor)
  AC 15; Fort +5, Ref +6, Will +2 (or +0 vs. higher-ranking 
  members of the cult)
  HP 20
  Speed 25 feet
  Melee � dagger +6 (agile, versatile S), Damage 1d4+2 piercing
  Ranged � dagger +5 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+2 piercing
  Fanatical Frenzy � Requirements The cultist has taken 
  damage and is neither fatigued nor already in a frenzy; 
  Effect The cultist flies into a frenzy that lasts 1 minute. 
  While frenzied, the cultist gains a +1 status bonus to attack 
  rolls and a +2 status bonus to damage rolls, and they take 
  a –2 status penalty to AC. The cultist can’t voluntarily stop 
  their frenzy. After their frenzy, the cultist is fatigued.
  REAST MYCER 
  CREATURE 2
  UNIQUE
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +10
  Languages Common
  Skills Diplomacy +8, Performance +8 (+10 to give sermons), 
  Religion +7, Survival +7
  Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4
  Items flail, manifesto (functions as religious text), pouch of 
  rocks, robes
  AC 17; Fort +8, Ref +7, Will +11
  HP 24
  Swear Vengeance � Trigger A creature that Reast can see 
  damages a follower of Groetus other than Reast; Effect 
  Reast gains the effect of a 1st-level true strike spell. If 
  Reast makes an attack roll against anyone other than the 
  triggering creature, the true strike ends with no effect. 
  Reast can use this reaction once per day.
  Speed 25 feet
  Melee � flail +9 (disarm, sweep, trip), Damage 1d6+4 
  bludgeoning
  Melee � fist +9 (agile, nonlethal), Damage 1d4+3 bludgeoning
  Ranged � rock +7 (thrown 10 feet), Damage 1d4+3 
  bludgeoning
  Divine Spontaneous Spells DC 18, attack +10; 1st (4 slots) 
  bane, harm, ray of enfeeblement, sanctuary; Cantrips 
  (1st) daze, detect magic, guidance, know direction, light, 
  prestidigitation, read aura
  
  19
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  11+ Challenge Points: For every 3 Challenge Points 
  beyond 8, add another slurk to the encounter, using the 
  statistics for Little Zura. These additional slurks prefer 
  making tusk attacks to using their other abilities.
  SCALING ENCOUNTER C2
  Encounter C2: The Grand Hall (Subtier 1–2)
  Ahksiva appears in the form of a human woman. If she 
  expects the PCs, she casts invisibility on Little Zura and 
  any other slurks added by this encounter’s scaling before 
  the PCs arrive. She also has Little Zura place belly grease 
  at strategic places on the floor to inhibit the PCs’ mobility. 
  In combat, she primarily attacks in melee with her 
  claws. Filled with rage that the PCs have dared to 
  interfere with her schemes, she fights to the death. Little 
  Zura attempts to harry the PCs with slime squirt and 
  belly grease, but once Ahshiva has taken 15 or more 
  points of damage, he switches to flanking with Ahksiva 
  and attacking with his tusks.
  As the PCs by now have likely surmised that Ahksiva 
  is an enemy, her Betraying Touch ability likely does not 
  work on them.
  AHKSIVA 
  CREATURE 3
  UNIQUE
  CE
  MEDIUM
  HAG
  HUMANOID
  Perception +8; darkvision
  Languages Aklo, Common, Jotun; tongues
  Skills Acrobatics +8, Arcana +10, Diplomacy +9, Nature +7, 
  Occultism +7, Stealth +8
  Str +4, Dex +3, Con +3, Int +1, Wis +1, Cha +4
  Coven Ahksiva adds entangle, outcast’s curse, and wall of 
  thorns to her coven’s spells.
  AC 19; Fort +9, Ref +9, Will +10, +1 status to all saves vs. magic
  HP 55; Weaknesses cold iron 5
  Sound Imitation A green hag who succeeds at a Deception 
  check to Lie can mimic the sounds of any animal found near 
  her lair. She has a +4 circumstance bonus to this check.
  Speed 25 feet, swim 25 feet
  Melee � claw +12 (agile, magical), Damage 1d10+4 slashing 
  plus enfeebling humors
  Occult Innate Spells DC 19, attack +13; 2nd invisibility (at will), 
  tree shape (at will); Cantrips (2nd) acid splash, dancing 
  lights, ghost sound, message; Constant (5th) tongues; (2nd) 
  water breathing; (1st) pass without trace
  Betraying Touch � Ahksiva touches a creature that doesn’t 
  realize she is an enemy. The betrayed creature is affected 
  by her enfeebling humors and takes a –4 circumstance 
  penalty to their saving throw against that effect.
  Change Shape 
  � 
  (concentrate, 
  occult, 
  polymorph, 
  transmutation) Ahksiva can take on the appearance of any 
  Medium humanoid woman. This doesn’t change her Speed 
  or her attack and damage bonuses with her Strikes, but 
  might change the damage type her Strikes deal (typically 
  to bludgeoning).
  Enfeebling Humors (necromancy, occult) A creature damaged 
  by a hag’s claw must succeed at a DC 19 Fortitude save or be 
  enfeebled 1 for 1 day. On a critical failure, or if it gets hit again 
  and fails its save a second time, it’s enfeebled 2 for 1 day.
  Exhale Miasma � (necromancy, occult) Ahksiva exhales a 
  miasma of green vapors. Each living creature in a 15-foot 
  cone is affected by her enfeebling humors (attempting a 
  save as normal). She can’t use Exhale Miasma again for 1d4 
  rounds.
  LITTLE ZURA 
  CREATURE 1
  UNIQUE
  N
  MEDIUM
  ANIMAL
  Perception +5; darkvision
  Languages Draconic (can’t speak any language)
  Skills Acrobatics +5 (+7 to Escape), Athletics +7, Stealth +4
  Str +4, Dex +2, Con +4, Int –4, Wis +0, Cha +0
  AC 15; Fort +9 (+11 vs. Grapple or Shove), Ref +5, Will +3
  HP 24
  Speed 30 feet, climb 30 feet
  Melee � tusks +9 (deadly 1d10), Damage 1d6+2 piercing
  Ranged � slime squirt +7 (range increment 30 feet), Effect 
  entangling slime
  Belly Grease � The slurk extrudes a slippery grease from 
  its ventral glands to coat the floor under it and in a 5-foot 
  emanation, turning the affected area into uneven ground 
  for 10 minutes, after which it dries to a putrid crust. The DC 
  to Balance across the slime is 17.
  Entangling Slime A creature struck by a slurk’s slime squirt 
  becomes clumsy 1 and takes a –5-foot penalty to Speed 
  for 1 hour or until the slime is removed. The slime can 
  be removed with a total of three Interact actions by the 
  entangled creature or creatures adjacent to the creature. 
  These actions don’t need to be consecutive or made by the 
  same creature.
  
  20
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  19+ Challenge Points: For every 3 Challenge Points 
  beyond 16, add one dockhand cultist to the encounter.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 3rd-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 28) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  If a creature is marked “(0),” don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars).
  Encounter A: Failing the Investigation 
  (Subtier 3–4)
  Ptiro has planned an ambush for the nosy interlopers and 
  begins it by yelling at them to halt. Ptiro claims they failed 
  to properly register themselves when arriving in town 
  and that they owe him substantial penalties. This is just a 
  distraction, however—as he draws their attention, one or 
  more disgruntled dockworkers, also members of the cult, 
  move to attack. As the cultists worship the god of endings, 
  they fight until knocked out or incapacitated.
  The area has several crates that dockworkers can use 
  their Heft Crate ability on. These are marked on the map 
  with “C”.
  DOCKHAND CULTISTS (2) 
  CREATURE 0
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +3
  Languages Common
  Skills Acrobatics +3, Athletics +5, Groetus Lore +4, 
  Intimidation +3
  Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
  Items empty bottle (3), leather armor, whiskey (1 bottle)
  AC 14; Fort +7, Ref +5, Will +3
  HP 20
  Speed 25 feet
  Melee � fist +7 (agile, nonlethal), Damage 1d4+3 bludgeoning
  Ranged � bottle +5 (agile, thrown 20 feet), Damage 1d6+3 
  bludgeoning
  Heft Crate � (manipulate) Requirements The dockhand is 
  adjacent to a crate; Effect The dockhand picks up a crate 
  and heaves it up to 15 feet. Upon landing, the crate breaks 
  open in a 5-foot burst. Each creature within the area takes 
  2d6 bludgeoning damage (DC 13 basic Reflex save), and the 
  area becomes difficult terrain until cleared.
  Swig � (manipulate) The dockhand Interacts to either draw 
  a bottle of alcohol or pick up a nearby unattended bottle 
  of alcohol and drink the whole thing. For 1 minute, the 
  dockhand gains a +2 item bonus to melee damage rolls and 
  saving throws against fear, but they become clumsy 1. 
  PTIRO VALNER 
  CREATURE 3
  UNIQUE
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +9 (+10 to find concealed objects)
  Languages Common
  Skills Athletics +11, Diplomacy +5, Groetus Lore +5, 
  Intimidation +7
  Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0
  Items club, crossbow (20 bolts), keyring, simple manacles, 
  signal whistle, studded leather armor
  AC 20; Fort +8, Ref +10, Will +7
  HP 45
  Attack of Opportunity [reaction]
  Speed 25 feet
  Melee � club +11, Damage 1d6+8 bludgeoning
  Ranged � crossbow +10 (range increment 120 feet, reload 1), 
  Damage 1d8+4 piercing
  Melee � club +10 (thrown 10 feet), Damage 1d6+6 
  bludgeoning
  Efficient Capture � (attack, manipulate) Requirements 
  Ptiro has manacles in hand and is adjacent to a creature; 
  Effect Ptiro attempts to bind the creature’s wrists or ankles 
  with the manacles. If Ptiro succeeds at an attack roll with a 
  +9 modifier against the target’s AC, he apply the manacles.
  Intimidating Strike � (emotion, fear, fighter, mental) Ptiro 
  makes a melee Strike. If it hits and deals damage, the target 
  is frightened 1, or frightened 2 on a critical hit.
  Subdue Prisoners Ptiro doesn’t take the normal penalty for 
  making a nonlethal attack when attacking with his club.
  
  21
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20+ Challenge Points: For every 4 Challenge Points 
  beyond 16, add one of Groetus’s Chosen to the encounter.
  SCALING ENCOUNTER B
  Encounter B: Sermon at the End of the World 
  (Subtier 3–4)
  The location on the map where Reast and Groetus’s 
  Chosen confront the PCs depends upon which strategy 
  the PCs use to approach the temple and how successfully 
  they carry out their plans. If the PCs were observing 
  from outside, they begin in the location marked "Hiding 
  Spot" (which is elevated 10 feet from the ground) and the 
  enemies begin in the location marked "Gathering Spot"; 
  if the PCs had entered Guiding Light, both they and the 
  enemies begin in the location marked "Gathering Spot." 
  Whatever the location of the battle, Reast prefers to begin 
  combat with magic. If the PCs trigger his Swear Vengeance 
  reaction, he often uses a weapon attack on his next turn to 
  benefit from true strike.
  GROETUS’S CHOSEN 
  CREATURE 1
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Deception +3, Intimidation +3, Groetus Lore +8, 
  Occultism +3, Society +4, Stealth +6
  Str +4, Dex +3, Con +2, Int +1, Wis –1, Cha +0
  Items dagger, cultist garb (functions as leather armor)
  AC 17; Fort +7, Ref +8, Will +4 (or +2 vs. higher-ranking 
  members of the cult)
  HP 20
  Speed 25 feet
  Melee � dagger +7 (agile, versatile S), Damage 1d4+4 piercing
  Ranged � dagger +6 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+4 piercing
  Fanatical Frenzy � Requirements The cultist has taken 
  damage and is neither fatigued nor already in a frenzy; 
  Effect The cultist flies into a frenzy that lasts 1 minute. 
  While frenzied, the cultist gains a +1 status bonus to attack 
  rolls and a +2 status bonus to damage rolls, and they take 
  a –2 status penalty to AC. The cultist can’t voluntarily stop 
  their frenzy. After their frenzy, the cultist is fatigued.
  REAST MYCER 
  CREATURE 4
  UNIQUE
  CE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +9
  Languages Common
  Skills Athletics +9, Deception +10, Intimidation +10, Religion 
  +10, Society +7
  Str +4, Dex +1, Con +1, Int +0, Wis +3, Cha +2
  Items composite shortbow (20 arrows), flail, half plate, steel 
  shield (Hardness 5, HP 20, BT 10)
  AC 22 (24 with shield raised); Fort +9, Ref +7, Will +11
  HP 58
  Shield Block �
  Swear Vengeance � Trigger A creature Reast can see 
  damages a follower of Groetus other than the zealot; Effect 
  Reast gains the effect of a 1st-level true strike spell. If 
  Reast makes an attack roll against anyone other than the 
  triggering creature, the true strike ends with no effect.
  Speed 20 feet
  Melee � flail +12 (disarm, sweep, trip), Damage 1d6+6 
  bludgeoning
  Ranged � composite shortbow +9 (deadly 1d10, propulsive, 
  range increment 60 feet, reload 0), Damage 1d6+2 piercing
  Divine Prepared Spells DC 19, attack +11; 2nd harm (×3), 
  restoration, see invisibility, shield other; 1st detect 
  alignment, magic weapon, spirit link; Cantrips (2nd) detect 
  magic, divine lance, forbidding ward, read aura, sigil
  Channel Smite � (divine, necromancy) Reast expends a 
  prepared harm spell and makes a melee Strike. Instead of 
  the normal effect of the spell, its negative damage is added 
  to the Strike’s damage.
  
  22
  Pathfinder Society Scenario
  Doom of Cassomir
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  22+ Challenge Points: For every 6 Challenge Points 
  beyond 16, add another slurk to the encounter, using 
  the statistics for Little Zura. These additional slurks 
  prefer making tusk attacks to using their other abilities.
  SCALING ENCOUNTER C2
  Encounter C2: The Grand Hall (Subtier 3–4)
  Ahksiva appears in the form of a human woman. If she 
  expects the PCs, she casts invisibility on Little Zura and 
  any other slurks added by this encounter’s scaling before 
  the PCs arrive. She also has Little Zura place belly grease 
  at strategic places on the floor to inhibit the PCs’ mobility. 
  In combat, she primarily attacks in melee with her 
  claws. Filled with rage that the PCs have dared to 
  interfere with her schemes, she fights to the death. Little 
  Zura attempts to harry the PCs with slime squirt and 
  belly grease, but once Ahshiva has taken 15 or more 
  points of damage, he switches to flanking with Ahksiva 
  and attacking with his tusks.
  As the PCs by now have likely surmised that Ahksiva 
  is an enemy, her Betraying Touch ability likely does not 
  work on them.
  AHKSIVA 
  CREATURE 5
  UNIQUE
  CE
  MEDIUM
  HAG
  HUMANOID
  Perception +11; darkvision
  Languages Aklo, Common, Jotun; tongues
  Skills Acrobatics +11, Arcana +13, Diplomacy +12, Nature +10, 
  Occultism +10, Stealth +11
  Str +5, Dex +4, Con +4, Int +2, Wis +2, Cha +5
  Coven Ahksiva adds entangle, outcast’s curse, and wall of 
  thorns to her coven’s spells.
  AC 22; Fort +12, Ref +12, Will +13, +1 status to all saves vs. 
  magic
  HP 90; Weaknesses cold iron 5
  Sound Imitation A green hag who succeeds at a Deception 
  check to Lie can mimic the sounds of any animal found near 
  her lair. She has a +4 circumstance bonus to this check.
  Speed 25 feet, swim 25 feet
  Melee � claw +15 (agile, magical), Damage 1d10+7 slashing 
  plus enfeebling humors
  Occult Innate Spells DC 21, attack +15; 2nd invisibility (at 
  will), tree shape (at will); Cantrips (3rd) acid splash, dancing 
  lights, ghost sound, message; Constant (5th) tongues; (2nd) 
  water breathing; (1st) pass without trace
  Betraying Touch � Ahksiva touches a creature that doesn’t 
  realize she is an enemy. The betrayed creature is affected 
  by her enfeebling humors and takes a –4 circumstance 
  penalty to their saving throw against that effect.
  Change Shape 
  � 
  (concentrate, 
  occult, 
  polymorph, 
  transmutation) Ahksiva can take on the appearance of any 
  Medium humanoid woman. This doesn’t change her Speed 
  or her attack and damage bonuses with her Strikes, but 
  might change the damage type her Strikes deal (typically 
  to bludgeoning).
  Enfeebling Humors (necromancy, occult) A creature damaged 
  by a hag’s claw must succeed at a DC 21 Fortitude save or 
  be enfeebled 1 for 1 day. On a critical failure, or if it gets hit 
  again and fails its save a second time, it’s enfeebled 2 for 
  1 day.
  Exhale Miasma � (necromancy, occult) Ahksiva exhales a 
  miasma of green vapors. Each living creature in a 15-foot 
  cone is affected by her enfeebling humors (attempting a 
  save as normal). She can’t use Exhale Miasma again for 1d4 
  rounds.
  LITTLE ZURA 
  CREATURE 3
  UNIQUE
  N
  MEDIUM
  ANIMAL
  Perception +7; darkvision
  Languages Draconic (can’t speak any language)
  Skills Acrobatics +8 (+10 to Escape), Athletics +10, Stealth +7
  Str +4, Dex +2, Con +4, Int –4, Wis +0, Cha +0
  AC 18; Fort +11 (+13 vs. Grapple or Shove), Ref +7, Will +5
  HP 52
  Speed 30 feet, climb 30 feet
  Melee � tusks +12 (deadly 1d10), Damage 1d8+6 piercing
  Ranged � slime squirt +10 (range increment 30 feet), Effect 
  entangling slime
  Belly Grease � The slurk extrudes a slippery grease from 
  its ventral glands to coat the floor under it and in a 5-foot 
  emanation, turning the affected area into uneven ground 
  for 10 minutes, after which it dries to a putrid crust. The DC 
  to Balance across the slime is 20.
  Entangling Slime A creature struck by a slurk’s slime squirt 
  becomes clumsy 1 and takes a –5-foot penalty to Speed 
  for 1 hour or until the slime is removed. The slime can 
  be removed with a total of three Interact actions by the 
  entangled creature or creatures adjacent to the creature. 
  These actions don’t need to be consecutive or made by the 
  same creature.
  
  23
  Pathfinder Society Scenario
  Doom of Cassomir
  Appendix 3: Art & Handout
  Groetus’s Chosen
  
  24
  Pathfinder Society Scenario
  Doom of Cassomir
  Ahksiva
  
  25
  Pathfinder Society Scenario
  Doom of Cassomir
  Little Zura
  
  26
  Pathfinder Society Scenario
  Doom of Cassomir
  HANDOUT #1: CULT PAMPHLET
  Are you alone? Do you feel left behind? 
  Cassomir seems to be changing faster than ever.
  What can you do when your nation has forgotten you?
  In the end, all of us will find new beginnings 
  Next sundown, present this pamphlet at Guiding Light
  Come hear the glorious message of Prophet Ahksiva
  
  27
  Pathfinder Society Scenario
  Doom of Cassomir
  GM References
  Treasure Table
  Challenge Points Per PC
  Challenge Points and Subtier
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Level
  Challenge Points
  1
  2
  2
  3
  3
  4
  4
  6
  CP Total
  Subtier
  8–14
  1–2
  16–18 (5+ players)
  1–2
  16–18 (4 players)
  3–4
  19+
  3–4
  Chronicle Sheet 
  If the PCs defeat Ahksiva, all PCs earn the Doom Averted 
  boon.
  Treasure Bundles: 
  Note that the PCs cannot earn Treasure Bundles in both 
  Combing Through the Muck and Area A.
  ▫▫▫ Combing Through the Muck, page 6: 3 Treasure 
  Bundles
  ▫▫ Area A, page 7: 2 Treasure Bundles
  ▫▫▫Area B, page 11: 3 Treasure Bundles
  ▫▫▫▫ Area C, page 14: 4 Treasure Bundles
  Challenge Points
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points your 
  group has, using the Challenge Points per PC table above.
  Then use the Challenge Points and Subtier table to 
  determine which Subtier is appropriate for your PCs. 
  Subtier 1–2 encounters appear in Appendix 1, and 
  Subtier 3–4 encounters appear in Appendix 2.
  
  28
  Pathfinder Society Scenario
  Doom of Cassomir
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  29
  Pathfinder Society Scenario
  Doom of Cassomir
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–22: Doom of Cassomir © 2020, Paizo Inc.; Author: 
  Calder CaDavid
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  SUBTIER  3–4
  S1K2
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–22: 
  Doom of Cassomir
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  In the port city of Cassomir, the neglected Admiral’s Fen neighborhood has been slowly sinking into the nearby swamp. The green hag 
  Ahksiva saw a perfect opportunity to exploit the despair of the people to form a cult of Groetus, god of the end times. The members of 
  Groetus’s Chosen believed that they were destined to become gods in a new world, and they eagerly spread destruction. Thanks to your 
  timely efforts, Groetus’s Chosen has been disbanded, and Admiral’s Fen is a safer place.
  ▫ Doom Averted (General): In defeating a growing cult of Groetus in Cassomir, your spirit is filled with 
  a renewed resistance against the same prophecies of doom that his priests shout from the rooftops. When 
  your dying value is increased to exactly the amount that would kill you, this boon automatically activates. 
  Check the box that precedes this boon and decrease your dying value by one.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-22 - Doom of Cassomir.pdf