TEXT: By Crystal Frasier
  The Sky Key 
  Solution
  PATHFINDER SOCIETY SPECIAL #7-00 
  TIER 1–11
  
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  Author • Crystal Frasier
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  Sean Macdonald
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  Developers • John Compton, Adam Daigle, Mark Moreland, 
  and Owen K.C. Stephens
  Assistant Developers • Crystal Frasier, 
  Amanda Hamon Kunz, and Linda Zayas-Palmer
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  and Mark Seifter
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  Pathfinder Society Special #7–00: The Sky Key Solution is a Pathfinder Society Scenario designed for 1st- to 11th-level characters (Tier 
  1–11; Subtiers 1–2, 3–4, 5–6, 7–8, and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  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.
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  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
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  The Sky Key Solution
  Pathfinder Society Special #7-00
  
  Absalom
  Isle of Kortos
  • Absalom
  3
  Absalom’s walls and large enough for them to “recreate” 
  large scenes and even entire buildings from Kortos’ 
  illustrious history.
  Unknown to the Pathfinder Society, their activities 
  have not gone unnoticed. The Harbingers of Fate—an 
  obscure Arodenite cult dedicated to resurrecting the 
  dead god by forcing prophecies to come true—noticed the 
  Society’s quiet accumulation of sky metals. With the last 
  of the Harbingers’ prophecies in the Book of 1,000 Whispers 
  having come and gone to no avail last year, Lady Arodeth, 
  the Harbingers’ leader, has grown increasingly desperate. 
  She sees the Pathfinder’s Society’s newest treasure as their 
  last, best hope to return the Last Azlanti to Golarion.
  The Society has begun gathering as many of their 
  agents to Absalom as possible. Small-scale testing of the 
  Sky Key has allowed them to reach back weeks, and even 
  T
  housands of years ago, the alien starship Divinity 
  crashed onto Golarion after years of warfare with 
  the Dominion of the Black. While most of its crew 
  perished in the crash, much of its amazing technology 
  remained intact. The dwarves of Jormurdun witnessed the 
  ship’s crash shortly after their own arrival on Golarion’s 
  surface, and they dispatched an army to investigate this 
  “sign from the gods.” Their expedition returned with a 
  strange device salvaged from the wreck: one of Divinity’s 
  wormhole generators, strange technological devices 
  capable of opening holes in space-time so the ship could 
  travel a vast distance instantly. Unaware of the artifact’s 
  function, Jormurdun’s artificers and wizards repaired it as 
  best they could, and preserved it as the Sky Key—a trophy 
  of their glorious Quest for Sky.
  When Jormurdun fell to invaders, the Sky Key’s activation 
  trapped hundreds of survivors in a bubble outside of 
  time. Those who remained outside the bubble scattered 
  to the four winds and took the remaining pieces. Those 
  fragments have remained lost until the past year, when the 
  Pathfinder Society began a concerted effort to reassemble 
  the Sky Key and claim its powers. After dispatching its 
  agents to the far corners of the Inner Sea Region and even 
  deep into a demiplane, the Society succeeded in its goal 
  and began testing the device.
  Over the course of months, Aram Zey along with his 
  scholars and technologists have reassembled the Sky Key 
  into a functional state—though perhaps not its original 
  configuration—that allows it to generate temporal 
  “bubbles” that superimpose the past on the present, 
  allowing the Society to replay key events from Golarion’s 
  history and witness them for themselves. Sadly, historical 
  personages and artifacts created within the bubbles are 
  normally forged from the fundamental potential of reality, 
  and have no substance themselves. Anything brought into 
  being inside one of the Sky Key’s bubbles ceases to exist if 
  it moves beyond the bubble’s edge, and it fades from reality 
  entirely once the bubble collapses. During the process, the 
  Society spared no expense building a vault beneath the 
  nearby Bloodwatered Meadow, an open field far beyond 
  The Sky Key 
  Solution
  By Crystal Frasier
  WHERE ON GOLARION?
  The Sky Key Solution takes place on the Isle of Kortos, just 
  outside the city of Absalom. From there the adventure 
  delves deep into the history of Golarion, stretching back 
  many ages. Further information about this location and 
  Golarion’s timeline appear in Pathfinder Campaign Setting: 
  The Inner Sea World Guide and Pathfinder Chronicles: Guide 
  to Absalom. Both sources are available at bookstores and 
  game stores, as well as online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  years, using the small electrical charges provided by a 
  handful of spellcasters. With careful regulation, they 
  have prepared a spectacular demonstration of the Sky 
  Key that will allow the Society as a whole to study one 
  of Golarion’s least-understood eras: The Age of Serpents.
  ADVENTURE SUMMARY
  The adventure begins in Bloodwatered Meadow, an open 
  field beyond Absalom’s walls remembered for its brutal 
  battles between would-be conquerors. The Society’s 
  Master of Scrolls Kreighton Shaine greets the assembled 
  adventurers, explains the Sky Key’s capabilities, and 
  outlines the Society’s goals in the upcoming exercise. 
  Then, Society spellcasters direct lightning spells into 
  antennae set around the field, activating the Sky Key. 
  In moments, an immense cube of earth and stone is 
  transposed from the Age of Serpents, when the ground 
  level was hundreds of feet higher, and the serpentfolk city 
  of Sessegishoss stood in what would one day be Absalom. 
  The Pathfinders explore the ancient city’s temple district, 
  assist in an Azlanti slave revolt, and possibly even rescue a 
  historic hero: the Azlanti general Krahnaliara Lac Suhn.
  After the Pathfinders spend several hours exploring 
  the city, however, the entire landscape vanishes. The 
  Pathfinders realize too late that strange, hooded 
  figures—the Harbingers of Fate—have seized control 
  of the Sky Key. Attempting to reactivate the artifact and 
  draw the god Aroden into the present, the secret society 
  instead overloads the Sky Key and hurls everyone within 
  back in time thousands of years, to a moment mere hours 
  before the Starstone is to crash into Golarion, end Azlanti 
  civilization, and begin the Age of Darkness. The Sky Key’s 
  overload infects many of the Harbinger spellcasters with 
  temporal energy, transforming them into arcane anchors 
  that maintain the temporal bubble holding everyone in 
  the past. The Pathfinders kill or free these souls, and 
  finally confront Lady Arodeth—herself transformed 
  into an anchor by the Sky Key—in the Sky Key Vault 
  the Society built to house the artifact. The agents might 
  defeat the dangerous magus in combat, or else convince 
  her to see reason. They ultimately return to present-day 
  Absalom just as the asteroid crashes into the atmosphere.
  RUNNING THE EVENT
  The Sky Key Solution is meant to accommodate varying 
  House sizes (from 5 tables up to 150+ tables). In order 
  to facilitate a more cohesive process for seating players 
  at larger events, the introduction and player mustering 
  phases are built into the scenario as part of Part 1. There 
  is no requirement to have everyone seated before players 
  begin Part 1, and Table GMs should be ready to start as 
  soon as four or more players have been seated at their 
  table.
  Because of the nature of mustering, there may be a 
  situation where players need to be moved from one table 
  to another in order to achieve minimum numbers or table 
  balance. If players whose tables are already underway are 
  asked to move, the Table GM should encourage them to 
  bring along any information they may have discovered at 
  their initial table and share it with their new table.
  Glossary of Terms
  The Sky Key Solution uses several terms unique to the 
  Pathfinder Society Special format as listed below. Each 
  participant’s role in the event is outlined under the 
  respective entry. 
  House: All the PCs participating in the adventure 
  across all subtiers.
  HQ Staff: These are support personnel who tabulate 
  results and handle player table assignments at the 
  beginning of the event. Members of the HQ Staff are 
  responsible for managing the results of table actions 
  during the event. 
  Part: This event is broken into three separate acts. 
  To a degree, each individual table can move through 
  encounters at its own pace, but the entire House starts 
  and ends each part simultaneously to ensure the stage of 
  play remains synchronized across the entire House. 
  Overseer GM: This game master manages the timing, 
  scoring, and flow of the event. In addition, she makes 
  announcements about the amount of time remaining and 
  events that impact the entire House, as well as presenting 
  the opening and closing scenes for the adventure. The 
  Overseer GM should have some means of signaling 
  to the entire room, especially Table GMs, who are her 
  liaisons to the players. This means may be a bell or other 
  auditory signal that can cut through the din of a room 
  full of excited gamers, or it could be a visual signal like 
  a flashing light or waving flag. The Overseer GM should 
  inform all Table GMs what this signal is prior to the 
  event’s start and ensure that they are all positioned to be 
  able to see or hear it during the event. 
  Table GM: These GMs each manage a single table 
  of players. Tables are run exactly like one would run a 
  standard Pathfinder Society table, with the following 
  exceptions. Table GMs must follow the timing of the 
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder Advanced Class Guide (ACG), Pathfinder 
  RPG Player’s Guide (APG), Pathfinder RPG Ultimate Combat 
  (UC), and Pathfinder RPG Ultimate Magic (UM). These rules can 
  be found online for free as part of the Pathfinder Roleplaying 
  Game Document at paizo.com/prd, and the relevant rules 
  from the Bestiaries and Codices are reprinted at the back of 
  the adventure for the GM’s convenience.
  
  5
  THE SKY KEY SOLUTION
  SKILLS AND SAVES
  The Difficulty Class of many of this adventure’s skill checks 
  and saving throws varies by subtier. Typically these scaling 
  DCs appear during the research encounters in Part 2 and in 
  several of the more roleplaying-focused encounters during 
  Part 3. Each such check is defined as Easy, Average, or Hard. 
  The corresponding DC for each of these checks in a given 
  subtier appears in the table below.
  Skill Check DCs
   Subtier 
  Easy 
  Average 
  Hard
   
  1–2 
  12 
  15 
  18
   
  3–4 
  14 
  17 
  20
   
  5–6 
  16 
  20 
  24
   
  7–8 
  18 
  23 
  28
   10–11 
  21 
  27 
  33
  Saving Throw DCs
   Subtier 
  Easy 
  Average 
  Hard
   
  1–2 
  10 
  11 
  13
   
  3–4 
  11 
  13 
  15
   
  5–6 
  13 
  15 
  17
   
  7–8 
  15 
  17 
  19
   10–11 
  17 
  20 
  23
  event as set by the Overseer GM. Whenever the Overseer 
  GM announces the end of a part, that part is finished, and 
  the Table GMs must follow the instructions for getting 
  the PCs to the next part in the scenario. Likewise, if a 
  Table GM has a group that finishes the part before the 
  Overseer GM calls time, she must notify the Overseer 
  GM. Every Table GM should make a special note of her 
  table’s average party level (APL) as calculated in the 
  Pathfinder Society Roleplaying Guild Guide. In addition to 
  the Table GM determining the appropriate subtier to 
  use for each encounter, the adventure sometimes uses 
  the table’s APL to determine several important skill and 
  saving throw DCs.
  Runner: For smaller events (30 tables or fewer), each 
  table should nominate one player to be a Runner. These 
  players will be responsible for delivering notes from 
  their Table GMs to the HQ Staff and vice versa.
  Courier: For larger events, the HQ Staff will need to 
  provide volunteers to wander among the tables and 
  collect notes reporting successes from the various tables.
  Victory Points
  Many encounters throughout The Sky Key Solution 
  allow the PCs to earn Victory Points as they explore the 
  serpentfolk city of Sessegishoss during Part 2 and as they 
  co-opt resources from the Harbingers of Fate during 
  Part 3. Table GMs should report their earning Victory 
  Points to the HQ Staff or Runners after completing an 
  encounter. Ultimately, the success or failure of the entire 
  scenario depends on how many Victory Points the House 
  collects by the end of the adventure.
  Aid Tokens
  During the event, it is possible for characters at one 
  table to assist those at another through the use of Aid 
  Tokens. Each Aid Token represents the assistance of 
  one or more allied Pathfinder agents who assist the PCs 
  while exploring the immense cube of serpentfolk caves 
  and buildings. The House should begin with a number 
  of Aid Tokens equal to one-third the number of tables, 
  and the Overseer GM should distribute these at random 
  to tables before or during Part 1. Due to the temporary 
  nature of objects found during this adventure, there are 
  no opportunities to secure additional Aid Tokens.
  Once per encounter, any character at a table can use an 
  Aid Token to assist the group in one of five ways described 
  below. Once a table uses an Aid Token, the token grants 
  no further benefit until the end of the encounter, at 
  which point one of the players can pass the Aid Token to 
  a neighboring table for them to use. It is very important 
  that the players remember that there are a limited 
  number of Aid Tokens, and hoarding one means that 
  somebody else doesn’t get to use it.
  An Aid Token’s benefits vary based on the table’s 
  subtier, and these benefits can take one of the following 
  five forms.
  Aid Another: A Pathfinder agent helps the PCs solve a 
  puzzle, disable a trap, or accomplish some other task as if 
  performing the aid another action for a PC. In Subtiers 
  5–6 and 7–8, the bonus granted increases by 1. In Subtier 
  10–11, the bonus increases by 2.
  Allied Offensive: A Pathfinder agent strikes a creature 
  at the same time as the PC, increasing the damage dealt 
  by one attack by 1d8 points. In addition, after the attack, 
  anyone attacking the target is considered to be flanking it 
  until the beginning of the attacker’s next turn. In Subtiers 
  5–6 and 7–8, increase the damage dealt to 2d8 points. In 
  Subtier 10–11, this amount increases to 3d8 points.
  Burst of Healing: A Pathfinder agent heals all of the PCs 
  of 1d6 points of damage. In Subtiers 5–6 and 7–8, the 
  amount healed increases to 3d6 points. In Subtier 10–11, 
  the amount healed increases to 5d6 points. Alternatively, 
  in any subtier the agent can instead cast neutralize poison, 
  remove curse, or remove disease with a caster level equal to 
  the table’s APL (minimum 5).
  Spellcasting Synergy: A Pathfinder agent casts a spell 
  at the same time as the PC, increasing the save DC and 
  caster level of the PC’s spell by 1. In Subtiers 7–8 and 10–
  11, the PC’s caster level instead increases by 2.
  Timely Inspiration: A Pathfinder agent provides the 
  effects of a bard’s inspire courage bardic performance for 
  3 rounds. In Subtiers 1–2 and 3–4, the competence bonus 
  
  6
  PATHFINDER SOCIETY SCENARIO
  is +1. In Subtiers 5–6 and 7–8, the competence bonus 
  increases to +2. In Subtier 10–11, the competence bonus 
  increases to +3.
  Timeline
  The Sky Key Solution is designed to take less than 5 hours, 
  not including mustering. Each section transitions 
  automatically after a certain amount of time passes, 
  though Part 1 is somewhat flexible based on mustering 
  needs. The following is a measure of how long each part 
  should last.
  Part 1: 15 minutes (or longer, if mustering requires)
  Part 2: 150 minutes (maximum)
  Part 3: 120 minutes (maximum)
  STARTING THE EVENT
  As the event begins, players are permitted approximately 
  15 minutes for mustering, during which they may 
  introduce themselves and learn some of what’s going on. 
  The HQ staff should ensure that everyone is properly 
  seated as quickly and orderly as possible.
  As mustering begins, the Overseer GM, speaking as the 
  Pathfinder Society’s Master of Scrolls Kreighton Shaine, 
  should read the following:
  “Yes, Pathfinders. A lot of you, certainly. Lovely! Well, find your 
  places in an orderly fashion. We’ve got some truly exciting 
  news today and I can’t wait to get started!”
  PART 1: GATHERING OUTSIDE 
  THE WALLS
  After months of repairs and weeks of careful testing, the 
  Pathfinder Society finally feels the Sky Key is ready for 
  large-scale testing. Sending word as far as their influence 
  can reach, they have summoned every available agent 
  to Absalom to have as many hands present as possible 
  to begin examining whatever temporal flotsam they 
  manage to summon forth from the past.
  The Society arranges its gathering in a large, open field 
  5 miles north of Absalom. The towers of the Patchwork 
  City are visible over the horizon, as are a few crumbling 
  siege castles, but the field lies far enough from the city 
  to keep curious onlookers from approaching—or being 
  endangered should things go wrong.
  As players arrive for muster, Table GMs should read 
  the following.
  The sun beats down across this muddy plain, a scant five 
  miles from the walls of Absalom. Fellow Pathfinders gather 
  on all sides, including well-traveled field agents and more 
  permanent staff from the Grand Lodge itself. In the center 
  of the field stands a wooden platform, raised some ten feet 
  off the ground. The excited chatter drowns out the buzz of 
  summer insects as the gathered adventurers speculate on 
  what’s to come.
  While players muster and find their seats, those already 
  gathered may introduce themselves, trade war stories, 
  or make skill checks to see if they know anything about 
  what’s going on. While the Decemvirate hoped to keep 
  their experimentation with the Sky Key a secret, thanks 
  to the sheer number of experts and materials required by 
  this endeavor, some rumors have inevitably leaked. The 
  PCs may attempt any of the following skill checks while 
  time remains to learn more about the coming exercise.
  Vendors also wander the area, allowing the PCs to 
  purchase any last-minute supplies they may need, though 
  they clear away as Part 1 ends.
  Diplomacy (gather information)
  The PCs might hear rumors about the Society’s latest 
  activities related to this gathering.
  DC 12+: Something has been abuzz around the Grand 
  Lodge the past several weeks, keeping many Society 
  scholars and casters busy and away from the public eye. 
  This follows a recent conflict at the Grand Lodge that the 
  Society kept from spilling into the rest of the city.
  DC 17+: Supposedly the Society has reassembled the 
  Sky Key, a dwarven relic it started piecing back together a 
  year ago. The Society has been “secretly” buying up large 
  quantities of sky metal whenever it appears in the market. 
  The Pathfinders have also been recruiting dozens of 
  arcane spellcasters, especially evokers.
  DC 22+: The Grand Lodge has been importing all 
  kinds of experts on Dwarven artifice, which seems 
  reasonable—but also experts on Numerian science, 
  conjurers, mathematicians, and even historians who 
  specialize in Absalom’s earliest history.
  DC 27+: Apparently today is about a “big test,” and it 
  sounds like the Decemvirate needs a large number of 
  assistants to handle whatever happens next.
  Knowledge (arcana)
  The PCs might analyze some of the markings on the 
  broad field.
  DC 10+: The field has been marked out with a series 
  of circles, which are unusual for social gatherings but 
  standard for arcane rituals.
  DC 15+: The assemblage of circles suggests a 
  conjuration ritual, but there are enough variations that 
  even this seems unlikely.
  DC 20+: The markings across the field don’t align 
  correctly for any sort of magical ritual. It seems to be 
  something completely new.
  
  7
  THE SKY KEY SOLUTION
  Knowledge (history)
  DC 12+: Locals call this field the Bloodwatered Meadow. 
  Many of the invading armies that tried to conquer 
  Absalom assembled here before being defeated.
  DC 17+: One of the most famous conflicts here did not 
  even involve Absalom’s army. The Linnorm King Yardvun 
  Skolson clashed with the Thuvian warlord Attagesha 
  hundreds of years ago as both attempted to besiege the 
  city at the same time but refused to share the glory with 
  each. They crippled each other’s forces and were forced to 
  retreat without ever attacking Absalom.
  DC 22+: An archeological excavation led by the 
  Pathfinder Society uncovered truly ancient sites in 
  the Bloodwatered Meadow. The exact age is unknown, 
  but several building foundations and pieces of pottery 
  seemed reminiscent of old Azlanti designs.
  THE GRAND OCCASION
  Shortly after mustering is complete and the players have 
  introduced themselves, Part 1 comes to end. The Overseer 
  GM, speaking as the Master of Scrolls Kreighton Shaine, 
  reads the following aloud to transition to Part 2.
  Kreighton Shaine, the Pathfinder Society’s Master of Scrolls and 
  de facto Master of Spells in the wake of Aram Zey’s untimely 
  assassination, steps forward. A broad smile graces his youthful, 
  elven features, and his golden hair shines in the sunlight.
  “Welcome, my countless eager scholars! Today we are 
  about to witness a wondrous and strange new chapter in the 
  Pathfinder Society’s history. But first, please everyone take a 
  moment of silence to remember our lost Master of Spells and 
  my close friend, Aram Zey. While many of you found his manner 
  abrasive, he fully believed in the Society’s goals of exploration 
  and cooperation, and I know his loss will be deeply felt by us 
  all.” After a moment, Kreighton Shaine continues.
  “You may have heard rumors about the Sky Key, an artifact 
  coveted by the dwarves of Jormurdun. A few of you even 
  managed to recover pieces of it. But—and this is the important 
  part—the Sky Key is no dwarven relic. The dwarves found this 
  artifact in one of Numeria’s many wrecks and struggled to 
  master its abilities just as we have spent the past several months 
  doing. But now… now we have this assembled... wonder.”
  The Master of Scrolls pulls back a canvas tarp, revealing… a 
  bed of withered roses.
  “The Key itself is secure in a small chamber we’ve constructed 
  below this field, and it is connected to the surface here by a 
  series of adamantine rods and mithral cables.” He taps a dark 
  metal shaft beside him. “This formerly-award-winning bed of 
  roses, however, we have left sitting here for two weeks without 
  sun or water.”
  His hands weave an arcane pattern, and arcs of lightning 
  leap from his fingertips to the rod. A chest-shaking hum rises 
  from somewhere below, and a bubble of green light enfolds 
  the roses, revealing a flower bed of vibrant reds, purples, and 
  yellows where only withered brown stood moments before.
  “This is the power of the Sky Key: It creates a window into the 
  past. No longer will the Society have to pick at the precious few 
  scraps history leaves behind. Instead we can watch the greatest 
  moments of Golarion’s history unfold before our eyes! We can 
  watch the Eventongue Rebellion shatter Taldor into a dozen smaller 
  states. We can witness Irrisen before the coming of Baba Yaga, 
  or study the godcallers of Sarkoris before the Worldwound. We 
  can witness the Starstone plunge Golarion into an age of endless 
  night, or watch Aroden himself pull Kortos from the sea in its wake. 
  Anything we want, we can study. And all it requires is lightning!
  “Unfortunately, we must content ourselves with study. 
  While our modern forms can enter these temporal bubbles 
  unaffected—” he reaches a hand into the shimmering energy 
  and plucks a rose. Pulling it from the iridescent field, the flower 
  ages and crumbles into dust, “—anything removed collapses 
  under the weight of time itself. We can witness anything we 
  like, but any treasures of history, or great figures, belong to their 
  own age, beyond our reach.”
  THE SOCIETY’S APPRECIATION
  In addition to this being an opportunity for introductions 
  and investigations, the Pathfinder Society has dispatched 
  representatives to reward those agents who helped make 
  this even possible. With only a limited supply, they favor 
  agents who have already demonstrated their reliability by 
  acquiring one or more pieces of the Sky Key. Each PC who 
  has earned at least one Chronicle sheet from the following 
  list of scenarios receives one or more special tools to use 
  during this adventure. In Subtier 1–2, reduce the number 
  of Chronicle sheets the PC must have earned by one when 
  calculating this reward. 
  • Pathfinder Society Scenario #6–00: Legacy of the Stonelords
  • Pathfinder Society Scenario #6–16: Scions of the Sky Key, 
  Part 3: The Golden Guardian
  • Pathfinder Society Scenario #6–19: Test of Tar Kuata
  • Pathfinder Society Scenario#6–20: Returned to Sky
  • Pathfinder Society Scenario #6–21: Tapestry’s Toil
  Consult the following table to determine which tools a 
  PC receives. A PC receives the listed reward as well as the 
  reward from each lower threshold.
   Chronicles 
  Reward
   
  5 
  A potion of haste (CL 10th)
   
  3–4 
  The benefits of air walk for 30 minutes, 
   
   
  starting at the beginning of Part 2
   
  2 
  A potion of tongues (CL 5th)
   
  1 
  An elixir that gives the imbiber the benefit of 
   
   
  comprehend languages for 1 hour
  
  Kreighton 
  Shaine
  8
  PATHFINDER SOCIETY SCENARIO
  “It takes the magic of one accomplished wizard to reach 
  back thirteen days. How far, then, do you imagine twenty will 
  reach? A hundred?” Several other teams across the field begin 
  assembling adamantine rods. “Our math says: The Age of 
  Serpents, some tens of thousand years before the present. And 
  that is where all of you come in. If this works—and it will, mind 
  you—then we estimate we’ll have four to five hours to see what 
  Kortos looked like at the dawn of the Azlanti Empire, when our 
  earliest ancestors still warred with the serpentfolk empire of 
  old. We need all the eyes and ears 
  the Society can muster 
  to take notes and make 
  observations. Oh, and 
  keep those eyes and 
  ears from getting killed. 
  Anything in the bubble can’t 
  get out, but these roses... 
  they still have thorns.”
  He nods, and Pathfinders 
  across the field begin 
  casting spells, directing 
  arcs of lightning into the 
  waiting sky metal rods. 
  Something deep below 
  the earth thrums, and 
  across the field a massive 
  bubble takes shape, expanding 
  to reveal a cube of earth and stone 
  hundreds of feet to a side, as if sliced from 
  the land and laid out in celebration. Low, 
  stone buildings peek over from the very 
  top, while networks of caves riddle the lowest level. Ophidian 
  faces peer out, then retreat back into the darkness.
  “It seems the ground level was a bit higher before the 
  Starstone drove it into the sea,” Shaine observes. “Regardless. 
  We have three-hundred and seven minutes remaining. Let’s 
  make the most of it!”
  PART 2: THE TEMPLE DISTRICT 
  OF SESSEGISHOSS
  The Society’s efforts have indeed created a bubble of 
  time capturing a moment from the Age of Serpents 
  some 10,000 years prior, when the sprawling city of 
  Sessegishoss covered much of what is now the Isle of 
  Kortos. In this part, the PCs must spread out to explore 
  as much of this summoned serpentfolk city block as 
  they can as the Society’s mages maintain the Sky Key’s 
  temporal bubble. Pathfinder scribes and messengers 
  constantly move between the various agents, alerting 
  them to new developments. The players should be able 
  to see the side view of the Sessegishoss temple complex 
  map, either projected on a wall or as a handout at the 
  table (in which case, you should cover up all districts 
  except the Zoological Gardens and the Temple Plaza).
  The particular slice of the city the Society captured 
  is a serpentfolk temple complex on the eve of a 
  major Ydersian holiday: Spent Coils. On this day—a 
  combination of a New Year’s celebration and a race-wide 
  birthday—the serpentfolk celebrate the chaotic aspect 
  of their god and the value and strength change brings. 
  Though a major event on the serpentfolk calendar, this 
  particular Spent Coils stands out because it is 
  the occasion of a major rebellion by the 
  serpentfolk’s human slave 
  stock, 
  led 
  by 
  the 
  captured Azlanti general 
  Krahnaliara Lac Suhn. 
  This was an occasion of 
  such magic, high emotion, 
  and bloodshed that it left a 
  strong impression that the 
  Sky Key could latch on to 
  thousands of years later.
  When 
  the 
  temple 
  complex 
  first 
  appears, 
  only two of its five regions 
  are readily accessible: The 
  Temple Plaza above (area C) and the 
  Zoological Gardens below (area A), 
  the tunnels to which are exposed 
  thanks to the different ground 
  levels between the Age of Serpents 
  and the present. The Temple Plaza lies nearly 400 feet 
  above Kortos’s current ground level, and until the House 
  controls the Slave Pens (area B), only PCs capable of flight, 
  extraordinary feats of climbing, or similar methods can 
  travel there. Remember that PCs who recovered three or 
  more pieces of the Sky Key received the benefits of an 
  air walk spell on behalf of the Society, allowing them to 
  travel here early.
  As the Pathfinders explore these areas, they discover 
  and gain access to deeper regions: the Slave Pens (area B) 
  and the Interior Temple (area D). If they secure both of 
  these areas, they unlock one final area, the Ophidian 
  Rectory (area E), where high priests of Ydersius are 
  preparing to sacrifice the Azlanti general Krahnaliara 
  Lac Suhn—ahead of schedule thanks to the sudden 
  invasion of strange humanoids.
  Table GM Instructions
  During this part of the adventure, the PCs travel through 
  an excised cube of the serpentfolk city Sessegishoss, all 
  while an Azlanti rebellion rages and the scaled overlords 
  try to regain control and observe an unholy holiday.
  
  Sessegishoss in Profile
  D. The Temple
  Interior
  C. The Temple Plaza
  E. The Ophidian Rectory
  A. Zoological Gardens
  B. The Slave Pens
  0
  50 feet
  9
  THE SKY KEY SOLUTION
  Navigating Lacsuhnollo: Hundreds of feet to a side, this 
  portion of Sessegishoss is impressive yet small enough 
  that the PCs can move from one district to another in 
  1d6+4 minutes. Moving from one encounter to another 
  within the same district takes just a minute or two.
  Over the course of Part 2, the PCs explore and discover 
  other districts: the Slave Pits (area B), the Temple Interior 
  (area D), and the Ophidian Rectory (area E). During 
  the adventure, the Overseer GM announces when a 
  new district is accessible, at which point PCs can begin 
  encounters there; however, the PCs can’t travel through an 
  accessible district to reach other districts. The Overseer 
  GM also announces when a district is controlled, at 
  which point PCs can travel through the district to reach 
  those beyond.
  In practice, this means that PCs in the Zoological 
  Gardens can travel up to the Slave Pits once that area is 
  accessible, but those PCs could not travel through there 
  to the Temple Plaza until the Slave Pits’ status changes 
  to controlled.
  Reporting Successes: During Part 2, it is important to 
  report each Victory Point earned as a success to HQ Staff. 
  One encounter allows the PCs to earn two Victory Points, 
  which should be reported clearly to HQ Staff.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Overseer GM Instructions
  The responsibilities of the Overseer GM are tallying the 
  number of successes reported and relaying information 
  when a new area is accessible or controlled. Each time a 
  table reports a success, the House earns 1 Victory Point, 
  which contributes to the adventure’s final outcome.
  Begin with the Zoological Gardens and Temple Plaza as 
  accessible; all other sections begin hidden. Areas become 
  accessible or controlled at set intervals after Part 2 begins.
  30 minutes: The Slave Pits become accessible, and the 
  Zoological Gardens become controlled. 
  45 minutes: The Temple Interior becomes accessible, 
  and the Temple Plaza becomes controlled.
  75 minutes: The Slave Pits become controlled.
  100 
  minutes: 
  The 
  Ophidian 
  Rectory 
  becomes 
  accessible, and the Temple Interior becomes controlled.
  Ending Part 3: After 150 minutes have passed since the 
  beginning of Part 2, begin Part 3. At the Overseer GM’s 
  option, the adventure can transition to Part 3 early so 
  long as the House has earned a number of Victory Points 
  equal to at least seven times the number of tables.
  COMMON ENCOUNTERS
  Each district has two encounters unique to that location—
  one a combat encounter and the other a research encounter. 
  There are three additional encounters provided here that 
  can take place in any district except the Ophidian Rectory. 
  They are provided primarily to accommodate groups that 
  have difficulty with research encounters, or who progress 
  faster than expected; when a common encounter occurs 
  is left up to individual Table GMs’ discretion, and such 
  encounters should take place on the maps specific to that 
  district. District overviews provide guidance for when and 
  where common encounters might occur. The maps shown 
  can be used for any combat encounters in the relevant area.
  BEASTS OF A CIVILIZED AGE
  Creatures: Serpentfolk rely on specialized creatures, kept 
  obedient with magic and force, to address many tasks which 
  humans might invent a machine or use an underpaid 
  peasant to handle. Their halls crawl with various oozes 
  and aberrations, which instinctively attack any humanoids 
  unaccompanied by their serpentfolk masters.
  Subtier 1–2 (CR 3)
  GIANT AMOEBAS (2) 
  CR 1
  hp 15 each (Pathfinder RPG Bestiary 2 24; see page 58)
  Subtier 3–4 (CR 5)
  TENTAMORT 
  CR 4
  hp 39 (Pathfinder RPG Bestiary 2 261; see page 65)
  GIANT AMOEBAS 
  CR 1
  hp 15 each (Pathfinder RPG Bestiary 2 24; see page 58)
  Subtier 5–6 (CR 7)
  OTYUGHS (2) 
  CR 4
  hp 39 each (Pathfinder RPG Bestiary 223; see page 62)
  GRAY OOZE 
  CR 4
  hp 50 (Pathfinder Bestiary 166; see page 59)
  Subtier 7–8 (CR 9)
  CHUUL (2) 
  CR 7
  hp 85 each (Pathfinder Bestiary 46; see page 56)
  Subtier 10–11 (CR 12)
  CHUUL EVISCERATOR (2) 
  CR 8
  hp 105 each (see page 56)
  GUG 
  CR 10
  hp 127 (Pathfinder RPG Bestiary 2 151; see page 59)
  SERPENTFOLK GUARDS
  Creatures: Guards—both serpentfolk and their lizardfolk 
  slave-warriors—patrol every corner of the temple complex.
  Subtier 1–2 (CR 3)
  LIZARDFOLK (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 195; see page 50)
  Subtier 3–4 (CR 5)
  DEGENERATE SERPENTFOLK 
  CR 4
  hp 47 (see page 51)
  LIZARDFOLK (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 195; see page 50)
  Subtier 5–6 (CR 7)
  DEGENERATE SERPENTFOLK (2) 
  CR 4
  hp 47 each (see page 51)
  LIZARDFOLK (3) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 195; see page 50)
  Subtier 7–8 (CR 9)
  SERPENTFOLK IMPERILER 
  CR 7
  hp 109 (see page 54)
  
  11
  THE SKY KEY SOLUTION
  DEGENERATE SERPENTFOLK (2) 
  CR 4
  hp 47 each (see page 51)
  Subtier 10–11 (CR 12)
  SERPENTFOLK IMPERILER (3) 
  CR 7
  hp 109 each (see page 54)
  SERPENTFOLK PERIL COMMANDER 
  CR 10
  hp 144 (see page 54)
  THE SCALES OF YDERSIUS
  Creatures: Several of Ydersius’s holy rituals and holy 
  days involve conjuring proteans, serpentine heralds of 
  chaos. Dozens of these outsiders have been conjured by 
  the priests of Ydersius for the celebration of Spent Coils. 
  They now wander the halls of the complex freely.
  Subtier 1–2 (CR 3)
  PROTEAN, GIANT VOIDWORM 
  CR 3
  hp 22 (see page 63)
  Subtier 3-4 (CR 5)
  PROTEANS, GIANT VOIDWORMS (2) 
  CR 3
  hp 22 (see page 63)
  Subtier 5–6 (CR 7)
  PROTEAN, NAUNET 
  CR 7
  hp 94 (Pathfinder RPG Bestiary 2 216; see page 63)
  Subtier 7–8 (CR 9)
  PROTEANS, NAUNET (2) 
  CR 7
  hp 94 each (Pathfinder RPG Bestiary 2 216; see page 63)
  Subtier 10–11 (CR 12)
  PROTEANS, IMENTESH (2) 
  CR 10
  hp 123 each (Pathfinder RPG Bestiary 2 214; see page 62)
  A. ZOOLOGICAL GARDENS
  The lowest level of the temple complex consists of 
  sprawling networks of caverns and artificial tunnels 
  used as animal pens, stables, cave gardens, and training 
  facilities for Ydersius’ holy animals, guards beasts, and 
  draft dinosaurs.
  This level is accessible from ground level outside the 
  time bubble, and once the House claims this district, the 
  Pathfinders find passages spiraling upwards to the Slave 
  Pens (area B).
  A1. Combat Encounter: Beast-Riders
  The stink of animal scat and rotting meat fills this massive 
  cavern. Shelves, passageways, and fixtures have been carved 
  into the wall by careful hands, each stylized to resemble a 
  serpent’s head or body.
  Creatures: The Pathfinders’ primary concerns in this 
  lowest level are domesticated reptiles and their handlers.
  Subtier 1–2 (CR 3)
  LIZARDFOLK 
  CR 1
  hp 11 (Pathfinder RPG Bestiary 195; see page 50)
  Skills Acrobatics +2, Handle Animal +5, Swim +7
  DINOSAURS, COMPSOGNATHUS (2) 
  CR 1/2
  hp 6 each (Pathfinder RPG Bestiary 2 90; see page 57)
  Subtier 3–4 (CR 5)
  LIZARDFOLK (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 195; see page 50)
  Skills Acrobatics +2, Handle Animal +5, Swim +7
  DINOSAUR, DIMETRODON 
  CR 3
  hp 34 (Pathfinder RPG Bestiary 3 78; see page 57)
  Subtier 5–6 (CR 7)
  SERPENTFOLK 
  CR 4
  hp 42 (Pathfinder RPG Bestiary 2 242; see page 52)
  DINOSAURS, ANKYLOSAURUS 
  CR 6
  hp 75 (Pathfinder RPG Bestiary 83; see page 57)
  Subtier 7–8 (CR 9)
  DEGENERATE SERPENTFOLK (3) 
  CR 4
  hp 47 each (see page 51)
  DINOSAURS, TRICERATOPS 
  CR 8
  hp 119 (Pathfinder RPG Bestiary 86; see page 58)
  Subtier 10–11 (CR 12)
  SERPENTFOLK BRUISERS (3) 
  CR 7
  hp 88 each (see page 53)
  DINOSAUR, FIENDISH TYRANNOSAURUS 
  CR 10
  hp 153 (Pathfinder RPG Bestiary 86, 294; see page 58)
  TACTICS
  Before Combat One of the serpentfolk bruisers has cunningly 
  
  N
  A1. Zoological Gardens
  Pathfinder Flip-Mat: Ancient Dungeon
  1 square = 5 feet
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  THE SKY KEY SOLUTION
  fed the fiendish tyrannosaurus a potion of invisibility and 
  encourages the dinosaur to wait until a foe come within 
  striking range.
  During Combat Once the tyrannosaurus is able to snatch up a 
  foe, it bites and attempts to swallow it.
  Victory Points: Once the PCs defeat the serpentfolk 
  and their guard animals, they may opt to make useful 
  notes on the beasts’ anatomy. The group can attempt one 
  Easy skill check using one of the following skills: Craft 
  (painting), Handle Animal, Heal, Knowledge (nature), 
  Profession (clerk, farmer, scribe, shepherd, or stable 
  master), or Survival. If they succeed, they earn 1 Victory 
  Point. If they fail, their illustrations and notes are too 
  flawed to assist the Society.
  A2. Research Encounter: The Sacred Pools
  Clouds of steam rise from this balmy chamber’s countless pools. 
  Small, rocky islands abound, separated by cloudy, mineral-
  laden waters. Each island supports a stone plinth carved with 
  minute glyphs and elaborate pictograms. Sliding across the 
  floors and floating in the pools, thousands of snakes of various 
  species and sizes slither throughout the chamber and bask in 
  its tropical heat.
  The temples priests raise sacred cobras, mambas, 
  and vipers here in natural, mineral-laden hot springs. 
  They etch stone plinths with sacred writings among 
  the hundreds of venomous pets, detailing many secrets 
  of serpentfolk animal husbandry as well as their own 
  version of the Green Faith, a sort of cold-blooded and 
  detached animism.
  The plinths are scattered throughout the large cave, 
  whose floor is covered almost entirely by shallow, opaque 
  pools swimming with venomous snakes. The PCs face a 
  challenge of navigating the room to get close enough to 
  decipher the plinths, all while avoiding the serpents’ fangs. 
  There are five plinths total, and the PCs must decipher the 
  contents of at least three to succeed at this challenge. 
  Hazard: There are several opportunities in which the 
  PCs might be bitten and poisoned. An Average Fortitude 
  save negates the poison, which has a frequency of 1/round, 
  a duration of 4 rounds, and requires 1 save to cure. In 
  Subtiers 1–2 and 3–4, it deals 1 point of Constitution 
  damage. In Subtiers 5–6 and 7–8 it deals 1d2 points of 
  Constitution damage. In Subtier 10–11 it deals 1d3 points 
  of Constitution damage and requires two consecutive 
  saves to cure. These bites deal no damage beyond 
  exposure to the poison.
  Except under exceptional circumstances, the snakes 
  do not attack other serpents, including serpentine 
  familiars, animal companions, and polymorphed PCs. 
  Certain spells such as animal trance, calm animals, hide 
  from animals, and speak with animals could allow the PCs 
  to travel the pools without harm.
  Moving Between Plinths: Each plinth stands upon a 
  small island separated from its neighbors by water (the 
  exact distance between them varies by subtier). The 
  mineral content of the springs soothes the snakes within, 
  keeping them relatively docile, but they can startle 
  and bite nonetheless. A PC can leap from one island to 
  another with a Hard Acrobatics check. A PC can instead 
  move through the water slowly with an Average Handle 
  Animal, Stealth, or wild empathy check. If a PC fails one 
  of these checks, snakes bite him. A PC capable of walking 
  on or flying over the water is not at risk of these bites. 
  Decoding the Plinths: Thanks to the chamber’s steamy 
  haze, a PC must be within 5 feet of a plinth to make out 
  the symbols upon it. Once one or more PCs are adjacent to 
  a plinth, they must succeed at three Average skill checks 
  from the following list in order to decipher and record 
  its inscriptions: Appraise, Knowledge (history, nature, 
  or religion), Linguistics, or Perception. A character can 
  attempt a given skill check only once per plinth, but he 
  can still use a different skill on the plinth. If a PC can 
  read Draconic, the skill checks are instead Easy.
  Treasure: If the PCs successfully decode three plinths, 
  they not only learn enough to provide the Society with 
  new insights into serpentfolk society and biology, but they 
  also discover the ritual importance of the hot springs. By 
  performing a short rite, a PC can transform a vial of the 
  water into a potion of cure light wounds (CL 3rd). In Subtiers 
  3–4 and 5–6, it instead behaves as a potion of cure moderate 
  wounds. In Subtiers 7–8 and 10–11, it instead behaves as a 
  potion of cure serious wounds. The potion retains its potency 
  for 30 minutes, and a PC can benefit from the water’s 
  healing properties only once during this adventure.
  Victory Points Successfully deciphering the symbols 
  on three or more plinths earns the House 1 Victory Point.
  B. THE SLAVE PENS
  Beyond the zoological gardens are the serpentfolk slave 
  pens, mostly occupied by sickly, depressed human 
  captives. Recently captured Azlanti prisoners, however, 
  have begun stirring up trouble, and a slave revolt is just 
  beginning as the Pathfinders arrive. The slave pens 
  connect to the Zoological Gardens (area A) below and the 
  Temple Plaza (area C) above.
  B1. Combat Encounter: Serpentfolk Slave-Tamers 
  Claustrophobic cells line the walls here, many crowded with 
  three or four miserable-looking humans. The halls converge 
  on a hewn-stone chamber lit with braziers and choked with 
  herb-scented smoke.
  
  N
  B1. The Slave Pens
  Pathfinder Flip-Mat: Watch Station
  1 square = 5 feet
  14
  PATHFINDER SOCIETY SCENARIO
  
  Uszanriar
  15
  THE SKY KEY SOLUTION
  Creatures: A specialized caste of serpentfolk focus on 
  training and breaking mammalian servants with the aid 
  of their favored thralls: a client tribe of troglodytes know 
  as the Aggrieved Fallows. These troglodytes handle the 
  disgusting work of cleaning, tending, and disciplining 
  the other captives. Much the of the work of breaking 
  human wills is left to serpentfolk enchanters, who warp 
  their charges’ minds for month using enchantments, 
  illusions, and venom, until their humans have no single 
  reality to cling to save for what their reptilian masters 
  dictate to be true. The few serpentfolk here are 
  familiar with and inured to the 
  troglodytes’ stench.
  Subtier 1–2 (CR 3)
  TROGLODYTES (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 267; 
  see page 50)
  Subtier 3–4 (CR 5)
  TROGLODYTE SKULKERS (3) 
  CR 2
  hp 30 each (Pathfinder RPG Monster 
  Codex 214; see page 50)
  Subtier 5–6 (CR 7)
  SLAUGRAK 
  CR 6
  hp 68 (Pathfinder RPG Monster 
  Codex 220; see page 64)
  TROGLODYTE SKULKERS (2) CR 2
  hp 30 each (Pathfinder RPG 
  Monster Codex 214; see page 50)
  Subtier 7–8 (CR 9)
  SERPENTFOLK ILLUSIONIST 
  CR 8
  hp 99 (Pathfinder RPG Monster Codex 204; see page 53)
  TROGLODYTE CHAMPION 
  CR 7
  hp 82 (Pathfinder RPG Monster Codex 216; see page 50 for 
  statistics of both the champion and its riding lizard)
  TROGLODYTE CHAMPION’S RIDING LIZARD 
  CR 1
  hp 15 (see page 50)
  Subtier 10–11 (CR 12)
  SERPENTFOLK ILLUSIONISTS (2) 
  CR 8
  hp 99 each (Pathfinder RPG Monster Codex 204; see page 53)
  TROGLODYTE WARREN GUARDS (2) 
  CR 9
  hp 124 each (Pathfinder RPG Monster Codex 218; see page 51)
  Victory Points: Once the PCs defeat the serpentfolk and 
  their servants, they can attempt to interview the slaves about 
  the less glamorous aspects of serpentfolk society. This 
  requires a successful Easy Bluff, Diplomacy, Intimidate, or 
  Sense Motive check. If they prefer, the PCs can instead 
  prioritize assisting the slaves with medical 
  care, escaping, or the like by succeeding 
  at an Easy Diplomacy, Disable Device, 
  or Heal check. With either method, the 
  PCs earn 1 Victory Point. The slaves can 
  understand 
  Draconic, 
  Thassilonian, 
  and Undercommon, but even a group 
  that can’t speak any of those languages 
  can communicate basic ideas through 
  pantomime 
  and 
  Common 
  words 
  with Azlanti origins—though this 
  increases the DC to average.
  B2. Research Encounter: The 
  Azlanti Rebels
  Voices sound out further down 
  the 
  hall—the 
  guttural 
  and 
  staggered ringing of human 
  speech rather than the 
  lilting hisses of snakes. 
  Men and women—many 
  of 
  them 
  malnourished 
  and wounded but athletic 
  nonetheless—stand over the 
  fresh corpses of troglodyte minders 
  while gripping stolen blades and 
  makeshift clubs.
  The serpentfolk normally rear their 
  mammalian servants to be especially docile, 
  but they recently expanded their human stock with soldiers 
  (most destined to be sacrificed) captured from wars with the 
  nation of Azlant. The Pathfinders cross paths with these 
  human captives just as their half-formed fight for escape 
  begins. The rebels have just killed their immediate guards 
  and fully expect anything and everything that approaches to 
  be a serpentfolk trick, having seen all manner of monsters 
  and even mind-controlled human servants in their wars 
  with the scaled empire. When unusual humanoids (the PCs) 
  approach, the escapees become aggressive. The Pathfinders 
  can attempt to negotiate with the rebels, even joining their 
  fight for freedom, but if they negotiate poorly, they must 
  instead defend themselves from the paranoid Azlanti.
  
  16
  PATHFINDER SOCIETY SCENARIO
  The powerfully built woman Uszanriar, an Azlanti 
  tactician whose face and arm were heavily burned during 
  her capture, leads the rebels. She is unfriendly toward 
  anyone approaching, but she is not immediately violent. 
  A PC can improve her attitude to indifferent with an 
  Average Diplomacy check and to friendly by exceeding 
  the check DC by 5 or more. PCs who speak Azlanti gain a 
  +2 circumstance bonus on the check, and those who can 
  treat her wounds and those of her companions (such as 
  with spells with the healing subschool or a successful 
  DC 15 Heal check) earn an additional +5 circumstance 
  bonus. She and her entourage can understand and 
  translate Draconic, Thassilonian, and Undercommon, 
  but even a group that can’t speak any of those languages 
  can communicate basic ideas through pantomime and 
  Common words with Azlanti origins—though this 
  increases the Diplomacy DC to a Hard check.
  If the Pathfinders shift Uszanriar’s attitude to friendly, 
  she considers them allies and explains that the group’s 
  commander, general Krahnaliara Lac Suhn, was dragged 
  away by the priests only an hour earlier. She believes that 
  he is now somewhere within their temple. Uszanriar 
  dedicated herself more to fighting off the serpentfolk and 
  less to the nuances of Azlanti culture, so she is not a good 
  source to ask about Azlanti history—especially now that 
  she’s distracted by leading the rebellion.
  If Uszanriar remains unfriendly or indifferent to the 
  PCs, she gruffly advises them to stay out of her way while 
  she tries to rescue her general. She and her makeshift 
  army depart.
  Creatures: Failing the Diplomacy check by 5 or more 
  makes the Azlanti rebels hostile, and they attack. The 
  rebels use the statistics for the First Humans encounter 
  on page 30.
  Development: So long as the Pathfinders shift 
  Uszanriar’s attitude to friendly and offer some aid to 
  her people (such as describing the layout of other levels, 
  leaving them with weapons or supplies, or promising to 
  distract or defeat guards on their behalf as they explore 
  the complex), they are considered to have aided the 
  rebellion. PCs who shift Uszanriar’s attitude to helpful 
  provide such a morale boost to the beleaguered soldiers 
  that they are considered to have aided the rebellion even 
  if they provide no other goods or aid.
  Once at least half of all tables report aiding the 
  rebels, the slave revolt spreads throughout Sessegishoss 
  and assists the Pathfinders. The Overseer GM should 
  announce when this condition is met, at which point all 
  Aid Tokens grant benefits as if the PCs were playing in the 
  subtier one higher for the rest of Part 2. In Subtier 10–11, 
  the Aid Another bonus increases to +5 total, the Allied 
  Offensive option deals 4d8 points of damage, and the 
  Burst of Healing heals 6d6 points of damage.
  Victory Points: Shifting Uszanriar’s attitude to friendly 
  or helpful earns the table 1 Victory Point.
  C. THE TEMPLE PLAZA
  The best subjects for this Pathfinder Society endeavor 
  are this ancient Ydersius temple and the city block 
  surrounding it on the surface. Various libraries, 
  restaurants, and warming parlors line the plaza, where 
  merchants sold clothing, servants, and magic during 
  daylight hours. With their sudden, clearly magical 
  teleportation through time, however, most of the 
  district’s serpentfolk civilians have taken refuge inside, 
  and the Ydersian clergy activated the temple’s defenses.
  The Temple Plaza level is some 400 feet above modern-
  day ground level, and initially it is accessible only by 
  Pathfinders who can fly. The Temple Plaza connects to 
  the Slave Pens (area B) and the Temple Interior (area D). 
  Once the Slave Pens are under Society control, any PCs 
  can freely move to this district.
  C1. Combat Encounter: Guardian Idols
  Wide flagstones cover the plaza leading to a stepped pyramid. 
  Larger-than-life statues of serpentfolk and snakes line the 
  plaza, alongside pictograph-covered pillars and small cages 
  filled with all manner of furry, chattering creatures.
  Creatures: Sacred carvings of Ydersius act as the first line of 
  defense against human invaders. In the lower subtiers, these 
  are animated objects, but in higher tiers they are instead graven 
  guardians depicting Ydersius’s many legendary victories.
  Subtier 1–2 (CR 3)
  YDERSIUS SERPENT STATUE 
  CR 2
  hp 21 (see page 67)
  Subtier 3–4 (CR 5)
  YDERSIUS GRAVEN GUARDIAN 
  CR 5
  hp 53 (see page 66)
  Subtier 5–6 (CR 7)
  YDERSIUS GRAVEN GUARDIANS (2) 
  CR 5
  hp 53 each (see page 66)
  Subtier 7–8 (CR 9)
  YDERSIUS ASCENDANT GUARDIAN  
  CR 9
  hp 105 (see page 66)
  
  N
  C1. The Temple Plaza
  Pathfinder Map Pack: Evil Ruins
  1 square = 5 feet
  17
  THE SKY KEY SOLUTION
  Subtier 10–11 (CR 12)
  YDERSIUS ASCENDANT GUARDIANS (3) 
  CR 9
  hp 105 each (see page 66)
  Victory Points: Once the PCs defeat the idols, they may 
  study the remains to make useful notes on serpentfolk 
  artifice. Each group can attempt a single Easy skill 
  check using one of the following skills: Appraise, Craft 
  (sculptures or stonemasonry), Disable Device, Knowledge 
  (arcana or engineering), Perception, Profession (architect, 
  engineer, or miner), Spellcraft, or Use Magic Device. If 
  they succeed, they earn 1 Victory Point.
  C2. Research Encounter: Festival Preparations
  This massive stone plaza stretches out before a stepped pyramid 
  at its far end. Buildings and stalls line either side, and heavily 
  inscribed stone columns stand throughout the area, forming a 
  spiral pattern. Banners and tarps hang between the columns, 
  creating distinct areas of light and darkness. Smoldering coals 
  surround the bases of large, heated ceramic cylinders, which 
  glow softly. They’re warm enough to be felt from a distance, 
  but not hot enough to ignite the blankets draped over them or 
  the banners dangling around and above.
  On display in the temple plaza is a dazzling array of 
  serpentfolk religion, art, and civic engineering, all of 
  which is sitting in the open for Pathfinders to study. The 
  PCs may attempt a variety of Average skill checks to assess 
  which displays are most worth documenting and then 
  making records that the Society might find useful. Use the 
  following skills: Craft (calligraphy or painting), Knowledge 
  (engineering, history, nature, or nobility), or Profession 
  (architect, librarian, or scribe). An individual PC can’t 
  attempt a check with the same skill twice, though multiple 
  PCs can attempt checks with the same skill. The PCs must 
  succeed at three or more such checks for their efforts to be 
  fruitful, and each check takes 5 minutes of effort.
  Hazard: When the Sky Key displaced this portion of 
  Sessegishoss, many of the serpentfolk and other scaled 
  denizens took cover and tried to regroup against the 
  invading Pathfinders. Several hid out in the Temple Plaza, 
  and although they don’t risk attacking the PCs directly, 
  they do hurl debris and fire weapons to harass the PCs. 
  Every 5 minutes the PCs spend attempting to document 
  
  18
  PATHFINDER SOCIETY SCENARIO
  the displays exposes them to attacks that deal 1d3 points of 
  damage in Subtier 1–2, 1d6 points of damage in Subtier 3–4, 
  2d6 points of damage in Subtier 5–6, 4d6 points of damage 
  in Subtier 7–8, and 6d6 points of damage in Subtier 10–11; 
  an Average Reflex save halves this damage. In Subtiers 7–8 
  and 10–11, these attacks also include a serpentfolk targeting 
  a random PC with a suggestion to attack her nearest comrade 
  (Easy Will save negates).
  Any PC who is not documenting the plaza’s contents 
  can instead stand watch, take shots at serpentfolk, and 
  scare off the skirmishers. If at least one PC succeeds at 
  an Average Intimidate check, Hard Perception check, or 
  ranged attack roll (using the Easy skill DC as the AC), he 
  grants all PCs a +4 bonus on Reflex saving throws to avoid 
  damage from this hazard during that 5-minute period. If 
  two or more PCs succeed at this check, no attacks occur 
  during that 5-minute period.
  A PC who is either documenting or guarding can also 
  attempt a Hard Disguise or Stealth check to avoid being 
  attacked altogether during that 5-minute period.
  Victory Points: By succeeding at three or more skill 
  checks to document the serpentfolk culture in the plaza, 
  the PCs earn 1 Victory Point.
  D. THE TEMPLE INTERIOR
  Within the twilit stone temple, Ydersius’s faithful and 
  their guardians await whatever treachery human invaders 
  have instigated on their holy day. They recognize the 
  hand of magic in the sudden change in the skies and fully 
  expect an attack at any moment. 
  High priestess Xassvissec has ordered her servants 
  to protect the temple. She hopes that she can use the 
  sacrifice of a great Azlanti hero to attract her god’s 
  attention in their hour of need, draw him to their glorious 
  home to slay the upstart humans, and return the faithful 
  serpentfolk to their proper time. Xassvissec hasn’t yet 
  realized that her god is a very different creature in this 
  era, and is deaf to her calls.
  Within the Ydersius temple lie many great treasures, as 
  well as a caste of vicious priests dedicated to protecting 
  them. The temple interior is accessible from the Temple 
  Plaza (area C).
  D1. Combat Encounter: Temple Attendants
  Glowing coals warm this shrine and cast an eerie under-lighting 
  on the towering, snake-headed statue behind the altar. The reek 
  of ammonia and rotting flesh fills the air and burns the eyes.
  Creatures: Serpentfolk priests and their awakened 
  snake servants guard the Ydersian temple. Even civilian 
  serpentfolk are forbidden from entering the temple, and 
  during the heightened state of alertness resulting from 
  the temple’s sudden teleportation to parts unknown, the 
  priests attack any intruders.
  Subtier 1–2 (CR 3)
  SERU 
  CR 3
  hp 22 (Pathfinder RPG Monster Codex 208; see page 64)
  Subtier 3–4 (CR 5)
  SERPENTFOLK 
  CR 4
  hp 42 (Pathfinder RPG Bestiary 2 242; see page 52)
  SNAKE, CONSTRICTOR 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 255; see page 65)
  Subtier 5–6 (CR 7)
  SERPENTFOLK, ADVANCED 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 2 242, 292; see page 52)
  SNAKE, EMPEROR COBRA 
  CR 5
  hp 51 (Pathfinder RPG Bestiary 2 252; see page 65)
  Subtier 7–8 (CR 9)
  SERPENTFOLK IMPERILER 
  CR 7
  hp 109 (see page 54)
  SNAKES, EMPEROR COBRAS (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 2 252; see page 65)
  Subtier 10–11 (CR 12)
  SERPENTFOLK BONE PROPHET 
  CR 11
  hp 137 (Pathfinder RPG Monster Codex 205; see page 52)
  TIME TRAVEL AND DEAD GODS
  Cast forward through time, the clerics of Sessegishoss do not 
  worship the same writhing, bestial, half-dead Ydersius in the 
  Darklands that exists in modern Golarion, yet their divine 
  spells and ability to channel still function. Shouldn’t they 
  be rendered powerless in and era when their god is—for all 
  intents and purposes—dead?
  Despite being temporarily disconnected from their source 
  of power, these worshippers and divine spellcasters store a 
  fraction of their gods’ granted power—enough to cast any 
  prepared spells and use any remaining domain abilities, 
  oracle revelations, and similar abilities. At least in the Sky 
  Key’s displaced area, this connection is not strong enough 
  for spellcasters to prepare new spells or recover expended 
  spell slots.
  
  N
  D1. The Temple Interior
  Pathfinder Map Pack: Dungeon Dangers
  1 square = 5 feet
  19
  THE SKY KEY SOLUTION
  SNAKE, GIANT ANACONDA 
  CR 10
  hp 126 (Pathfinder RPG Bestiary 2 252; see page 65)
  Victory Points: Once the PCs defeat the serpentfolk 
  guardians, they can opt to make useful notes on the priests’ 
  rituals and regalia. Each group can attempt a single Easy 
  skill check using one of the following skills: Appraise, Craft 
  (armor, clothing, or jewelry), Disguise, Knowledge (nobility 
  or religion), Perception, Profession (clerk, merchant, or 
  scribe). If they succeed, they earn 1 Victory Point.
  D2. Research Encounter: Words of a Dead God
  Chaotically twisting tunnels and chambers shoot throughout 
  the temple’s interior, some ending abruptly and others 
  opening into smoke-choked studies, scriptoria, and meditation 
  chambers. Countless alcoves are cut into the walls—almost 
  entirely hidden within the elaborate mosaics. A single clay 
  tablet inscribed with pictograms lies on a nearby table. It 
  appears to be only part of a much larger set.
  The tablet is part of a Ydersian holy text left out by a 
  careless acolyte, though it is only a small portion of a 
  much larger work. Pathfinders and other people from 
  their time know little about Ydersius and his faith prior 
  to the serpent god’s decapitation. Serpentfolk architecture 
  and decor favors the clever and observant, and the villains 
  rarely leave precious things in plain sight. As a result, most 
  of the other tablets depicting Ydersius’s legends, history, 
  and religious rites are tucked into easily overlooked 
  compartments throughout the temple. The PCs can find 
  one of these alcoves with an Average Perception check or 
  by using divination magic such as detect secret doors or locate 
  object. Each Perception check takes 1d6+4 minutes, whereas 
  magical methods take only 1 minute.
  Trap: Serpentfolk priests maintain a stranglehold on 
  their people’s faith and connection to the divine, going so 
  far as to protect their holy texts with deadly traps. A trap 
  protects each tablet alcove, and triggering a trap has a 
  50% chance to destroy the tablet. The PCs can track down 
  another tablet using the methods described above if the 
  first is destroyed.
  Subtier 1–2 (CR 2)
  BURNING HANDS TRAP 
  CR 2
  Pathfinder RPG Core Rulebook 420
  Subtier 3–4 (CR 4)
  ELECTRICITY ARC TRAP 
  CR 4
  Pathfinder RPG Core Rulebook 420
  
  20
  PATHFINDER SOCIETY SCENARIO
  Subtier 5–6 (CR 6)
  FLAME STRIKE TRAP 
  CR 6
  Pathfinder RPG Core Rulebook 421
  Subtier 7–8 (CR 8)
  INSANITY MIST TRAP 
  CR 8
  Pathfinder RPG Core Rulebook 421
  Subtier 10–11 (CR 11)
  CONE OF COLD TRAP 
  CR 11
  Pathfinder RPG Core Rulebook 421
  Victory 
  Points: 
  Recovering 
  and 
  successfully 
  documenting one of the hidden tablets earns the table 
  1 Victory Point.
  E. THE OPHIDIAN RECTORY
  Deep within the temple lies a truly unholy site: a pinprick 
  in reality where Ydersius once reached through reality 
  to sire a demigod thousands of years earlier. Here, the 
  temple’s high priest and Ydersius’s blessed descendants 
  gather to pray and make sacrifices to their god. For the 
  occasion of Spent Coils, they have captured an incredible 
  prize to feed the serpent god: The Azlanti general 
  Krahnaliara Lac Suhn. Lac Suhn managed to kill one 
  priest in his struggles, but he has finally been restrained 
  and is ready for sacrifice as the Pathfinders arrive.
  E1. Combat Encounter: Scions of the Serpent God 
  Some heavy presence within this massive, domed chamber 
  claws at the chest and weighs the air itself down. Strange 
  glows emanate from the cardinal points of this massive, circular 
  chamber. In the center of the room, an elevated, spiraling 
  staircase entwines a column of stone, atop which sits an altar.
  Creatures: The temple’s high priest, the ancient and 
  twisted serpentfolk cleric Xassvissec, utters prayers over 
  the chained form of the Azlanti general Krahnaliara Lac 
  Suhn while preparing the sacrifice. Various serpentfolk 
  and reptilian abominations touched by Ydersius’s divine 
  nature stand by to witness the rite.
  Subtier 1–2 (CR 4)
  HUMAN SKELETONS (4) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250; see page 64)
  SNAKE, CONSTRICTOR 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 255; see page 65)
  Subtier 3–4 (CR 6)
  SERPENTFOLK EXEMPLAR 
  CR 6
  hp 52 (see page 53)
  Subtier 5–6 (CR 8)
  SERPENTFOLK EXEMPLARS (2) 
  CR 6
  hp 52 each (see page 53)
  Subtier 7–8 (CR 10)
  SERPENTFOLK IMPERILER 
  CR 7
  hp 109 (see page 54)
  SERPENTFOLK EXEMPLARS (3) 
  CR 6
  hp 52 each (see page 53)
  Subtier 10–11 (CR 13)
  SERPENTFOLK BONE PROPHET 
  CR 11
  hp 137 (Pathfinder RPG Monster Codex 205; see page 52)
  COUATL, EVIL 
  CR 10
  hp 126 (see page 56)
  SERPENTFOLK EXEMPLARS (3) 
  CR 6
  hp 52 each (see page 53)
  Victory Points: Once the PCs defeat the serpentfolk, 
  they may study the remains of Ydersius’s divine servants 
  to make useful notes about his faith and legacy. Each 
  group can attempt a single Easy skill check using one of 
  the following skills: Heal, Knowledge (dungeoneering, 
  planes, or religion), Profession (scribe), or Survival. If 
  successful, the PCs earn 1 Victory Point.
  E2. Research Encounter: An Azlanti Perspective 
  If the PCs defeat Xassvissec and her minions, they have 
  the unique opportunity to interview the Azlanti hero 
  Krahnaliara Lac Suhn—a figure whose name still appears 
  on several ancient monuments left by the dead civilization, 
  even if his specific deeds are largely forgotten. Players 
  can use social interactions skills to coax information 
  from him about Azlanti history, religion, and life, and 
  even learn the location of now-forgotten Azlanti outposts 
  that the Pathfinder Society might one day uncover. The 
  PCs can attempt this research encounter only if they have 
  first saved Lac Suhn in encounter E1.
  The general is polite, and his years of military service 
  that required honoring temporary alliances with non-
  Azlanti have softened the arrogance common in his 
  homeland. He thanks his saviors and halfheartedly excuses 
  
  N
  E1. The Ophidian Rectory
  Pathfinder Flip-Mat: Arcane Dungeon
  1 square = 5 feet
  21
  THE SKY KEY SOLUTION
  
  Krahnaliara 
  Lac Suhn
  22
  PATHFINDER SOCIETY SCENARIO
  himself to reassemble his army. His curiosity about his 
  strange rescuers competes with his duty, though, and so 
  long as a PC succeeds at an Easy Bluff or Diplomacy check, 
  Lac Suhn lingers to learn more about the Pathfinders. If 
  the PCs exceed this check’s DC by 5 or more, they improve 
  his attitude to helpful and gain a +5 bonus on all of the 
  subsequent skill checks made to learn information during 
  this encounter.
  Lac Suhn speaks Azlanti, Cyclops, Elven, 
  and an archaic form of Hallit to coordinate 
  with his allies and neighbors, and he 
  knows Aklo and Draconic to better 
  understand his enemies in the field. 
  It is also possible to communicate 
  with 
  him 
  through 
  pantomime, 
  pictures, and Common words with 
  Azlanti roots, but doing so makes all 
  social skill checks to influence him 
  use Average DCs and provides the PCs 
  with only rudimentary information 
  rather than literal translations (unless 
  the PCs are under the effects of 
  comprehend languages).
  PCs can attempt to 
  coax descriptions of 
  Azlanti culture from Lac 
  Suhn with Diplomacy, 
  goad the general into 
  boasting about military 
  conquests with Intimidate, 
  or trick him into revealing 
  state secrets with Bluff. No PC can 
  attempt a check using the same skill 
  more than once. Consider inserting the lines of dialogue 
  below into a conversation with Lac Suhn rather than just 
  reading them aloud.
  It is important to note that many of these features and 
  names are previously unknown—both to the inhabitants 
  of modern Golarion as well as in any Paizo publication to 
  date. As a result, there is no further information available 
  on these subjects beyond what is referenced below. Let this 
  Azlanti lore be a taste of what the modern era could learn 
  rather than a limitless trove of details yet to be published. 
  If the PCs press Lac Suhn to reveal more details about a 
  particular point, he might become self-conscious about 
  what he’s saying, change the subject, or politely note that 
  he should get back to his troops.
  Bluff
  Easy DC: “I never do get to see the wife and kids anymore. 
  Marrying into a colonial family may have helped avert a 
  war, but these years of separation are a heavy burden on 
  anyone’s shoulders.”
  Easy DC +3: “Imperator Emalliandra was right about the 
  political dissent rising in the colonies. Drunkard or not, 
  she’s got twice the political insight her father ever did.”
  Easy DC +6: “I don’t care if his great-great-great-
  whatever grandfather gave us ioun stones or water 
  itself! Imperator Illsmus is a headstrong fool, and his 
  notions about raising mankind to godhood will end in 
  embarrassment at best.”
  Easy DC +9: “Lost my brother Urterre to the Silent 
  Servitors, who watch outside and within for threats 
  to the empire. He ran coded messages between 
  the colonies and the homeland, but was never 
  quite the same after his ship was lost at sea for 
  three weeks. His body healed just fine, but 
  his eyes… they always seemed so distant and 
  afraid after that.”
  Easy DC +12: “Urterre died in my 
  arms. The dagger was warm in his back. 
  Passed along the documents to me, but 
  the only words he could muster were 
  ‘Minister Erodel wears the 
  veil. Amaznen save the 
  senate.’ He seemed 
  half-mad by then.”
  Diplomacy
  Easy DC: “I have 
  always loved my 
  grandmother’s ittho 
  bread. Only used the 
  honey from her own bees, 
  and only fed them blossoms her 
  grandmother brought back from the 
  Western Colonies. Nothing ever tastes the same now.”
  Easy DC +3: “Sorry. I start to get nostalgic around 
  Peacock’s Dusk. These damn family holidays. They always 
  remind me I still haven’t taken my boys to the Western 
  Colonies. They love their little-folk nanny, and I thought 
  they’d like to see one of the cities her people built.”
  Easy DC +6: “It has also been many years since we 
  heard from my great-grandmother’s descendants, but I 
  sometimes imagine that when I gaze into the sky and see 
  the red planet, they can hear my prayers for the health of 
  them and our empire’s colony.”
  Easy DC +9: “My wife is always trying to tie my chiton 
  like an imperator, not like a general. See how it goes 
  over, around, then under? I ask if she wants her husband 
  flogged, and she just says she’d rather have her husband sit 
  on the senate. Not a… not a subtle lady. Gods, I miss her.”
  Easy DC +12 “Her name’s Vanaschen. I know, I know—am 
  I crazy to have married a woman of the Eastern Colonies? I 
  thought mother was mad when she arranged the marriage. 
  I shouted out the garden blessing, I was so damn mad. But 
  
  23
  THE SKY KEY SOLUTION
  I suppose we’re all like that at that age. Once my whiskers 
  came in and I stopped thinking of myself, I saw her for who 
  she was: this fiery, passionate woman who didn’t need any 
  of my excuses. Her father and my mother still argue over 
  whose family officially joined whose—if we’re still Azlanti 
  or perhaps tainted by Kellid blood. I swear Vanaschen 
  would conquer both peoples just to quiet them, if she didn’t 
  find it so damn funny. The way she pushes me to step up 
  into mother’s senate seat, I think we’re still Azlanti.”
  Intimidate
  Easy DC “My warriors are no cowards! They didn’t 
  surrender in the field, and if these snakes hadn’t taken 
  their sikkar—their coiled knives—they never would’ve 
  been taken alive.”
  Easy DC +3 “We had separated into two regiments, 
  with shield walls, and I sent the left flank wide to take 
  the serpentfolk from behind. We’d been clashing near the 
  mouth of the Ilssele for years, trying to push the colonies’ 
  eastern borders.”
  Easy DC +6 “The key to battling serpent-men is the 
  night battle, or making your main thrust at dusk. Then 
  the fatigue of battle hits the same time as the cold 
  reaches their hearts. Slows them down. That was General 
  Akorian’s secret to victory at Esrogas, when they tried to 
  land on the homeland itself, and it still works all these 
  years later.”
  Easy 
  DC 
  +9 
  “Their 
  war-beasts 
  are 
  fearsome, 
  but subterfuge is truly what tore our lines down. 
  Misinformation spread among the ranks, dissenters and 
  the magically compelled turning on their own brothers. 
  I’ve fought human opponents, and loath as I am to spill 
  another man’s blood, I’d take that clean death over the 
  slow, strangling suffocation these monsters mete out.”
  Easy DC +12 “They took the lines at Ilssele. Broke our 
  backs and killed most of my men. Olhas was perhaps a 
  day’s march beyond. I doubt very much it’s still there.”
  Development: If the PCs exceed the Easy check DC by 6 
  or more for all three skills or exceed the Easy DC by 12 or 
  more for at least two skills, Lac Suhn starts to feel truly 
  at ease with the PCs. He eventually waxes nostalgically 
  about his family’s private island villa in the colonies, 
  located “south from the Mierani forests, hugging the 
  coast east for four days and then a shot southeast from 
  the southern cape.” By succeeding at a Hard Knowledge 
  (geography or history) or Profession (sailor) check, a PC 
  can estimate that Lac Suhn’s villa was somewhere off the 
  coast of Nidal. Whether or not the PCs succeed at this last 
  check, they recover enough information for the Society 
  to begin researching what could be a submerged Azlanti 
  site; each PC earns the Azlanti Wonders boon on her 
  Chronicle sheet.
  Once the PCs have concluded their interview, the 
  general strikes off in search of Azlanti rebels and takes a 
  more active hand in leading the rebellion.
  Victory Points: By exceeding the Easy check DC by 6 or 
  more for at least two of the social skill checks, the PCs earn 
  1 Victory Point. If they exceeded the Easy check DC by 12 or 
  more for at least two social skill checks, they instead earn 
  2 Victory Points.
  PART 3: THE SKY COMES 
  CRASHING DOWN
  This part begins 150 minutes after the start of Part 2, 
  as the Harbingers of Fate—a secret society dedicated to 
  resurrecting the dead god Aroden by forcing prophecies 
  from their Book of 1,000 Whispers to come true—seize 
  control of the Sky Key. Now that the last predictions in 
  their book of prophecy have passed last year with no 
  sign of Aroden’s return, the organization has grown 
  increasingly frantic and desperate. The Harbingers have 
  learned of the Sky Key’s location and function through 
  their spies and decided that if they can’t raise Aroden 
  by rekindling his powers of prophecy, then they shall 
  snatch a previous version of him from the past to save 
  their foundering future. 
  Once this new part of the adventure begins, the 
  Pathfinders find themselves thrown bodily back to the 
  year –5293 ar, mere hours before the Starstone collides 
  with Golarion—an event known as Earthfall that plunges 
  the world into a millennium of darkness and chaos. 
  The Pathfinders have only 120 minutes to defeat the 
  Harbingers and either slay Lady Arodeth or convince her 
  to stand down. If the Pathfinders fail, they will be wiped 
  out by the falling asteroid.
  Regardless of how much of the serpentfolk complex 
  the Pathfinders have explored up to this point, their 
  explorations are brought to a sudden halt. The Overseer 
  GM should read the following aloud.
  A crack of thunder and the tang of ozone cut through the 
  complex. The figures before you, and indeed the walls, the 
  floor, even the air itself seem to crumble and fall away like 
  glittering sands through an hourglass. Unfamiliar figures—their 
  heavy, hooded robes embroidered with the symbol of a winged 
  eye—stand about the field, their hands crackling with lightning. 
  Dozens of Pathfinder spellcasters lie dead at their feet.
  A gargantuan image of a woman appears and shimmers like 
  a desert mirage. She has a regal bearing, but her features are 
  lined as if by years of endless duty.
  Any Pathfinders in the Zoological Gardens, Slave Pens, 
  or Ophidian Rectory levels are close enough to Kortos’ 
  modern ground level that they can reach it before the time 
  
  24
  PATHFINDER SOCIETY SCENARIO
  bubble collapses entirely. Those who remain in the Temple 
  Interior or Temple Plaza must succeed at an Easy Reflex 
  save to roll with the collapsing ground around them. If 
  they fail, they take falling damage (1d6 points in Subtier 
  1–2, 2d6 points in Subtier 3–4, 4d6 points in Subtier 5–6, 
  6d6 points in Subtier 7–8, or 8d6 points in Subtier 10-11).
  PCs who succeed at a DC 10 Knowledge (religion) check 
  identify the embroidered eye symbol on the newcomers’ 
  robes as the holy symbol of Aroden, the vanished and 
  presumed-dead god of humans.
  After a 1-minute pause, the Overseer GM or whoever is 
  portraying Lady Arodeth should read the following.
   “Arrogant Pathfinders! Your ridiculous Society spends fortunes 
  and lives to reassemble a treasure that turns time itself like 
  the pages of a book—a key that could undo all the misery and 
  suffering our world now knows—and you use it for this? Poking 
  at snakes and playing at heroism? Golarion knew a true hero 
  once! Our Lord Aroden—who raised the Starstone from the sea 
  and imprisoned the undead tyrant Tar-Baphon—could already 
  walk the world again were it not for your petty games and 
  delays. Every death in your hours of playtime now hangs as a 
  weight around your collective necks, you spoiled children.
  “I am Lady Arodeth, and on behalf of the Harbingers of Fate 
  and the God of Mankind himself, I have seized your Sky Key. Its 
  defenders threw their lives away trying to stop compassion and 
  destiny from returning to this world. I advise you not to throw 
  your own lives away attempting to do the same.
  “Behold the return of the Last Azlanti! Behold Aroden!”
  Convention staff may wish to flicker the room lights 
  at this point, as the Harbingers of Fate begin casting 
  lightning spells. At this point, Table GMs should read 
  the following.
  The robed Heralds begin casting, and arcs of lightning leap to the 
  rods made of skymetal. A deep thrum from somewhere below 
  reverberates with chest-tightening force, then the earth begins 
  to heave and quake. Emerald green miasma lashes out, snaking 
  back along the arcs of arcane lightning and infecting hooded 
  casters throughout the crowd. Your body—or perhaps the whole 
  world—crumbles to dust and you hear a distant scream of “She’s 
  overloaded it!”
  And just as swiftly, the world is whole again, but in place 
  of a flower-speckled field stands the sprawling marketplace of 
  a small city. Ivory-white buildings and columns feature reliefs 
  and endless statuary all depicting physically perfect human 
  specimens in poses of glory over serpentfolk. A chiton-clad 
  crowd of gawkers stares, both at you and at the roiling dome of 
  green light that encompasses nearly a square mile of territory, 
  beyond which this strange city stretches on.
  Robed Heralds panic as they sprint beyond the edges of the 
  glistening dome, only to collapse just beyond its border. There 
  they scream and writhe, their bones cracking as flesh and sinew 
  age to dust in mere moments. Meanwhile, those unfortunates 
  consumed by the green miasma scream and stagger, their 
  features warping and bloating as if the power seeking refuge 
  within them were too big for mere flesh to contain.
  And high overhead, a looming stone glows with a light visible 
  even in the growing light of dawn.
  The Harbingers of Fate learned of the Pathfinder 
  Society’s wondrous find weeks ago, further confirmed when 
  the Society began purchasing incredible quantities of sky 
  metals and focusing inordinate attention on the otherwise 
  unremarkable Bloodwatered Meadow. They have spent 
  the intervening weeks gathering their strength, hiring 
  mercenaries, and binding powerful lightning elementals 
  to provide the Sky Key with enough energy to pull a dead 
  god from the past and return him to modern Golarion. 
  While most of the Pathfinder Society investigated 
  Sessegishoss, Lady Arodeth and her Harbingers seized 
  their opportunity. They slew the small force guarding the 
  Sky Key’s makeshift vault below the field. Afterward, Lady 
  Arodeth sealed the vault itself with a wall of iron spell and 
  set her minions to work via message and telepathic bond.
  But between Arodeth’s own inexperience with the Sky 
  Key’s technology and the excessive amount of electricity 
  her mages and elementals channel into it, her plan has 
  fallen apart. The device has overloaded, discharging 
  temporal energy into the Harbingers’ assembled 
  casters. The new temporal bubble has now projected the 
  Pathfinder Society members and the Harbingers of Fate 
  backwards in time, and it sustains them there just as the 
  first bubble sustained the serpentfolk of Sessegishoss 
  who were brought forward. Those who leave melt back 
  into the sands of time, slain beyond the River of Souls and 
  impossible to resurrect with anything short of a miracle 
  or wish spell. If the PCs try to experiment by passing a 
  hand through the barrier, sustaining a small amount of 
  damage should be sufficient to warn them that physically 
  escaping is a terrible idea.
  The overloaded temporal bubble is much stronger, 
  with the potential to sustain itself indefinitely—or at 
  least long enough for it, the Pathfinders, and the entire 
  world to be destroyed… in Earthfall.
  Table GM Instructions
  During this part of the adventure, the PCs travel through 
  part of an Azlanti city in pursuit of several key Harbingers of 
  Fate infused with temporal energies. When the Pathfinders’ 
  location shifted from Sessegishoss to hours before 
  Earthfall, any equipment they may have claimed in Part 2 
  also disappears. Aid Tokens continue to function as normal, 
  though any additional Aid Token benefits the PCs earned in 
  Part 2 cease (such as the benefit for aiding the rebels).
  
  25
  THE SKY KEY SOLUTION
  One of the beneficial side effects of the time shift is that 
  some of the PCs’ expended powers and class abilities are 
  once again available as though they had not been expended 
  for the day. Each PC can choose two of the following 
  benefits, and the same benefit can be selected twice to 
  double its effects.
  • Recover one or more spells or spell slots whose total 
  levels are equal to your character level.
  • Regain one daily use of a class feature. If you would 
  normally be able to use the feature five or more times 
  in one day, instead regain two uses.
  • Heal 1d2 points of damage to all ability scores.
  • Heal 1d8 hit points. Add your character level to the 
  number of hit points recovered.
  Navigating Lacsuhnollo: The area encompassed by the 
  green half-sphere is several hundred feet in diameter, 
  which makes tracking down the Harbingers of Fate and 
  moving from one area to another relatively easy. Traveling 
  from one encounter to the next takes 1–5 minutes. Until 
  the Overseer GM announces otherwise, the PCs cannot 
  enter the Sky Key Vault (area G); finding the vault is an 
  important goal during Part 3.
  Reporting Successes: During Part 3, it is important 
  to distinguish between Anchor successes, Discovery 
  successes, and Vault successes when reporting encounters’ 
  outcomes to HQ Staff. Be sure to use a fourth signal to 
  denote the table having killed or successfully negotiated 
  with the real Lady Arodeth.
  The Table GM should also keep track of how many Anchor 
  encounters the PCs resolve via killing that Harbinger and 
  how many they resolve with less lethal methods. The PCs’ 
  lethality influences the final encounter on a table-by-table 
  basis and doesn’t need to be reported to HQ Staff.
  Code Green: Near the end of Part 3, the Overseer GM 
  might announce “Code Green.” When this occurs, all 
  
  26
  PATHFINDER SOCIETY SCENARIO
  skill check DCs in the remaining encounters become one 
  step easier (Hard checks become Average, Average checks 
  become Easy, and so on), and PCs negotiating with Lady 
  Arodeth can accrue one additional failure before she 
  becomes hostile. In addition, decrease the caster level, 
  saving throw DCs, and AC of Lady Arodeth (not her 
  simulacra) by 4.
  Overseer GM Instructions
  The responsibilities of the Overseer GM are tallying the 
  number of successes reported, relaying information when 
  a new area is accessible, and updating the countdown 
  until the asteroid strikes Golarion. 
  This part involves three different types of successes that 
  must be tracked: Anchor successes (which are effectively 
  the same as Victory Points), Discovery successes, and 
  Vault successes. Anchor successes measure the House’s 
  efforts in destabilizing the green energies that keep the 
  Pathfinders locked in this past age. Discovery successes 
  measure how close the Society is to finding and digging 
  down to the Sky Key Vault. Vault successes track how 
  close the House is to defeating Lady Arodeth and her 
  simulacra. All three are necessary, for without finding 
  the vault, the PCs can’t confront Lady Arodeth. Without 
  destabilizing the Harbinger Anchors, even claiming the 
  Sky Key is not enough to break free from the current time 
  and return home.
  Anchor: Once the House has reported a number 
  of Anchor successes equal to three times the number 
  of tables, the overseer should read or paraphrase the 
  following aloud.
  The green dome overhead ripples and flexes, visibly weakened 
  but still present. The same woman’s voice from earlier booms 
  from everywhere and nowhere at once.
  “This… this isn’t what I wanted. I wanted a world with purpose 
  again—with certainty. But I suppose there is no greater way to 
  die than in the same fiery cataclysm that marked Aroden’s first 
  step toward divinity. Join me in martyrdom, Pathfinders, and try 
  to die with some dignity.”
  Discovery: Once at least one of every four tables has 
  reported a Discovery success, the Pathfinders have 
  uncovered the Sky Key Vault and can now enter area G. 
  The Overseer GM should read the following aloud.
  Pathfinders have found and uncovered the Sky Key Vault. It is 
  there that the Sky Key—the Society’s ticket home—awaits.
  If the House has not yet weakened the dome of green 
  energy by earning enough Anchor successes, also read the 
  following aloud.
  However, the dome of green energy remains strong, suggesting 
  that too many Harbinger spellcasters are still anchoring the 
  Society in this time period.
  Vault: Once the House has reported a number of Vault 
  successes equal to 0.8 times the number of tables, the 
  Overseer GM should read the following aloud.
  As Pathfinders defeat the furious simulacra, they disperse into 
  foul mist that screams in anger before fading away entirely. 
  Nearby, the true Lady Arodeth seems shaken by the destruction 
  of her miasmic doppelgangers, and their deaths seem to sap her 
  of her zealous rage.
  Table GMs, this is Code Green. Code Green is in effect.
  Ending Part 3: Once the House has achieved a number 
  of Vault successes equal to 1.25 times the number of tables 
  or after 120 minutes, the adventure comes to an end. Begin 
  the Conclusion (on page 39).
  F. AN UNWELCOME RECEPTION
  The Pathfinders do not arrive unnoticed. The Harbingers’ 
  temporal bubble delivered them to the Azlanti city of 
  Lacsuhnollo, a sizable colony city in the region that will 
  one day become the Isle of Kortos. The Azlanti citizens 
  here have endured a long conflict with the aboleth and 
  their ulat-kini minions, yet for the past several hours, they 
  have fearfully watched a star in the sky grow brighter and 
  more ominous.
  Recognizing one of the most pivotal moments in 
  Golarion history requires a successful DC 5 Knowledge 
  (history) check, and a PC who exceeds this check DC by 10 
  or more can deduce that they likely have less than 2 hours 
  before the asteroid above crashes into Golarion and 
  plunges the world into a thousand years of darkness. PCs 
  can recognize the architecture around them as Azlanti 
  with a successful DC 15 Knowledge (engineering or history) 
  or Profession (architect) check.
  Creatures: Though the citizens of Azlant are more 
  accustomed to everyday magic than even the cosmopolitan 
  residents of Absalom, these humans of the past have 
  never laid eyes upon dwarves, gnomes, or half-orcs. The 
  sudden appearance of a massive crowd in their midst, 
  combined with the long-standing war and chaos in the 
  sky, proves too much. The crowd of onlookers grows angry, 
  then defensive, yelling threats in Azlanti to order these 
  strangers out of their city and summon the guards.
  The PCs can attempt to calm the crowd (requiring 
  a Hard Diplomacy check) or cow them (requiring an 
  Average Intimidate check). Failing this check results in 
  several citizens and guards resorting to force to drive off 
  the PCs.
  
  N
  F. An Unwelcome Reception
  Pathfinder Flip-Mat Classic: Village Square
  1 square = 5 feet
  27
  THE SKY KEY SOLUTION
  
  28
  PATHFINDER SOCIETY SCENARIO
  Subtier 1–2 (CR 1)
  AZLANTI CITIZENS (3) 
  CR 1/3
  Apprentice jeweler (Pathfinder RPG NPC Codex 260; see page 42)
  hp 4 each
  Subtier 3–4 (CR 3)
  AZLANTI CITIZENS (3) 
  CR 1/3
  Apprentice jeweler (Pathfinder RPG NPC Codex 260; see page 42)
  hp 4 each
  AZLANTI GUARDSMEN (2) 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80; see 
  page 42)
  hp 14 each
  Subtier 5–6 (CR 5)
  AZLANTI GUARDSMEN (2) 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80; see 
  page 42)
  hp 14 each
  AZLANTI SOLDIER 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51
  Subtier 7–8 (CR 7)
  AZLANTI SOLDIERS (3) 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51 each
  Subtier 10–11 (CR 10)
  AZLANTI SOLDIERS (4) 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51 each
  AZLANTI CHAMPION 
  CR 8
  Gladiator champion (Pathfinder RPG NPC Codex 271; see page 42)
  hp 75
  The Many Masters of Scrolls
  Once the PCs have calmed, scared off, or fought the 
  crowd, allow them a moment to catch their breath, 
  heal, and consider their predicament before reading or 
  paraphrasing the following aloud.
  A familiar figure limps out from between two buildings. The 
  weight of years seems to hang over Kreighton Shaine, the 
  Pathfinder Society’s illustrious Master of Scrolls, his face more 
  deeply lined than it was this morning.
  “My apologies for not reaching you more quickly, but I have 
  been quite distracted,” he pants. To the left and right across 
  the ancient marketplace, other versions of Kreighton Shaine 
  are speaking to other, equally bewildered Pathfinders. “It 
  seems redundant to say so at this point, but the Harbingers of 
  Fate have seized control of the Sky Key, and we all appear to 
  be trapped in what the Isle of Kortos used to be eons ago. The 
  same sort of temporal bubble that brought the serpentfolk city 
  of Sessegishoss to us now keeps our forces pinned down here.
  “We are attempting to uncover the Sky Key Vault now. While 
  the vault itself seems to be here in this time period, our entrance 
  to it wasn’t projected back, and we’ve lost our bearings relative 
  to its location in this new landscape. What’s more, I worry simply 
  reclaiming the Sky Key will not be enough to allow our escape—
  that green surge we all witnessed seems to have invested 
  many of the Harbingers with enough of the Sky Key’s energy to 
  maintain our chronological exile.”
  Shaine looks worriedly up at the sky. “We will need to work 
  together to uncover the vault and cut the tethers that anchor this 
  time period to the Harbingers’ spellcasters. We must do both so 
  we can use the Sky Key to escape.” A crack of thunder sounds 
  overhead as the dome of green light twists and arcs down to 
  the surface with a thunderous crash, and strange, hairy beasts 
  stride where it struck. “And we would be wise to move quickly.”
  Shaine distributes a single potion of cure light wounds 
  (subtier 1-2), cure moderate wounds (subtiers 3-6), or cure 
  serious wounds (subtiers 7-11) to each PC and asks the 
  Pathfinders if they have any further questions before 
  moving on.
  How are you everywhere at once? “Oh? Oh, this. It’s 
  part of a rather questionable ritual I uncovered and 
  performed in the Grand Lodge several years ago. It allows 
  me to repeat a recent period in time so long as I do so 
  close to Absalom. The eldritch power appears to function 
  across time, but I have thus far been unable to extend 
  its benefits to anyone else. Certainly hope there are no 
  unspeakable consequences for it…”
  How do we separate the Harbinger of Fate mages from the 
  temporal energy inside them? “That’s the lovely part: I’m not 
  completely sure. Advanced magical theory was always more 
  Aram’s bag. But then, it does seem to be a sort of magic, so 
  anything you have to shut down magical effects should do 
  the trick. And if it is a magical effect, it will certainly expire 
  upon their deaths—tragic, certainly, but better than all of 
  us dying here. Then again, these Harbinger spellcasters 
  must be of some relative skill based on the spells they 
  performed. You may be able to coax them into dismissing 
  the effects themselves, though their temporal investitures 
  seem to have made them a bit… erratic.”
  How to we find the Sky Key Vault? “Divine providence? 
  I’m not sure, as it’s made of steel and sky metals, but also 
  
  29
  THE SKY KEY SOLUTION
  buried approximately 30 feet beneath the earth, which 
  shields it from most of our available divinations. I remain 
  open to suggestions.”
  Finding the Vault
  The Sky Key Vault is a small complex the Society built 
  beneath the Bloodwatered Meadow to protect the Sky Key 
  and support its auxiliary machinery. It was transported 
  into the past along with the Pathfinders, but its entrance 
  was not. As a result, the vault’s location is concealed 
  somewhere beneath the city of Lacsuhnollo with Lady 
  Arodeth and several of her allies trapped inside. 
  The PCs can search for the vault in a variety of 
  ways, and they must complete five tasks successfully to 
  determine where the vault is located. Several tasks are 
  worth more than one success. In addition, Table GMs 
  should be amenable to other methods the players might 
  devise. In general, a tactic that involves a skill check or 
  minor expenditure of resources should be worth one 
  success, and a tactic that involves a major expenditure of 
  resources or an especially profound methodology should 
  be worth up to three successes. The following are some 
  likely methods.
  • The PCs succeed at an Easy Intelligence check to deduce the 
  vault’s location by backtracking their own movements.
  • The PCs succeed at an Average Knowledge (engineering 
  or geography) or Profession (architect) check to identify 
  displaced earth or foundations resulting from the vault’s 
  appearance underground.
  • If the PCs resolved the earlier encounter with the Azlanti mob 
  nonviolently, they can question the locals about any strange 
  new features with an Average Diplomacy or Intimidate check. 
  A PC must speak and understand Azlanti to use this option.
  • The PCs use a creature with a burrow speed (such as an 
  animal companion, eidolon, or summoned earth elemental) 
  to search below ground (worth two successes).
  • Most 3rd-level and lower divinations spells can earn the PCs 
  one success.
  • Higher-level divinations such as contact other plane, 
  commune, divination, locate creature, and locate object are 
  worth three successes.
  Creatures: A time storm surge (see below) interrupts the 
  PCs partway through their search for the Sky Key Vault. 
  Development: When the group has achieved five or 
  more successes while searching for the vault, the GM 
  should report one Discovery success to HQ Staff. An 
  instance of Kreighton Shaine directs them to help 
  elsewhere while he gathers other Pathfinder to begin 
  excavating an entrance using magic and summoned 
  creatures. The PCs are not able to travel to the Sky Key 
  Vault until the Overseer GM announces that it is open.
  THE TIME STORM
  The Harbingers’ tampering has overloaded the Sky Key, 
  creating extremely large and dangerous fluctuations in 
  the temporal bubble that traps the Pathfinder Society 
  in the past. As the gathering eddies of time collide, they 
  form momentary breaches in reality, dumping creatures 
  and hazards from other points in Golarion’s history into 
  the city of Lacsuhnollo.
  Several encounters trigger a time storm: Finding the 
  Vault, Gad Gemple, and Omandi Mil. When this happens, 
  the GM is free to use whichever encounter she feels is 
  most suitable and fun. Table GMs should also use time 
  storm encounters if the PCs complete all other accessible 
  encounters during Part 3, reporting each additional time 
  storm defeated as another Anchor success.
  When a time storm encounter occurs, read the following.
  An arc of green lightning gathers above and crashes to the 
  surface, leaving something bizarre in its wake.
  Primordial Ooze
  Once, Golarion’s surface was covered in warm, shallow 
  seas teeming with protoplasmic life that battled among 
  itself for survival. 
  A KREIGHTON OF OUR VERY OWN
  At this point in the scenario, an instance of Kreighton 
  Shaine—a copy stuck reliving this day a thousand times—
  joins the group to offer some basic support. Kreighton is 
  not a formidable combatant by any measure, but he can 
  cast spells on the group’s behalf to help supplement their 
  depleted spells remaining. This instance of Kreighton Shaine 
  has an AC of 20 and 47 hp, and he keeps to the rear in any 
  combat encounters.
  If this instance dies, it doesn’t kill the original Master 
  of Scrolls. However, each death inflicts an emotional toll, 
  erodes his cheerful disposition, and artificially ages him. 
  Keeping their Kreighton Shaine alive until the end of the 
  scenario contributes to calculating the PCs’ secondary 
  success conditions.
  The copies of Kreighton Shane don’t possess the full 
  spellcasting abilities of the Master of Scrolls. Instead, he has 
  a limited number of spells prepared, and he can cast only 
  a few of them. He can cast only a number of spells whose 
  combined spell level equals the table’s APL + 1. His caster 
  level is 10th, and he can cast the following spells.
  4th—greater invisibility, solid fog, wall of stone
  3rd—fly, haste, tongues
  2nd—bear’s endurance, bull’s strength, resist energy
  1st—enlarge person, identify, shield
  
  30
  PATHFINDER SOCIETY SCENARIO
  Subtier 1–2 (CR 2)
  GIANT AMOEBA, ATROCIOUS 
  CR 2
  Giant giant amoeba (Pathfinder RPG Bestiary 2 24, 293; see 
  page 58)
  hp 19 
  Subtier 3–4 (CR 4)
  GRAY OOZE 
  CR 4
  hp 50 (Pathfinder RPG Bestiary 166; see page 59)
  Subtier 5–6 (CR 6)
  OCHRE POOL 
  CR 6
  Giant ochre jelly (Pathfinder RPG Bestiary 218, 295; see page 61)
  hp 75
  Subtier 7–8 (CR 8)
  IMMENSE PUDDING 
  CR 8
  Giant black pudding (Pathfinder RPG Bestiary 35, 295; see 
  page 59)
  hp 125
  Subtier 10–11 (CR 11)
  IMMENSE PUDDINGS (3) 
  CR 8
  Giant black pudding (Pathfinder RPG Bestiary 35, 295; see 
  page 59)
  hp 125 each
  Dinosaur Redux
  Terrible thundering lizards from the dawn of time—
  ravenous and aggressive—crash into the Azlanti city.
  Subtier 1–2 (CR 2)
  DINOSAUR, VELOCIRAPTOR 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 4 59; see page 58)
  Subtier 3–4 (CR 4)
  DINOSAUR, VELOCIRAPTOR (2) 
  CR 2
  hp 22 each (Pathfinder RPG Bestiary 4 59; see page 58)
  Subtier 5–6 (CR 6)
  DINOSAUR, ANKYLOSAURUS 
  CR 6
  hp 75 (Pathfinder RPG Bestiary 83; see page 57)
  Subtier 7–8 (CR 8)
  DINOSAUR, TRICERATOPS 
  CR 8
  hp 119 (Pathfinder RPG Bestiary 86; see page 58)
  Subtier 10–11 (CR 11)
  DINOSAUR, TYRANNOSAURUS (2) 
  CR 9
  hp 153 each (Pathfinder RPG Bestiary 86; see page 58)
  The First Humans
  Primitive ancestors of modern humans—now confused and 
  angry about their sudden displacement—land alongside 
  the animals they trained and hunted. These humanoids 
  speak a language that predates any known tongue by ages, 
  and a PC can communicate with them only by using magic.
  Subtier 1–2 (CR 2)
  CAVEPERSON HUNTER 
  CR 2
  hp 37 (see page 43)
  Subtier 3–4 (CR 4)
  CAVEPERSON HUNTER 
  CR 2
  hp 37 (see page 43)
  THYLACINE (3) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 3 191; see page 66)
  Subtier 5–6 (CR 6)
  CAVEPERSON HUNTER (2) 
  CR 2
  hp 37 each (see page 43)
  MEGAFAUNA, MEGATHERIUM 
  CR 5
  hp 59 (Pathfinder RPG Bestiary 2 187; see page 61)
  Subtier 7–8 (CR 8)
  CAVEPERSON WARLEADER 
  CR 6
  hp 86 (see page 43)
  MEGAFAUNA, GLYPTODON 
  CR 6
  hp 67 (Pathfinder RPG Bestiary 2 186; see page 61)
  Subtier 10–11 (CR 11)
  CAVEPERSON WARLEADERS (3) 
  CR 6
  hp 86 each (see page 43)
  MASTODON 
  CR 9
  hp 133 (Pathfinder RPG Bestiary 128; see page 61)
  
  31
  THE SKY KEY SOLUTION
  What Shall Remain
  Blast shadows and other undead that arose in the first 
  few years after the Starstone’s impact are brought back 
  in time to witness its impact. Several of these undead 
  bear a chilling resemblance to the PCs, suggesting the 
  Pathfinders died during Earthfall and are now cursed to 
  wander as undead.
  Subtier 1–2 (CR 2)
  SKELETONS, HUMAN (4) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250; see page 64)
  Subtier 3–4 (CR 4)
  SKELETAL CHAMPIONS (2) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 64)
  Subtier 5–6 (CR 6)
  BLAST SHADOW 
  CR 5
  hp 60 (see page 55)
  SKELETAL CHAMPIONS (2) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 64)
  Subtier 7–8 (CR 8)
  BLAST SHADOWS (3) 
  CR 5
  hp 60 each (see page 55)
  Subtier 10–11 (CR 11)
  BODAKS (3) 
  CR 8
  hp 85 each (Pathfinder RPG Bestiary 2 48; see page 56)
  FATE’S ANCHORS
  Each of the several dozen Harbinger spellcasters—
  referred to as Anchors—who participated in Lady 
  Arodeth’s usurpation of the Sky Key has been infected 
  with some of the device’s temporal energy, which now 
  uses their life force to help sustain the temporal bubble 
  keeping the Pathfinders trapped in the past. The 
  infection also stirs the most base aspects of each victim, 
  making them anxious, aggressive, and delusional as their 
  connection to the world grows weaker. The chronological 
  taint would kill its myriad victims over the next several 
  days were the Starstone not prepared to wipe them out in 
  the next several hours.
  Lady Arodeth serves as the final anchor, and PCs 
  must ultimately confront her to free everyone. Which 
  other Anchors the PCs encounter and in what order is 
  left entirely up to the Table GM’s discretion. A GM can 
  use the same map used in area F for these encounters, or 
  she can use any other urban-style map product such as 
  Flip-Mats: City Streets, Flip-Mat: Pub Crawl, or Map Pack: 
  Marketplace so long as they present enough room for any 
  combatants to maneuver and fight effectively.
  Each of the Anchors glows with an unearthly green 
  radiance, similar to the dome overhead and the strange 
  lightning that deposits monsters from the past. To escape 
  before the Starstone collides with Golarion, the PCs must 
  cleanse many of these figures of the Sky Key’s taint. The 
  field automatically fades upon each spellcaster’s death. 
  A PC can also disrupt the temporal energy by targeting 
  an Anchor with dispel magic, lesser restoration, remove curse, 
  or restoration and then succeeding at a caster level check 
  (DC = APL + 11).
  The PCs can also attempt to calm a spellcaster, 
  convincing him to release the temporal energy willingly. 
  Doing so requires one or more successful skill checks 
  specified in the Anchor’s encounter entry. By using 
  emotion-manipulating magic (such as delusional pride 
  or calm emotions), a PC can gain a +5 circumstance bonus 
  on checks made to influence an Anchor—so long as the 
  magic is appropriate to the skill check (for instance, cause 
  fear would assist Intimidate checks, but not Diplomacy or 
  Bluff checks).
  Alrule Shahan
  Alrule was born into a family of exceptional breeding and 
  pitifully little money in Taldor’s easternmost provinces. 
  Her bloodline retains strong Azlanti features, for better 
  or worse, but her family fortunes are so stricken that she 
  took up mercantile work for one of her mother’s friends, 
  learning to spin deals in distant Absalom. She fell in 
  with the Harbingers of Fate as her business dealings 
  touched increasingly on the arcane and occult, and she 
  has served them on occasion as a wizard-for-hire. While 
  more mercenary than true believer, Alrule couldn’t deny 
  the appeal of returning the Last Azlanti to life, mad as it 
  may have sounded.
  Warped by the temporal energy infusing her being, 
  Alrule now believes she is a full Azlanti citizen and that 
  Lacsuhnollo is her home. Starfall terrifies her, for she 
  knows what it means even more comprehensively than 
  the other panicked citizens. 
  Influence: 2 successes—Hard Bluff, Hard Diplomacy, 
  Easy Intimidate, Average Knowledge (history). Alrule 
  is deeply lost in her new fantasy, but her fear of 
  Earthfall makes her especially easy to cow. Pointing out 
  inconsistencies in what little she knows of ancient Azlant 
  can jar her out of her fictional world. She responds well 
  to anyone who reminds her of her Taldan roots, granting 
  PCs from Taldor and members of the Sovereign Court 
  faction a +2 bonus on checks to influence her.
  
  32
  PATHFINDER SOCIETY SCENARIO
  Creatures: If the PCs fail one skill check, Alrule rebukes 
  the PCs and rallies several other Azlanti to support her. 
  After all, her strong Azlanti features have convinced 
  many citizens that she is one of them. If the PCs fail a 
  second check, the Azlanti become aggressive and try to 
  chase off the PCs while Alrule escapes. If it’s necessary 
  to have stats for Alrule, she uses the same statistics as 
  Romnus Vagarti would at the same subtier.
  Subtier 1–2 (CR 1)
  AZLANTI CITIZENS (3) 
  CR 1/3
  Apprentice jeweler (Pathfinder RPG NPC Codex 260; see page 42)
  hp 4 each
  Subtier 3–4 (CR 3)
  AZLANTI CITIZENS (3) 
  CR 1/3
  Apprentice jeweler (Pathfinder RPG NPC Codex 260; see page 42)
  hp 4 each
  AZLANTI GUARDSMEN (2) 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80; see 
  page 42)
  hp 14 each
  Subtier 5–6 (CR 5)
  AZLANTI GUARDSMEN (2) 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80; see 
  page 42)
  hp 14 each
  AZLANTI SOLDIER 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51
  Subtier 7–8 (CR 7)
  AZLANTI SOLDIERS (3) 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51 each
  Subtier 10–11 (CR 10)
  AZLANTI SOLDIERS (4) 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268; see page 43)
  hp 51 each
  AZLANTI CHAMPION 
  CR 8
  Gladiator champion (Pathfinder RPG NPC Codex 271; see page 42)
  hp 75
  Development: If the PCs defeat these townspeople, 
  they can easily capture Alrule. They must still rid her 
  of her temporal energy by convincing her to release it, 
  dispelling it with magic, or killing her. However, she is 
  now unable to flee, and there are no consequences for 
  failing additional skill checks.
  The Table GM should note whether the PCs resolved 
  the encounter with violence.
  Victory Points: Once the PCs have dissipated Alrule’s 
  temporal energy, report one Anchor success to HQ Staff. 
  Binui Skostravalus
  Binui sought out the Harbingers from the first moment 
  he learned of their existence. A half-blooded Varisian who 
  always felt removed from his father’s wandering people, 
  he hoped to prove his worth among other Varisians by 
  mastering fortune telling with the Harrow Deck. However, 
  his clumsy attempts never brought insight, only jeers. 
  Convinced that his talents were genuine but stymied by 
  some cosmic injustice, he sought a way to restore prophecy 
  to the world and become a legend among the Varisian people 
  who laughed at him growing up. Plunged back thousands 
  of years, Binui’s temporal energy has manifested as an 
  obsession with his Harrow deck, which—to his delight—
  now tells the future with unerring accuracy. Sadly, the only 
  future it reveals is one of pain, darkness, and death. 
  Influence: 
  2 
  successes—Average 
  Bluff, 
  Average 
  Profession (gambler), or Average Sleight of Hand. Binui 
  has no particular interest in interacting with the PCs 
  or attacking them, but they can win his admiration and 
  cooperation by defeating him at Towers, an irreverent 
  game of chance played with a Harrow deck.
  If the PCs fail two checks, Binui laughs, flips over 
  several additional cards, foretells the PCs’ doom, and 
  then disappears in an oily burst of green smoke. One 
  PC at random must succeed at an Average Will save or 
  be shaken during all other encounters with Harbinger 
  Anchors other than Lady Arodeth.
  Creatures: If the PCs attack Binui, he attempts to flee 
  or fight his way to freedom. His statistics vary by subtier.
  Subtier 1–2 (CR 1/2)
  HARBINGER THIEF 
  CR 1/2
  Cutpurse (Pathfinder RPG NPC Codex 144; see page 49)
  hp 10
  Subtier 3–4 (CR 3)
  HARBINGER SPY 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145; see page 48)
  hp 21
  
  33
  THE SKY KEY SOLUTION
  Subtier 5–6 (CR 3)
  HARBINGER SPY 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145; see page 48)
  hp 21
  Subtier 7–8 (CR 6)
  HARBINGER SPYMASTER 
  CR 6
  Freelance thief (Pathfinder RPG NPC Codex 147; see page 48)
  hp 42
  Subtier 10–11 (CR 9)
  HARBINGER ASSASSIN 
  CR 9
  Dancing dervish (Pathfinder RPG NPC Codex 149; see page 44)
  hp 68
  Development: If Binui escapes, the PCs can find him 
  elsewhere in the city. By then he has already become so 
  absorbed in his Harrow deck that he hardly recalls any 
  earlier violence, allowing the PCs to repeat this encounter.
  The Table GM should note whether the PCs resolved 
  the encounter with violence.
  Victory Points: Once the PCs have dissipated Binui’s 
  temporal energy, report one Anchor success to HQ Staff. 
  Gad Gemple
  Gad always wanted an easier life that didn’t involve stepping 
  on anyone’s toes, and he found it when his sorcerous magic 
  bloomed during adolescence. For a time he lived as a street 
  performer in Absalom until his developing skills showed 
  a decidedly celestial bent, and he came to the attention of 
  a small-but-thriving Arodenite cult. The Disciples of the 
  Slumbering God soon decided Gad was the grandson of the 
  Last Azlanti, and they worshipped him as a demigod—a 
  lifestyle of which he eminently approved, at least until they 
  attempted to sacrifice him and channel the absent god into 
  his celestial body. The Harbingers of Fate interceded, and 
  Gad has been loyal to them ever since. Now that temporal 
  energies cloud his judgment, Gad has begun to believe he 
  truly is descended from a god, and perhaps the Disciples’ 
  ritual years ago channeled a piece of divine Aroden into 
  him, making him the avatar of the divine being.
  Influence: 1 success—Easy Bluff, Average Diplomacy, 
  Hard Intimidate, or Average Knowledge (religion). Gad is 
  especially susceptible to lies that feed his divine fantasy. 
  Furthermore, he looks favorably upon worshipers of 
  other good-aligned gods, granting any PC bearing a 
  holy symbol to such a deity a +2 circumstance bonus on 
  Diplomacy checks to influence him. 
  Creatures: Gad himself has no interest in combat, but 
  shortly after the PCs begin speaking with him, a time 
  storm deposits a new threat in their midst. Gad prefers 
  to stand back and watch what happens, telling himself he 
  has arranged this event as a test for these new petitioners.
  All Subtiers
  GAD GEMPLE 
  CR 3
  hp 24 (see page 43)
  Development: If the PCs fail the check to influence Gad 
  Gemple, he ignores any further overtures they make to 
  gain his cooperation. The Table GM should note whether 
  the PCs resolved the encounter by harming Gad.
  Victory Points: Once the PCs have dissipated Gad’s 
  temporal energy, report one Anchor success to HQ Staff. 
  Omandi Mil
  Omandi’s life has gone wrong at every step, from her 
  parents’ accidental death to the kitchen accident that 
  scarred her arm to her lifetime of failed careers. At some 
  point, she convinced herself the death of prophecy had 
  caused her run of bad luck, and that in a proper world 
  she was meant to be happy and loved. Her drunken 
  ranting in Absalom’s dockside taverns and her innate 
  magical potential eventually caught the attention of the 
  Harbingers of Fate, and she has eagerly worked toward 
  their shared goal of restoring fate (and the good life she 
  believes that fate will grant her) ever since.
  Infected by temporal energy, Omandi is convinced 
  the Harbingers have succeeded, that the Azlanti city 
  around them is what Absalom was always fated to look 
  like, and that she herself is a powerful and respected 
  sorcerer who is due great respect from peasants like the 
  Pathfinder Society.
  Influence: 1 success—Average Bluff, Easy Diplomacy, 
  Hard Intimidate. Omandi is susceptible to flattery, 
  but she is quite headstrong and confident in her 
  overestimated abilities. She respects PCs who appear to 
  be part of the upper class or hold some high rank, but 
  especially disheveled or impoverished creatures take a 
  –2 penalty on checks to influence Omandi.
  Creatures As the PCs begin interacting with Omandi, 
  a time storm deposits time-lost creatures nearby. 
  Convinced that these new arrivals are her own doing, she 
  joins the battle. From her perspective, if she summoned 
  these defenders to oppose the PCs, then there must be 
  something suspicious about these Pathfinders.
  Subtier 1–2 (CR 3)
  OMANDI MIL 
  CR 1/2
  CN Harbinger mage novice (see page 47)
  hp 8
  
  34
  PATHFINDER SOCIETY SCENARIO
  Subtier 3–4 (CR 5)
  OMANDI MIL 
  CR 1
  CN Harbinger mage apprentice (see page 45)
  hp 16
  Subtier 5–6 (CR 7)
  OMANDI MIL 
  CR 3
  CN Harbinger mage initiate (see page 47)
  hp 28
  Subtier 7–8 (CR 9)
  OMANDI MIL 
  CR 5
  CN Harbinger mage (see page 45)
  hp 35
  Subtier 10–11 (CR 12)
  OMANDI MIL 
  CR 9
  CN Harbinger mage elite (see page 46)
  hp 82
  Development: If the PCs defeat the time storm’s 
  creatures without attacking Omandi, she smirks and 
  brushes off the fight as an inconsequential fraction of her 
  full power. The PCs can resolve the skill check to earn her 
  cooperation. If they succeed, she dismisses her temporal 
  energy as a trivial show of power. If they fail, she attacks, 
  expecting another time storm to strike to help her; 
  however, she fights alone.
  The Table GM should note whether the PCs resolved 
  the encounter by harming Omandi.
  Victory Points: Once the PCs have dissipated Omandi’s 
  temporal energy, report one Anchor success to HQ Staff. 
  Romnus Vagarti
  Romnus makes no special excuses; he is a mercenary and 
  does as he’s told. His grandfather served the original Band 
  of Blades, and the Vagarti family remained reasonably 
  loyal Harbingers more out of momentum than any true 
  belief in the cause. Still, he takes considerable pride 
  in a job well done and likes to imagine his father and 
  grandfather would approve of his loyalty and service, 
  even if he leaned toward the arcane arts rather than 
  martial prowess.
  Driven to extremes by his infestation of temporal 
  energy, Romnus’s arcane power and pride have fused into 
  suspiciously draconic urges, driving him to loot the stalls 
  and shops of the panicked Azlanti citizens and guard his 
  “hoard” with fanatical devotion.  He suspects everyone 
  of wanting his wealth, and refuses to let anyone touch it. 
  He does this more out of duty than greed, believing he 
  is the only one who can keep such treasures safe, so he 
  must do so.
  Influence: 2 successes—Hard Bluff, Hard Diplomacy, 
  Hard Perform (any). In his current state, Romnus is more 
  amenable to bribes. Offering him a tribute worth 50 gp 
  times the APL grants the PCs a +2 circumstance bonus 
  on all checks to influence him, and each additional 
  tribute of equivalent value increases the bonus by 2 
  (maximum +10). Failing two checks makes him hostile, 
  and he attacks. Likewise, he immediately attacks 
  anyone who approaches too closely or tampers with his 
  enormous bag of looted treasures.
  Creatures: Romnus is one of the Harbingers’ more 
  dangerous threats, and several of the cult’s conjured 
  lightning elementals have flocked to his side, unsure of 
  what else to do.
  Subtier 1–2 (CR 3)
  ROMNUS VAGARTI 
  CR 1
  N Harbinger mage apprentice (see page 45)
  hp 16
  SMALL LIGHTNING ELEMENTAL 
  CR 1
  hp 11 (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 3–4 (CR 5)
  ROMNUS VAGARTI 
  CR 3
  N Harbinger mage initiate (see page 47)
  hp 28
  SMALL LIGHTNING ELEMENTALS (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 178; see page 60)
  Subtier 5–6 (CR 7)
  ROMNUS VAGARTI 
  CR 5
  N Harbinger mage (see page 45)
  hp 35
  MEDIUM LIGHTNING ELEMENTALS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 7–8 (CR 9)
  ROMNUS VAGARTI 
  CR 9
  N Harbinger mage elite (see page 46)
  hp 82
  MEDIUM LIGHTNING ELEMENTALS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116; see page 60)
  
  N
  G. The Sky Key Vault
  1 square = 5 feet
  G1
  G2
  35
  THE SKY KEY SOLUTION
  Subtier 10–11 (CR 12)
  ROMNUS VAGARTI 
  CR 12
  N Harbinger mage grandmaster (azure bolt sorcerer, Pathfinder 
  RPG NPC Codex 170; see page 46)
  hp 141
  MEDIUM LIGHTNING ELEMENTALS (4) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116; see page 60)
  Development: The Table GM should note whether the 
  PCs resolved the encounter with violence.
  Victory Points: Once the PCs have dissipated 
  Romnus’s temporal energy, report one Anchor success 
  to HQ Staff. 
  G. THE SKY KEY VAULT
  Built to house and protect the Sky Key and its support 
  mechanisms while in use, the vault consists primarily 
  of devices that contain and channel the electricity 
  generated both by spellcasters above and by the Society’s 
  maintenance crew in the vault itself.
  The Sky Key Vault consists of two major chambers as 
  well as smaller side chambers used for storage.
  G1. The Aetheric Reservoir
  Veins of strange metal line the walls of this massive chamber. 
  Enormous bronze devices connected to the walls by massive 
  cables spark and spew steam, almost obscuring the large vault 
  door at the far end of the room. The door is labeled with a 
  single word in a plethora of languages: danger. Stagnant water 
  collects at the bottom of a ten-foot wide pool in the middle 
  of the room. A gasping, bleeding elf who looks like an aged 
  version of Kreighton Shane lies across the room.
  The reservoir’s primary purpose was to store the 
  lightning generated above and control its flow into the 
  OPTIONAL ENCOUNTER
  If fewer than 30 minutes remain when the PCs enter area 
  G1. The Aetheric Reservoir, Table GMs should skip this first 
  combat encounter and move on to the PCs’ interactions 
  with Kreighton Shaine and the final confrontation with 
  Lady Arodeth and her simulacra. Assume that other 
  Pathfinder agents wiped out the chamber’s defenses prior 
  to their arrival.
  
  36
  PATHFINDER SOCIETY SCENARIO
  next chamber. Thanks to the wet, fertile soil, the room 
  flooded regularly during construction, a problem Society 
  engineers solved with a deep drainage pit in the center, 
  which greatly reduced the frequency of electrocutions.
  Hazard: The pool is 20 feet deep, though a ladder built 
  into both sides allows anyone who gets knocked in to 
  climb back out with a successful DC 5 Climb check. In 
  Subtiers 5–6 and higher, the shallow water in the chasm 
  is electrified, inflicting 1d6 points of electricity damage 
  each round to any creature that begins its turn there.
  Creatures: Several of the Harbingers of Fate and their 
  conjured lightning elementals remain in this room to fend 
  off invaders. Lady Arodeth awaits in area G2, though she is 
  at first unaware that the Pathfinders have entered the vault.
  Subtier 1–2 (CR 3)
  HARBINGER GRUNT 
  CR 1/2
  Use the statistics for an Azlanti guardsman (see page 42)
  hp 14
  HARBINGER THIEF 
  CR 1/2
  Cutpurse (Pathfinder RPG NPC Codex 144; see page 49)
  hp 10
  LIGHTNING ELEMENTAL, SMALL 
  CR 1
  hp 11 (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 3–4 (CR 5)
  HARBINGER GRUNTS (2) 
  CR 1/2
  Use the statistics for an Azlanti guardsman (see page 42)
  hp 14 each
  HARBINGER SPY 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145; see page 48)
  hp 21
  LIGHTNING ELEMENTAL, SMALL  
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 5–6 (CR 7)
  HARBINGER STRONGARMS (2) 
  CR 2
  Traitorous brigand (Pathfinder RPG NPC Codex 81; see page 48)
  hp 30 each
  HARBINGER SPY 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145; see page 60)
  hp 21
  LIGHTNING ELEMENTAL, MEDIUM 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 7–8 (CR 9)
  HARBINGER BODYGUARDS (2) 
  CR 5
  Expert bodyguard (Pathfinder RPG NPC Codex 269; see page 44)
  hp 59 each
  HARBINGER SPYMASTER 
  CR 6
  Freelance thief (Pathfinder RPG NPC Codex 147; see page 48)
  hp 42
  LIGHTNING ELEMENTAL, MEDIUM 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 2 116; see page 60)
  Subtier 10–11 (CR 12)
  HARBINGER GUARDIANS (2) 
  CR 8
  Swampwalker (Pathfinder RPG NPC Codex 132; see page 44)
  hp 81 each
  HARBINGER ASSASSIN 
  CR 9
  Dancing dervish (Pathfinder RPG NPC Codex 149; see page 44)
  hp 68
  LIGHTNING ELEMENTALS, LARGE (2) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 2 116; see page 61)
  Development: Upon defeating these Harbingers, the 
  PCs have an opportunity to speak with Kreighton Shaine 
  before Lady Arodeth is able to retaliate.
   “Good show, Pathfinders,” the injured form of Kreighton Shaine 
  manages between blood-soaked coughs. “But Lady Arodeth is a 
  true savant and driven to fanatical extremes. The same energies 
  that infected her casters above have also seized her soul, and I 
  fear she has already killed several of your fellow chroniclers. Or 
  will have killed them. Blast, but this is confusing.”
  Shaine props himself up to continue speaking. “However noble 
  her goals may have been, if Lady Arodeth forces us to remain in 
  this time, we will all die. If the Sky Key is still functional, you 
  must reactivate it before the Starstone arrives.”
  The machines in this chamber begin to spark and smoke, and 
  female bodies take shape from the green miasma.
  Shaine continues, “She has learned to create temporal copies 
  of, as I have. She can produce an army, left unchecked. Some 
  teams will need to hold the line here, in this chamber, so that 
  anyone confronting the true Lady Arodeth in the room beyond 
  isn’t overwhelmed by these simulacra. You know your team’s 
  capabilities better than I, but I promise you Lady Arodeth will be 
  not yield easily.”
  With that, the chorus of murky green figures announce, “I 
  would have brought destiny back to this world.”
  
  37
  THE SKY KEY SOLUTION
  The Many Arodeths
  Now aware that the vault is under attack, Lady Arodeth has 
  activated arcane contingencies that allow her to generate 
  simulacra of herself—much like Kreighton Shaine’s own 
  ritual—out of the green temporal energy that infected 
  many of the other Harbingers. The PCs can decide 
  whether to stay in area G1 to fight off the simulacra, or 
  they can push forward into area G2 to face Lady Arodeth 
  directly. The leader of the Harbingers of Fate is a powerful 
  spellcaster, and the GM of a Subtier 1–2, 3–4, or 5–6 table 
  should strongly caution the group against fighting her—
  unless they have been merciful when dealing with the 
  other Anchors and seek a peaceful resolution.
  Creatures: Lady Arodeth’s simulacra possess some of 
  her skill with both spell and staff, but they lack her self-
  awareness. They operate purely on the impressions of 
  Arodeth’s aggression and disappointment at the moment 
  of their creation, and some retain more of her skills and 
  drive than others. If the PCs choose to stay in area G1, 
  they must fight one or more of these simulacra, which 
  otherwise scramble to area G2 to defend the true leader 
  of the Harbingers.
  Subtier 1–2  (CR 3)
  ARODETH DIMINISHED SIMULACRUM 
  CR 3
  hp 34 (see page 41)
  Subtier 3–4 (CR 5)
  ARODETH DIMINISHED SIMULACRA (2) 
  CR 3
  hp 34 (see page 41)
  Subtier 5–6 (CR 8)
  ARODETH SIMULACRA (3) 
  CR 5
  hp 49 each (see page 41)
  Subtier 7–8 (CR 10)
  ARODETH IDEALIZED SIMULACRUM 
  CR 9
  hp 79 (see page 41)
  ARODETH SIMULACRA (2) 
  CR 5
  hp 49 each (see page 41)
  Subtier 10–11 (CR 12)
  ARODETH IDEALIZED SIMULACRA (3) 
  CR 9
  hp 79 each (see page 41)
  Development: Each time the PCs defeat one wave of 
  simulacra, report one Vault success to HQ Staff.
  The PCs have 1d4 rounds to rest and heal before the 
  next round emerges from the room’s machinery. They can 
  extend this period by 1 round with a successful Average 
  Disable Device check, or by inflicting 30 points of damage 
  to one of the machines. However, because of the temporal 
  bubble sustaining the room’s place in time, broken and 
  disabled machinery reverts to its operational state at 
  the beginning of each round and can’t be permanently 
  disabled until the vault returns to the year 4715 ar.
  G2. The Operations Center
  If the PCs wish to face Lady Arodeth directly, they are 
  able to open the doors to this area and assemble near 
  its entrance.
  Heavy walls and strange panels in this room all focus on 
  the strange orrery in its center. Raised on a small dais, and 
  separated from the rest of the room by a wide trench, the 
  device oozes a thick, emerald light. The air smells of ozone, 
  like standing amid a roaring thunderstorm.
  From here, Society scholars controlled and manipulated 
  the Sky Key’s power, first to run their experiments and 
  then to conjure the serpentfolk city Sessegishoss. The 
  controls here are complex and essentially useless so long 
  as Lady Arodeth remains an Anchor, invested as she is with 
  so much of the Sky Key’s strange energies.
  As in the reservoir, Society architects installed a trench 
  in this room, both to protect the Sky Key and to control 
  the room’s tendency to flood while they devised a better 
  long-term solution.
  Hazard: The chasm encircling the Sky Key is 20 feet 
  deep, though a ladder built into both sides allows anyone 
  who falls in to climb back out with a successful DC 5 Climb 
  check. The shallow water in the chasm is electrified, 
  inflicting 1d6 points of electricity damage each round to 
  anyone who falls in.
  Creatures: Lady Arodeth remains alone in this 
  chamber, except for a handful of conjured servants. From 
  here she has monitored the goings-on above through 
  her wand of status, which helps her assess whether 
  the Pathfinders have neutralized any of her anchors 
  nonviolently. A group of lower-level PCs that chooses to 
  press on faces the Subtier 7–8 version of Lady Arodeth.
  If the PCs completed more than half of the Anchor 
  encounters violently, Lady Arodeth is surer than ever 
  in her convictions; she is hostile, invisible (using greater 
  invisibility), and ready to fight after quickly denouncing 
  the Society.
  The same voice that echoes from outside shouts, “You are 
  fools! All I wanted was a world that made sense. If you fight 
  against that, now all of you must die!”
  
  Sky Key
  38
  PATHFINDER SOCIETY SCENARIO
  If the PCs resolved at least 
  half of the Anchor encounters 
  nonviolently, Lady Arodeth has 
  begun to doubt the righteousness 
  of 
  her 
  actions. 
  Her 
  starting 
  attitude is unfriendly, and she does 
  not begin the encounter invisible. The 
  PCs can reason with her or attack, depending on their 
  actions. If the PCs attack her, read the following.
  The woman bemoans, “I am a fool. All I wanted was a world 
  that made sense! And now you force me to kill you…”
  Subtier 7–8 (CR 12)
  LADY ARODETH 
  CR 12
  hp 101 (see page 49)
  Subtier 10–11 (CR 15)
  LADY ARODETH 
  CR 12
  hp 101 (see page 49)
  GREATER LIGHTNING ELEMENTALS (4) 
  CR 9
  hp 110 each (Pathfinder RPG Bestiary 2 117; see page 60)
  Development: If the PCs convince Lady Arodeth to 
  abandon her plan (see the Reasoning with Lady Arodeth 
  sidebar), she apologizes for her actions, agrees to undo the 
  damage she has caused, and endeavors to send everyone 
  back to the present.
  “I have learned something of these controls, and I fear the 
  damage my Heralds and I have inflicted in our zealotry has 
  damaged your Sky Key. It now acts less as a projector and 
  instead like a bridge… And a bridge must be anchored at both 
  ends. For any of you to return now, something—someone—must 
  remain behind or else the path home will collapse.
  “I have earned this fate. As I said before, I can think of no 
  finer way to die than in the fiery cataclysm that spurs on Lord 
  Aroden’s journey to divinity. It will never be enough to make up 
  for the blood we have shed here, Pathfinders, but know that I 
  truly regret what I have done here today.”
  She begins manipulating the Sky Key 
  to dismantle the temporal energies 
  and send the PCs home. If the 
  House has not achieved enough 
  Anchor successes (in other words, 
  the Overseer GM has not 
  announced that the green 
  bubble has weakened), Lady 
  Arodeth worriedly tells the 
  PCs that too many Harbingers 
  are still anchoring the Sky Key in 
  this era, and the PCs must convince 
  them to relinquish that power; 
  encourage the PCs to complete more 
  Anchor encounters.
  REASONING WITH LADY ARODETH
  Lady Arodeth is convinced her actions would have led to 
  a better world and spared untold millions of people from 
  suffering, and she has used that logic to justify a number 
  of monstrous acts in her career. But now, without the 
  prophecies from the Book of 1,000 Whispers to guide her, 
  she has grown increasingly panicked that her atrocious 
  acts were nothing but needless cruelty, and her fanaticism 
  has slowly given way to desperate despair. So long as she 
  isn’t hostile or attacked, Lady Arodeth is willing to debate 
  with the Pathfinders. In fact, they can persuade her to stop 
  her plan and release the temporal energy anchoring the 
  Society’s agents and her Harbingers of Fate in the past.
  Convincing her of her folly requires considerable effort 
  in a short amount of time. To do so, the PCs must succeed 
  at five different skill checks—at least three that succeed at 
  the subtier’s Average DC and two at the subtier’s Hard DC. 
  The DCs decrease by 1 for every Anchor encounter the PCs 
  resolved nonviolently. The PCs can use the following skills in 
  order to persuade Lady Arodeth away from her destructive 
  path, rekindle her sense of duty, or recall some of the beauty 
  in the world despite the absence of fate and prophecy: Bluff, 
  Diplomacy, Heal, Knowledge (history, nobility, or religion), 
  Perform (any), Profession (any), and Sense Motive. A PC 
  cannot use the same skill more than once, though other PCs 
  can use that skill.
  Keep in mind that resolving this negotiation too quickly 
  could result in the players ending the adventure well before 
  the action concludes for the rest of the House. Encourage the 
  players to speak in character or elaborate on their strategies 
  so that this takes some time and doesn’t devolve into a 
  quick series of die rolls.
  Success: If the PCs succeed at the five skill checks, 
  report one Vault success, and move to the encounter’s 
  development section.
  Failure: If the PCs fail three checks, Lady 
  Arodeth becomes frustrated and attacks. 
  Especially in Subtiers 5–6 and lower, Lady 
  Arodeth should begin any combat 
  with a debilitating but nonlethal 
  attack, providing these outclassed 
  Pathfinders a chance to fall back 
  and fight her simulacra instead.
  
  39
  THE SKY KEY SOLUTION
  If the House has already achieved enough Anchor 
  successes, Lady Arodeth’s work with the Sky Key causes 
  the room to swirl with the green temporal energy. Her 
  movements cease as though the PCs were subject to a 
  time stop spell, and several of the simulacra swirl into 
  the room. These fragmented personalities voice their 
  hatred of the Pathfinders and attack. Begin an encounter 
  with the simulacra appropriate to the PCs’ subtier (as 
  listed in area G1) and report a Vault success as normal 
  when they finish the encounter (for a total of two Vault 
  successes for negotiating with Lady Arodeth and then 
  fighting simulacra). Once the PCs defeat the simulacra, 
  Lady Arodeth is able to send them back to the present. 
  Depending on how much time remains in the slot, either 
  encourage the players to stay at the table to wait for the 
  conclusion, or run one of the other encounters from 
  Part 3 (tracking its success as normal) for fun.
  If the PCs slay Lady Arodeth, Kreighton Shaine instead 
  arrives and begins examining the Sky Key and it’s 
  complex controls.
  “Oh, I do wish our experts on this device weren’t dead or dying. 
  It seems profoundly… broken. We aren’t projected here. Instead 
  it seems like the Sky Key is acting as a bridge between now 
  and then—present and… another, later present. I believe I can 
  manipulate this to send everyone back to the year 4715, but 
  to maintain the “bridge,” someone must remain behind here, 
  moments from a certain death.”
  Kreighton Shaine shifts uncomfortably before continuing. “I… 
  well, I suppose there are enough of me running around today 
  that losing one to Earthfall couldn’t hurt… too much… I hope.”
  CALCULATING THE OUTCOME
  How well the Pathfinders do during this adventure 
  depends both on how thoroughly the House researched 
  Sessegishoss in Part 2, and how many resources they 
  could co-opt or recruit from the Harbingers of Fate 
  in Part 3, as measured in Victory Points accumulated 
  throughout the scenario. Determine the success level 
  based on the table below.
  Task Successes 
  Expedition Result
  Fewer than (5 × [number of tables]) Missed Opportunity
  5 × [number of tables] 
  Admirable Expedition
  7.5 × [number of tables] 
  Impressive Performance
  10 × [number of tables] 
  Unrivaled Accomplishment
  CONCLUSION
  When time runs out—or when the House accumulates 
  enough Anchor and Vault successes to escape earlier—
  the Overseer GM should confirm that at least one success 
  involved the death of or successful negotiation with Lady 
  Arodeth. In the unlikely event that nobody successfully 
  defeated the leader of the Harbingers, skip to the end of 
  this section. Otherwise, the Overseer GM should read the 
  following aloud.
  The asteroid looms impossibly large overhead, and the air grows 
  stiflingly hot as the world itself begins to rumble. High overhead, 
  the dome of green energy shudders, twists, and finally shatters, 
  and Pathfinders’ bodies begin melting into flowing particles as 
  the world slips away.
  Just as quickly, you stumble as Bloodwatered Meadow 
  coalesces beneath your feet, as it does for countless other Society 
  agents. The wildflowers bob lazily in the wind, and nothing but 
  a few still bodies stand as testament to the bloodshed and 
  struggle of the past five hours. Kreighton Shaine, looking several 
  years older, staggers to his feet and gives a nervous chuckle 
  before climbing up a small knoll and waving his arms for the 
  crowd’s attention.
  “What we have all witnessed here today has been a 
  remarkably journey that included sights no living soul on 
  Golarion has witnessed. The Sky Key has allowed us to walk 
  among the serpentfolk and Azlanti, gazing upon several of the 
  greatest events to shape Golarion and the region that would 
  one day become the Inner Sea. Let the catastrophe that we 
  witnessed and narrowly escaped humble us and teach us so that 
  we might find value in preserving the messages and wisdom 
  those lost people may have left behind for us to discover. I think 
  we all have some responsibility to remember those who passed 
  so that our modern world can exist.
  “You have all observed great things and have notes to share. 
  This much is certain. But for now, let us… let us simply take a 
  few days to reflect. The Society, I imagine, will send agents to 
  collect your notes and interview you about your experiences. 
  Until then, find your families and loved ones, as I know I shall. 
  Failing that, find some passion that ties you to the here and now, 
  and embrace it.”
  “We survived, Pathfinders. I am proud of your [[Expedition 
  Result Here]]!”
  If the House fails to escape Earthfall, the GM should 
  instead read the following aloud.
  The asteroid looms impossibly large overhead, and the air 
  grows stiflingly hot as the world itself begins to rumble. In 
  a split second, the air catches fire as an immense, mile-long 
  chunk of rock cleaves through Golarion’s atmosphere and then 
  slams into planet—right where the anachronized Pathfinders 
  had been struggling to escape.
  Standing at the epicenter of the asteroid crash casts 
  the time-lost Pathfinders into the infinite void between 
  seconds and hurls the Sky Key back to present-day 
  Absalom. With great effort, the Pathfinder Society is 
  
  40
  PATHFINDER SOCIETY SCENARIO
  able to recover stranded agents from the timestream, but 
  doing so costs a PC 1,250 gp or 4 Prestige Points. If a PC 
  can’t afford this cost, he is dead.
  FINAL CLOSING
  The Overseer GM should close the event, thank the 
  Table GMs for their hard work, thank the players for 
  their support of Pathfinder Society Roleplaying Guild 
  Organized Play campaign, and provide the GMs and 
  players with instructions for submitting reporting sheets 
  and exiting the event.
  The PCs can earn up to three boons based on their 
  performance. Each PC who participates in The Sky Key 
  Solution earns the Timelost Chronicler boon on her 
  Chronicle sheet. Each PC who participates in Part 3 also 
  earns the Champion of Time boon, gaining one of the 
  three versions depending on the table’s actions during 
  the final encounters. If the PCs killed Lady Arodeth, they 
  earn the Conqueror of Time boon. If they convinced Lady 
  Arodeth to abandon her plans, they earn the Councilor of 
  Time boon. If they did neither but defeated at least one 
  of Lady Arodeth’s simulacra, they earn the Defender of 
  Time boon. Finally, if the PCs learned the approximate 
  location of Krahnaliara Lac Suhn’s estate in Part 2, each 
  PC at the table earns the Azlanti Wonders boon on her 
  Chronicle sheet. 
  Reporting Conditions
  If the PCs killed Lady Arodeth, check box A on the 
  tracking sheet. If the PCs convinced Lady Arodeth to 
  abandon her plans, check box B instead.
  Success Conditions
  A PC fulfills the primary success condition simply 
  by being present to participate in the exploration of 
  Sessegishoss, earning each PC 1 Prestige Point. The PCs 
  fulfill their secondary success condition so long as the 
  House achieved an Unrivaled Accomplishment outcome, 
  earning each PC an additional 1 Prestige Point. If the 
  PCs kept their instance of Kreighton Shaine alive during 
  Part 3, they also meet their secondary success condition 
  so long as the achieved an Impressive Performance result.
  
  41
  THE SKY KEY SOLUTION
  APPENDIX 1: HUMANOID STAT 
  BLOCKS
  The following are the stat blocks for all humanoid 
  creatures that appear in this scenario. Appendix 2: 
  Serpentfolk Stat Blocks begins on page 51. Appendix 3: 
  Other Monster Stat Blocks begins on page 55.
  ARODETH DIMINISHED SIMULACRUM 
  CR 3
  Female human magus (staff magus) 4 (Pathfinder RPG Ultimate 
  Magic 9, 49)
  LE Medium humanoid (human)
  Init +2; Senses Perception +3
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 34 (4d8+12)
  Fort +5, Ref +3, Will +3
  OFFENSE
  Speed 30 ft.
  Melee +1 darkwood quarterstaff +6 (1d6+2)
  Special Attacks arcane pool (+1, 6 points), magus arcana 
  (maneuver mastery), spell combat, spell recall, spellstrike
  Magus Spells Prepared (CL 4th; concentration +8)
  2nd—frigid touchUM, mirror image
  1st—corrosive touchUM (2), expeditious retreat, magic missile
  0 (at will)—acid splash, detect magic, ray of frost,  
  read magic
  TACTICS
  During Combat On the first round of combat, the simulacrum 
  uses her arcane pool to enhance her quarterstaff, making it 
  a +1 darkwood quarterstaff as a swift action. She prefers to 
  fight in close quarters, delivering touch spells through her 
  quarterstaff. She uses mirror image to protect herself.
  STATISTICS
  Str 12, Dex 14, Con 13, Int 18, Wis 8, Cha 10
  Base Atk +3; CMB +4 (+5 trip); CMD 16 (17 vs. trip)
  Feats Combat Casting, Quarterstaff MasterUM, Toughness, 
  Weapon Focus (quarterstaff)
  Skills Fly +9, Intimidate +7, Knowledge (arcana) +11, 
  Knowledge (history) +8, Perception +3, Spellcraft +11, Use 
  Magic Device +7
  Languages Aklo, Azlanti, Common, Draconic, Elven
  Other Gear mithral chain shirt, darkwood quarterstaff, spell 
  component pouch, spellbook (contains all prepared spells)
  ARODETH IDEALIZED SIMULACRUM 
  CR 9
  Female human magus (staff magus) 10 (Pathfinder RPG 
  Ultimate Magic 9, 49)
  LE Medium humanoid (human)
  Init +2; Senses Perception +9
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 shield)
  hp 79 (10d8+30)
  Fort +8, Ref +5, Will +6
  DR 10/adamantine (100 points)
  OFFENSE
  Speed 30 ft.
  Melee +4 shock darkwood quarterstaff +13/+8 (1d6+5 plus 1d6 
  electricity)
  Special Attacks arcane pool (+3, 9 points), improved spell 
  combat, magus arcana (dispelling strike, maneuver mastery, 
  silent magic), spell recall, spellstrike
  Magus Spells Prepared (CL 10th; concentration +14)
  4th—dimension door, greater invisibility
  3rd—dispel magic, haste, lightning bolt (DC 17), 
  vampiric touch
  2nd—cat’s grace, defensive shockUM, frigid touchUM, mirror 
  image, scorching ray
  1st—expeditious retreat, magic missile (2), ray of 
  enfeeblement (DC 15), shocking grasp (2)
  0 (at will)—acid splash, detect magic, mage hand, ray of 
  frost, read magic
  TACTICS
  Before Combat The simulacrum casts stoneskin.
  During Combat On the first round of combat, the simulacrum 
  uses her arcane pool to enhance her quarterstaff up to a +4 
  shock darkwood quarterstaff as a swift action. She prefers 
  to fight in close quarters, using her Tripping Staff feat to 
  deliver touch spells while tripping her foes. However, she is 
  also careful to avoid being surrounded, and uses spells like 
  dimension door, greater invisibility, and mirror image to 
  protect herself. Overall, she adapts her strategy throughout 
  the battle as she observes the PC’s tactics.
  Base Statistics Without stoneskin, the simulacrum’s statistics 
  are DR none.
  STATISTICS
  Str 12, Dex 15, Con 13, Int 18, Wis 8, Cha 10
  Base Atk +7; CMB +8 (+15 trip); CMD 20 (25 vs. trip)
  Feats Combat Casting, Combat Expertise, Greater Trip, Improved 
  Trip, Quarterstaff MasterUM, Toughness, Tripping StaffUM, 
  Weapon Focus (quarterstaff)
  Skills Fly +15, Intimidate +13, Knowledge (arcana) +17, 
  Knowledge (history) +14, Perception +9, Spellcraft +17, Use 
  Magic Device +13
  Languages Aklo, Azlanti, Common, Draconic
  SQ knowledge pool, quarterstaff defense, staff weapon
  Gear +1 mithral chain shirt, +2 darkwood quarterstaff, 
  spellbook (contains all prepared spells), spell component 
  pouch, diamond dust (worth 250 gp)
  ARODETH SIMULACRUM 
  CR 5
  Female human magus (staff magus) 6 (Pathfinder RPG Ultimate 
  Magic 9, 49)
  LE Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  
  42
  PATHFINDER SOCIETY SCENARIO
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 49 (6d8+18)
  Fort +6, Ref +4, Will +4
  OFFENSE
  Speed 30 ft.
  Melee +2 shock darkwood quarterstaff +8 (1d6+3 plus 1d6 
  electricity)
  Special Attacks arcane pool (+2, 7 points), magus arcana 
  (maneuver mastery, silent magic), spell combat, spell recall, 
  spellstrike
  Magus Spells Prepared (CL 6th; concentration +10)
  2nd—defensive shockUM, frigid touchUM, mirror image, 
  scorching ray
  1st—expeditious retreat, magic missile (2), ray of 
  enfeeblement (DC 15), shocking grasp
  0 (at will)—acid splash, detect magic, mage hand, ray of 
  frost, read magic
  TACTICS
  During Combat On the first round of combat, the simulacrum 
  uses her arcane pool to enhance her quarterstaff up to a +2 
  shock darkwood quarterstaff as a swift action. She prefers 
  to fight in close quarters, delivering touch spells through her 
  quarterstaff. She uses mirror image to protect herself.
  STATISTICS
  Str 12, Dex 14, Con 13, Int 18, Wis 8, Cha 10
  Base Atk +4; CMB +5 (+9 trip); CMD 17 (21 vs. trip)
  Feats Combat Casting, Combat Expertise, Improved Trip, 
  Quarterstaff MasterUM, Toughness, Weapon Focus 
  (quarterstaff)
  Skills Fly +11, Intimidate +9, Knowledge (arcana) +13, 
  Knowledge (history) +10, Perception +5, Spellcraft +13, Use 
  Magic Device +9
  Languages Aklo, Azlanti, Common, Draconic, Elven
  Other Gear +1 mithral chain shirt, +1 darkwood quarterstaff, 
  spell component pouch, spellbook (contains all prepared 
  spells)
  AZLANTI CHAMPION 
  CR 8
  Gladiator champion (Pathfinder RPG NPC Codex 271)
  Human warrior 10
  NE Medium humanoid (human)
  Init +3; Senses Perception +4
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+3 armor, +1 deflection, +3 Dex, 
  +1 dodge, +1 shield)
  hp 75 (10d10+20)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d8+3), mwk light mace +11 
  (1d6+1) or  
  trident +12/+7 (1d8+3)
  Ranged trident +13 (1d8+3) or  
  dart +13 (1d4+2) or  
  net +9 ranged touch (entangle)
  STATISTICS
  Str 14, Dex 16, Con 10, Int 10, Wis 8, Cha 11
  Base Atk +10; CMB +12; CMD 27
  Feats Dazzling Display, Dodge, Toughness, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Focus (short sword)
  Skills Acrobatics +12, Intimidate +8, Perception +4, Sense 
  Motive +9
  Languages Azlanti
  Combat Gear potion of cure moderate wounds, potion of 
  heroism; Other Gear studded leather, +1 short sword, darts 
  (10), net, mwk light mace, trident, belt of giant strength +2, 
  ring of protection +1, antitoxin, 240 gp
  AZLANTI CITIZEN 
  CR 1/3
  Apprentice jeweler (Pathfinder RPG NPC Codex 260)
  Human expert 1
  N Medium humanoid (human)
  Init +2; Senses Perception +4
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  STATISTICS
  Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 9
  Base Atk +0; CMB –1; CMD 11
  Feats Run, Skill Focus (Craft [jewelry])
  Skills Appraise +5, Craft (jewelry) +8, Diplomacy +3, Disable 
  Device +6, Knowledge (history, local, nobility) +5, Perception 
  +4, Use Magic Device +3
  Languages Azlanti
  Combat Gear acid; Other Gear padded armor, dagger, mwk 
  artisan’s tools, 188 gp
  AZLANTI GUARDSMAN 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80)
  Human fighter 1
  N Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 14 (1d10+4)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+3/19–20) or  
  cold iron dagger +4 (1d4+3/19–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  STATISTICS
  
  43
  THE SKY KEY SOLUTION
  Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Iron Will, Power Attack, Toughness
  Skills Heal +2, Perception +2, Survival +5
  Languages Azlanti
  Combat Gear potion of cure light wounds, alchemist’s fire, holy 
  water, oil (2), healer’s kit (2 uses remaining); Other Gear 
  breastplate, heavy wooden shield, cold iron dagger, heavy 
  crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), 
  whetstone, wooden holy symbol, 3 gp
  AZLANTI SOLDIER 
  CR 4
  Grizzled mercenary (Pathfinder RPG NPC Codex 268)
  Human warrior 6
  CN Medium humanoid (human)
  Init +0; Senses Perception +4
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor)
  hp 51 (6d10+18)
  Fort +7, Ref +3, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy flail +9/+4 (1d10+3/19–20) or 
  mwk halberd +9/+4 (1d10+3/×3) or  
  longspear +8/+3 (1d8+3/×3) or  
  morningstar +8/+3 (1d8+2) or  
  cold iron kukri +8/+3 (1d4+2/18–20)
  Ranged javelin +6 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  STATISTICS
  Str 14, Dex 10, Con 12, Int 9, Wis 11, Cha 8
  Base Atk +6; CMB +8; CMD 18
  Feats Diehard, Endurance, Power Attack, Toughness
  Skills Climb +0, Handle Animal +3, Intimidate +6, Knowledge 
  (local) +0, Perception +4, Swim +0
  Languages Azlanti
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds, alchemist’s fire (2), holy water; Other Gear mwk 
  half-plate, cold iron kukri, javelins (4), longspear, mwk 
  halberd, mwk heavy flail, morningstar, cloak of resistance +1, 
  antitoxin, sunrod, 325 gp
  CAVEPERSON HUNTER 
    
  CR 2
  Human barbarian 3
  N Medium humanoid (human)
  Init +1; Senses Perception +7
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage)
  hp 37 (3d12+12)
  Fort +8, Ref +5, Will +4
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee greatclub +8 (1d10+7)
  Ranged atlatl dart +5 (1d6+5)
  Special Attacks rage (10 rounds/day), rage power (knockback)
  TACTICS
  Base Statistics When not raging, the caveperson hunter’s 
  statistics are AC 15, touch 11, flat-footed 14; hp 31; Fort +7; 
  Str 17, Con 12; CMB +6
  STATISTICS
  Str 21, Dex 14, Con 16, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +8; CMD 18
  Feats Great Fortitude, Power Attack, Lightning Reflexes
  Skills Handle Animal +5, Knowledge (nature) +6, Perception +7, 
  Ride +6, Survival +7
  SQ fast movement
  Gear mwk hide armor, atlatl dartUC (3), greatclub
  CAVEPERSON WARLEADER 
    
  CR 6
  Human barbarian 7
  N Medium humanoid (human)
  Init +1; Senses Perception +11
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+4 armor, +1 Dex, +1 dodge, –2 
  rage)
  hp 86 (7d12+35)
  Fort +11, Ref +5, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 1/—
  OFFENSE
  Speed 30 ft.
  Melee mwk greatclub +14/+9 (1d10+9)
  Ranged atlatl dart +4 (1d6+6)
  Special Attacks rage (18 rounds/day), rage powers 
  (intimidating glare, knockback, powerful blow +2)
  TACTICS
  Base Statistics When not in rage, the caveperson warleader’s 
  statistics are AC 16, touch 12, flat-footed 14; hp 72; Fort +9; 
  Str 18, Con 14; CMB +11; Skills Climb +8, Intimidate +13, 
  Swim +8
  STATISTICS
  Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +13; CMD 23
  Feats Dodge, Great Fortitude, Intimidating Prowess, Lightning 
  Reflexes, Power Attack
  Skills Acrobatics +5, Climb +10, Handle Animal +5, Intimidate 
  +15, Knowledge (nature) +6, Perception +11, Ride +5, 
  Survival +7, Swim +10
  SQ fast movement
  Gear mwk hide armor, atlatl dartUC (5), mwk greatclub
  GAD GEMPLE 
    
  CR 3
  Human sorcerer 4
  N Medium humanoid (human)
  Init +2; Senses Perception +1
  
  44
  PATHFINDER SOCIETY SCENARIO
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 24 (4d6+8)
  Fort +3, Ref +6, Will +6
  Resist acid 5, cold 5
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4–1/19–20)
  Ranged dagger +4 (1d4–1/19–20)
  Bloodline Spell-Like Abilities (CL 4th; concentration +8)
  7/day—heavenly fire (1d4+2 divine energy)
  Sorcerer Spells Known (CL 4th; concentration +8)
  2nd (4/day)—acid arrow
  1st (7/day)—bless, mage armor, magic missile, ray of 
  enfeeblement (DC 15)
  0 (at will)—daze (DC 14), detect magic, light, mending, ray 
  of frost, resistance
  Bloodline Celestial
  TACTICS
  Before Combat Gad casts mage armor in case any of the 
  creatures from the time storm attack him.
  During Combat Gad would prefer not to fight. However, he 
  is baffled and enraged if the PCs attack him, and he fights 
  back.
  Morale If reduced to fewer than 10 hit points, Gad drinks his 
  potion of fly and attempts to run away.
  Base Statistics Without mage armor, Gad’s statistics are AC 13, 
  touch 13, flat-footed 10.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 18
  Base Atk +2; CMB +1; CMD 14
  Feats Combat Casting, Dodge, Eschew Materials, Lightning 
  Reflexes
  Skills Diplomacy +7, Handle Animal +5, Heal +5, Knowledge 
  (arcana) +5, Knowledge (religion) +4, Spellcraft +4
  Languages Common
  SQ bloodline arcana (summoned creatures gain DR 4/evil)
  Combat Gear potion of cure moderate wounds, potion of fly, 
  scroll of bear’s endurance, scroll of resist energy; Other Gear 
  dagger (5), cloak of resistance +1, 40 gp
  HARBINGER ASSASSIN 
  CR 9
  Dancing Dervish (Pathfinder RPG NPC Codex 149)
  Human rogue 10
  N Medium humanoid (human)
  Init +8; Senses Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, 
  +1 dodge)
  hp 68 (10d8+20)
  Fort +4, Ref +11, Will +2
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +3
  OFFENSE
  Speed 30 ft.
  Melee+1 keen rapier +13/+8 (1d6+3/15–20)
  Ranged light crossbow +11 (1d8/19–20)
  Special Attacks sneak attack +5d6
  STATISTICS
  Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +9; CMD 25
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Nimble Moves, Spring Attack, Weapon Finesse, Weapon 
  Focus (rapier), Whirlwind Attack
  Skills Acrobatics +17, Climb +15, Disable Device +19, Escape 
  Artist +17, Intimidate +13, Perception +12, Perform (dance) 
  +13, Sleight of Hand +17, Stealth +17, Swim +15
  Languages Common, Elven
  SQ rogue talents (combat trick, finesse rogue, opportunist, 
  surprise attack, weapon training), trapfinding +5
  Combat Gear potion of blur, potion of cat’s grace, alchemist’s 
  fire (2); Other Gear +1 studded leather, +1 keen rapier, light 
  crossbow with 20 bolts, ring of protection +1, mwk thieves’ 
  tools, 480 gp
  HARBINGER BODYGUARD 
  CR 5
  Expert bodyguard (Pathfinder RPG NPC Codex 269)
  Human warrior 7
  N Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+7 armor, –1 Dex, +1 shield)
  hp 59 (7d10+21)
  Fort +7, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +10/+5 (1d8+2/19–20) or kukri +8/+3 
  (1d4+1/18–20)
  Ranged mwk light crossbow +7 (1d8/19–20)
  STATISTICS
  Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +8; CMD 17
  Feats Combat Reflexes, Improved Initiative, Iron Will, Stand 
  Still, Weapon Focus (longsword)
  Skills Intimidate +9, Perception +8, Sense Motive +8
  Languages Common
  Combat Gear potion of barkskin, potion of bear’s endurance, 
  potion of cure moderate wounds, screaming bolt, tanglefoot 
  bag (2); Other Gear mwk banded mail, mwk light steel 
  shield, +1 longsword, kukri, mwk light crossbow with 20 
  bolts, mwk manacles, 114 gp
  HARBINGER GUARDIAN 
  CR 8
  Swampwalker (Pathfinder RPG NPC Codex 132)
  Half-elf ranger 9
  CE Medium humanoid (elf, human)
  
  45
  THE SKY KEY SOLUTION
  Init +1; Senses low-light vision; Perception +16
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 81 (9d10+27)
  Fort +8, Ref +7, Will +5; +2 vs. enchantments
  Defensive Abilities evasion; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk spiked chain +14/+9 (2d4+6)
  Ranged +1 composite longbow +12/+7 (1d8+5/19–20/×3)
  Special Attacks favored enemy (aquatic humanoids +4, 
  humans +2)
  Ranger Spells Prepared (CL 6th; concentration +8)
  2nd—barkskin, snare
  1st—pass without trace, speak with animals (2)
  TACTICS
  Before Combat The ranger casts barkskin and pass without 
  trace.
  During Combat The ranger attacks from stealth using his bow.
  Base Statistics Without barkskin, the ranger’s statistics are AC 
  16, touch 12, flat-footed 15.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +9; CMB +13; CMD 25
  Feats Deadly Aim, Endurance, Exotic Weapon Proficiency 
  (spiked chain), Improved Critical (composite longbow), Point-
  Blank Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, 
  Weapon Focus (composite longbow)
  Skills Climb +12, Handle Animal +6, Knowledge (nature) +12, 
  Perception +16, Stealth +16, Survival +14, Swim +16
  Languages Common, Elven
  SQ elf blood, favored terrain (forest +2, swamp +4), hunter’s 
  bond (companions), swift tracker, track +4, wild empathy +8, 
  woodland stride
  Combat Gear +1 frost arrows (5), +1 human-bane arrows (5); 
  potion of cure moderate wounds, potion of haste, potion 
  of water breathing; Other Gear +1 studded leather, +1 
  composite longbow (+4 Str) with 20 arrows, mwk spiked 
  chain, ring of protection +1, 290 gp
  HARBINGER MAGE 
  CR 5
  Female human sorcerer 6
  N Medium humanoid (human)
  Init +6; Senses Perception +1
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 35 (6d6+12)
  Fort +4, Ref +5, Will +7
  Resist electricity 10
  OFFENSE
  Speed 30 ft.
  Melee spear +2 (1d8–1/×3)
  Ranged mwk light crossbow +6 (1d8/19–20)
  Bloodline Spell-Like Abilities (CL 6th; concentration +10)
  7/day—elemental ray (1d6+3 electricity)
  Sorcerer Spells Known (CL 6th; concentration +10)
  3rd (4/day)—lightning bolt (DC 19)
  2nd (6/day)—gust of wind (DC 18), scorching ray (electricity), 
  spectral hand
  1st (7/day)—burning hands (electricity) (DC 17), mage 
  armor, magic missile, obscuring mist, shocking grasp
  0 (at will)—acid splash, dancing lights, detect magic, ghost 
  sound (DC 14), mage hand, ray of frost, read magic
  Bloodline elemental
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer favors her electricity spells, 
  casting lighting bolt or scorching ray, or using her spectral 
  hand to deliver shocking grasp attacks. She prefers ranged 
  combat, using a scroll of fly or levitate to avoid opponents on 
  the ground.
  Base Statistics Without mage armor, the sorcerer’s statistics 
  are AC 14, touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 16
  Feats Dodge, Eschew Materials, Greater Spell Focus (evocation), 
  Improved Initiative, Spell Focus (evocation)
  Skills Fly +10, Knowledge (arcana) +9, Linguistics +1, 
  Spellcraft +9
  Languages Auran, Common
  SQ bloodline arcana (change energy damage spells to 
  electricity)
  Combat Gear scroll of fly, scroll of gaseous form, scroll of 
  levitate; Other Gear mwk crossbow with 20 bolts, cloak of 
  resistance +1, ring of protection +1, 414 gp
  HARBINGER MAGE APPRENTICE 
  CR 1
  Human sorcerer 2
  N Medium humanoid (human)
  Init +0; Senses Perception +1
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 16 (2d6+7)
  Fort +1, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee heavy mace +3 (1d8+2) or 
  spiked gauntlet +3 (1d4+2)
  Ranged mwk heavy crossbow +2 (1d10/19–20)
  Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
  6/day—elemental ray (1d6+1 electricity)
  Sorcerer Spells Known (CL 2nd; concentration +5)
  1st (5/day)—mage armor, shocking grasp
  
  46
  PATHFINDER SOCIETY SCENARIO
  0 (at will)—acid splash, dancing lights, mending, read 
  magic, touch of fatigue (DC 13)
  Bloodline elemental (air)
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer targets her opponents with 
  shocking grasp.
  Base Statistics Without mage armor, the sorcerer’s statistics 
  are AC 10, touch 10, flat-footed 10.
  STATISTICS
  Str 14, Dex 10, Con 13, Int 12, Wis 8, Cha 17
  Base Atk +1; CMB +3; CMD 13
  Feats Combat Casting, Eschew Materials, Toughness
  Skills Appraise +6, Knowledge (history) +6, Perception +1, 
  Spellcraft +6
  Languages Azlanti, Common
  SQ bloodline arcana (change energy damage spells to 
  electricity)
  Combat Gear potion of cure light wounds, scroll of flaming 
  sphere, acid (2), alchemist’s fire (3); Other Gear heavy 
  mace, mwk heavy crossbow with 20 bolts, spiked gauntlet, 
  uncut gems (worth 100 gp), 43 gp
  HARBINGER MAGE ELITE 
  CR 9
  Human sorcerer 10
  N Medium humanoid (human)
  Init +5; Senses Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 82 (10d6+45)
  Fort +8, Ref +5, Will +9
  DR 10/adamantine (90 points); Resist electricity 10
  OFFENSE
  Speed 30 ft.
  Melee mwk longspear +8 (1d8+3/×3) or 2 claws +7 (1d6+2)
  Special Attacks breath weapon (60-foot line, 10d6 electricity, 
  DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 
  rounds/day)
  Sorcerer Spells Known (CL 10th; concentration +15)
  5th (4/day)—lightning arcUM (DC 22)
  4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
  3rd (7/day)—fireball (DC 20), fly, lightning bolt (DC 20), 
  stinking cloud (DC 18)
  2nd (7/day)—acid arrow, bull’s strength, false life, resist 
  energy, scorching ray
  1st (8/day)—burning hands (DC 18), mage armor, magic 
  missile, ray of enfeeblement (DC 16), shield, shocking 
  grasp (DC 18)
  0 (at will)—acid splash, arcane mark, bleed (DC 15), detect 
  magic, flare (DC 17), ray of frost, read magic, resistance, 
  touch of fatigue (DC 15)
  Bloodline draconic (blue)
  TACTICS
  Before Combat The sorcerer casts false life, mage armor, and 
  stoneskin on herself.
  During Combat The sorcerer casts fly on the first round 
  of combat along with a quickened magic missile. She 
  maneuvers so she can catch as many opponents as possible 
  with her breath weapon. 
  Base Statistics Without false life, mage armor, and stoneskin, 
  the sorcerer’s statistics are AC 15, touch 12, flat-footed 14; 
  hp 67; DR —.
  STATISTICS
  Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
  Base Atk +5; CMB +7; CMD 19
  Feats Combat Casting, Eschew Materials, Great Fortitude, 
  Greater Spell Focus (evocation), Improved Initiative, Iron Will, 
  Quicken Spell, Spell Focus (evocation)
  Skills Fly +9, Intimidate +13, Linguistics +1, Perception +7, 
  Spellcraft +7
  Languages Common, Draconic
  SQ bloodline arcana (electricity spells deal +1 damage per die)
  Combat Gear potion of cure serious wounds, wand of acid 
  arrow (15 charges); Other Gear mwk longspear, amulet 
  of natural armor +1, cloak of resistance +1, headband of 
  alluring charisma +2, ring of protection +1, signet ring, 
  diamond dust (worth 500 gp), 825 gp
  HARBINGER MAGE GRANDMASTER 
  CR 12
  Azure bolt sorcerer (Pathfinder RPG NPC Codex 170)
  Human sorcerer 13
  LE Medium humanoid (human)
  Init +6; Senses see invisibility; Perception +11
  DEFENSE
  AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +3 natural)
  hp 141 (13d6+93)
  Fort +10, Ref +10, Will +9
  Resist electricity 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or mwk 
  morningstar +8/+3 (1d8+1)
  Ranged mwk javelin +9 (1d6+1)
  Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as 
  magic weapons, 8 rounds/day), breath weapon (60-foot line, 
  13d6 electricity, DC 21, 1/day)
  Sorcerer Spells Known (CL 13th; concentration +18)
  6th (4/day)—acid fog, chain lightning (DC 23), form of the 
  dragon I
  5th (7/day)—cone of cold (DC 22), feeblemind (DC 20), 
  overland flight, spell resistance
  4th (7/day)—black tentacles, charm monster (DC 19), 
  dimension door, fear (DC 19), ice storm
  3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 
  
  47
  THE SKY KEY SOLUTION
  20), slow (DC 18)
  2nd (7/day)—bear’s endurance, false life, gust of wind (DC 
  19), resist energy, scorching ray, see invisibility
  1st (8/day)—grease, mage armor, magic missile, ray of 
  enfeeblement (DC 16), shield, shocking grasp
  0 (at will)—acid splash, bleed (DC 15), detect magic, flare (DC 
  17), light, mage hand, mending, ray of frost, read magic
  Bloodline draconic (blue)
  TACTICS
  Before Combat The sorcerer casts bear’s endurance, false life, 
  fly, mage armor, and see invisibility.
  During Combat The sorcerer prefers to fight with her electricity 
  spells, such as chain lightning and lightning bolt, and saves 
  her breath weapon until her foes are lined up so she can 
  catch as many as possible in its effect. She uses spells such 
  as black tentacles, grease, and ice storm to hinder her 
  opponents. If forced into melee combat, the sorcerer casts 
  haste and form of the dragon I.
  Base Statistics Without bear’s endurance, false life, fly, and 
  mage armor, the sorcerer’s statistics are AC 18, touch 15, 
  flat-footed 15; hp 126; Fort +8; Speed 30 ft.
  STATISTICS
  Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
  Base Atk +6; CMB +7; CMD 22
  Feats Combat Casting, Dodge, Eschew Materials, Greater Spell 
  Focus (evocation), Improved Initiative, Lightning Reflexes, 
  Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), 
  Toughness
  Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, 
  Linguistics +1, Perception +11, Spellcraft +7
  Languages Common, Draconic
  SQ bloodline arcana (electricity spells deal +1 damage per die)
  Combat Gear potions of cure serious wounds (2), wand of 
  vampiric touch (10 charges); Other Gear mwk javelins 
  (2), mwk morningstar, amulet of natural armor +1, bag of 
  holding (type I), cloak of resistance +2, headband of alluring 
  charisma +2, ring of protection +2, 1,839 gp
  HARBINGER MAGE INITIATE 
  CR 3
  Human sorcerer 4
  N Medium humanoid (human)
  Init +5; Senses Perception +2
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 28 (4d6+12)
  Fort +4, Ref +3, Will +7
  Defensive Abilities fated (+1)
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +4 (1d8+1/[XXTS]3)
  Ranged light crossbow +3 (1d8/19–20)
  Bloodline Spell-Like Abilities (CL 4th; concentration +8)
  7/day—touch of destiny (+2)
  Sorcerer Spells Known (CL 4th; concentration +8)
  2nd (4/day)—mirror image
  1st (7/day)—alarm, enlarge person (DC 15), mage armor, 
  shocking grasp
  0 (at will)—acid splash, bleed (DC 14), detect magic, mage 
  hand, read magic, touch of fatigue (DC 14)
  Bloodline destined
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer casts mirror image, then enters 
  melee with shocking grasp. If her opponents are difficult, 
  she backs away and uses her scrolls and alchemical items.
  Base Statistics Without mage armor, the sorcerer’s statistics 
  are AC 11, touch 11, flat-footed 10.
  STATISTICS
  Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18
  Base Atk +2; CMB +3; CMD 14
  Feats Combat Casting, Eschew Materials, Improved Initiative, 
  Iron Will
  Skills Bluff +9, Disguise +6, Intimidate +9, Perception +2
  Languages Common
  SQ bloodline arcana (gain luck bonus on saves when casting 
  personal-range spells)
  Combat Gear potion of spider climb, scrolls of cat’s grace 
  (2), scroll of slow, acid, tanglefoot bag; Other Gear light 
  crossbow with 10 bolts, mwk spear, cloak of resistance +1, 
  28 gp
  HARBINGER MAGE NOVICE 
  CR 1/2
  Human sorcerer 1
  LN Medium humanoid (human)
  Init +2; Senses Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Ranged dart +2 (1d4)
  Bloodline Spell-Like Abilities (CL 1st; concentration +4)
  6/day—touch of destiny (+1)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—daze (DC 13), detect magic, ray of frost, read 
  magic
  Bloodline destined
  TACTICS
  During Combat The sorcerer casts color spray to neutralize 
  groups of foes, followed by magic missile at any foes still 
  left standing.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
  
  48
  PATHFINDER SOCIETY SCENARIO
  Base Atk +0; CMB +0; CMD 12
  Feats Alertness, Combat Casting, Eschew Materials, Iron Will
  Skills Bluff +7, Intimidate +7, Knowledge (history) +5, 
  Perception +1, Sense Motive +1, Spellcraft +5
  Languages Azlanti, Common
  SQ bloodline arcana (gain a luck bonus on saves when casting 
  personal-range spells)
  Combat Gear potion of cure light wounds, scrolls of disguise 
  self (2), scrolls of shield (2), wand of sleep (11 charges), 
  alchemist’s fire (2); Other Gear darts (5), quarterstaff, 
  33 gp
  HARBINGER SPY 
  CR 3
  Charlatan (Pathfinder RPG NPC Codex 145)
  Human rogue 4
  CN Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (4d8)
  Fort +1, Ref +6, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6–1/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Rogue Spell-Like Abilities (CL 4th, concentration +5)
  3/day—prestidigitation
  2/day—disguise self
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Expertise, Deceitful, Improved Feint
  Skills Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, 
  Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) 
  +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use 
  Magic Device +11
  Languages Common, Kelish
  SQ rogue talents (major magic, minor magic), trapfinding +2
  Combat Gear potion of cure moderate wounds, scroll of 
  bless, scroll of burning hands, scroll of cure light wounds, 
  scroll of magic missile, alchemist’s fire (2), holy water, 
  thunderstone; Other Gear+1 studded leather, light crossbow 
  with 10 bolts, mwk rapier, disguise kit, everburning torch, 
  healer’s kit, thieves’ tools, wizard’s spellbook, wooden holy 
  symbol, 129 gp
  HARBINGER SPYMASTER 
  CR 6
  Freelance thief (Pathfinder RPG NPC Codex 147)
  Human rogue 7
  NE Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 42 (7d8+7)
  Fort +4, Ref +10, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee+1 rapier +10 (1d6+3/18–20)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Special Attacks sneak attack +4d6
  STATISTICS
  Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 22
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon 
  Finesse
  Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable 
  Device +14, Disguise +9, Knowledge (local) +11, Perception 
  +10, Sense Motive +10, Sleight of Hand +14, Stealth +14
  Languages Common, Halfling
  SQ rogue talents (bleeding attack +4, fast stealth, stand up), 
  trapfinding +3
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, tanglefoot bag; Other Gear+1 studded leather, 
  +1 rapier, mwk light crossbow with 20 bolts, cloak of 
  resistance +1, thieves’ tools, 489 gp
  HARBINGER STRONGARM 
  CR 2
  Traitorous brigand (Pathfinder RPG NPC Codex 81)
  Half-orc fighter 3
  NE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor)
  hp 30 (3d10+9)
  Fort +5, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +7 (1d12+4/×3) or  
  sap +6 (1d6+3 nonlethal)
  Ranged javelin +4 (1d6+3)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
  Base Atk +3; CMB +6; CMD 17
  Feats Cleave, Improved Initiative, Iron Will, Power Attack
  Skills Climb +5, Intimidate +9, Survival +3, Swim +5
  Languages Common, Orc
  SQ armor training 1, orc blood, weapon familiarity
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of enlarge person (CL 3rd); Other Gear 
  mwk breastplate, javelins (4), mwk greataxe, sap, sack, gold 
  necklace (worth 100 gp), 124 gp
  
  49
  THE SKY KEY SOLUTION
  HARBINGER THIEF 
  CR 1/2
  Cutpurse (Pathfinder RPG NPC Codex 144)
  Human rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The rogue hides so he can use sneak attack.
  During Combat The rogue continues to engage his initial 
  opponent in melee, or throws acid if all his opponents are 
  at range.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist 
  +7, Knowledge (local) +4, Perception +3, Sleight of Hand +7, 
  Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, acid (2), smokestick, 
  tanglefoot bag; Other Gear mwk studded leather, daggers 
  (5), short sword, thieves’ tools, 25 gp
  LADY ARODETH 
  CR 12
  Female human magus (staff magus) 13 (Pathfinder RPG 
  Ultimate Magic 9, 49)
  LE Medium humanoid (human)
  Init +3; Senses Perception +12
  DEFENSE
  AC 28, touch 13, flat-footed 25 (+5 armor, +3 Dex, +3 natural, 
  +7 shield)
  hp 101 (13d8+39)
  Fort +13, Ref +11, Will +11
  DR 10/adamantine (130 points)
  OFFENSE
  Speed 30 ft.
  Melee +4 shocking burst darkwood quarterstaff +18/+13 
  (1d6+8/19–20 plus 1d6 electricity)
  Special Attacks arcane pool (+4, 11 points), improved spell 
  combat, improved spell recall, magus arcana (dispelling 
  strike, maneuver mastery, maximized magic, silent magic), 
  spellstrike
  Magus Spells Prepared (CL 13th; concentration +18)
  5th—corrosive consumptionUM, wall of force
  4th—black tentacles, dimension door, greater invisibility, 
  stoneskin
  3rd—fly, haste, lightning bolt (DC 18), slow (DC 18), vampiric 
  touch
  2nd—cat’s grace, defensive shockUM, frigid touchUM, mirror 
  image (2), scorching ray
  1st—corrosive shockUM, expeditious retreat, magic missile, 
  ray of enfeeblement (DC 16), shocking grasp (2), true 
  strike
  0 (at will)—acid splash, detect magic, mage hand, ray of 
  frost, read magic
  TACTICS
  Before Combat Lady Arodeth casts stoneskin earlier in the 
  day and drank a potion of barkskin (CL 6th) and a potion of 
  heroism.
  During Combat On the first round of combat, Lady Arodeth 
  uses her arcane pool to enhance her quarterstaff up to a +4 
  shocking burst darkwood quarterstaff as a swift action. She 
  prefers to fight in close quarters, using her Tripping Staff feat 
  to deliver touch spells while tripping her foes. However, she 
  is also careful to avoid being surrounded, and uses spells like 
  dimension door and mirror image to protect herself, as well 
  as greater invisibility if she did not cast it before the start of 
  combat. She uses spells like wall of force and black tentacles 
  when she can to remove PCs from the fight. Overall, she 
  adapts her strategy throughout the battle as she observes 
  the PC’s tactics.
  Base Statistics Without barkskin, heroism, and stoneskin, 
  Lady Arodeth’s statistics are AC 25, touch 13, flat-footed 
  22; Fort +11, Ref +9, Will +9; DR none; Melee +4 shocking 
  burst darkwood quarterstaff +16/+11 (1d6+8/19–20 plus 1d6 
  electricity); CMB +11 (+19 trip); CMD 24 (30 vs. trip); Skills 
  Diplomacy +13, Fly +19, Intimidate +16, Knowledge (arcana) 
  +21, Knowledge (history) +18, Perception +12, Spellcraft +21, 
  Use Magic Device +16
  STATISTICS
  Str 14, Dex 16, Con 13, Int 20, Wis 8, Cha 10
  Base Atk +9; CMB +13 (+21 trip); CMD 24 (32 vs. trip)
  Feats Combat Casting, Combat Expertise, Combat Reflexes, 
  Greater Trip, Improved Critical (quarterstaff), Improved Trip, 
  Quarterstaff MasterUM, Toughness, Tripping StaffUM, Weapon 
  Focus (quarterstaff), Weapon Specialization (quarterstaff)
  Skills Diplomacy +15, Fly +21, Intimidate +18, Knowledge 
  (arcana) +23, Knowledge (history) +20, Perception +14, 
  Spellcraft +23, Use Magic Device +18
  Languages Aklo, Azlanti, Common, Draconic, Elven
  SQ knowledge pool, quarterstaff defense, staff weapon
  Combat Gear potion of barkskin (CL 6th), potion of cure serious 
  wounds, potion of heroism; Other Gear +1 glamered mithral 
  chain shirt, +2 darkwood quarterstaff, belt of giant strength 
  +2, cloak of resistance +2, headband of vast intelligence +2, 
  spell component pouch, spellbook (contains all prepared 
  spells plus arcane sight, death ward, enlarge person, ice 
  
  50
  PATHFINDER SOCIETY SCENARIO
  storm, magic weapon, obscuring mist, reduce person, web), 
  diamond dust (worth 250 gp), 460 gp
  LIZARDFOLK 
  CR 1
  Pathfinder RPG Bestiary 195
  N Medium humanoid (reptilian)
  Init +0; Senses Perception +1
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
  hp 11 (2d8+2)
  Fort +4, Ref +0, Will +0
  OFFENSE
  Speed 30 ft., swim 15 ft.
  Melee morningstar +2 (1d8+1), bite +0 (1d4), or 
  claw +2 (1d4+1), bite +2 (1d4+1)
  Ranged javelin +1 (1d6+1)
  STATISTICS
  Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
  Base Atk +1; CMB +2; CMD 12
  Feats Multiattack
  Skills Acrobatics +2, Perception +1, Swim +8; Racial Modifiers 
  +4 Acrobatics
  Languages Draconic
  SQ hold breath
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  TROGLODYTE 
  CR 1
  Pathfinder RPG Bestiary 267
  CE Medium humanoid (reptilian)
  Init –1; Senses darkvision 90 ft.; Perception +0
  Aura stench (30 ft., DC 13, 10 rounds)
  DEFENSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 13 (2d8+4)
  Fort +7, Ref –1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or  
  2 claws +2 (1d4+1), bite +2 (1d4+1)
  Ranged javelin +0 (1d6)
  STATISTICS
  Str 12, Dex 9, Con 14, Int 8, Wis 11, Cha 11
  Base Atk +1; CMB +2; CMD 11
  Feats Great Fortitude
  Skills Stealth +5 (+9 in rocky areas); Racial Modifiers +4 Stealth 
  (+8 in rocky areas)
  Languages Draconic
  TROGLODYTE CHAMPION 
  CR 7
  Pathfinder RPG Monster Codex 216
  Troglodyte fighter 6
  CE Medium humanoid (reptilian)
  Init +1; Senses darkvision 90 ft.; Perception +3
  Aura stench (30 ft., DC 15, 10 rounds)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+6 armor, +1 Dex, +6 natural)
  hp 82 (8 HD; 2d8+6d10+40)
  Fort +13, Ref +4, Will +4 (+2 vs. fear)
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee mwk lance +13/+8 (1d8+5/×3), bite +6 (1d4+2), claw +6 
  (1d4+2)
  Ranged javelin +9/+4 (1d6+5)
  Special Attacks weapon training (spears +1)
  STATISTICS
  Str 18, Dex 12, Con 18, Int 8, Wis 13, Cha 9
  Base Atk +7; CMB +11 (+13 bull rush); CMD 22 (24 vs. bull rush)
  Feats Improved Bull Rush, Mounted Combat, Power Attack, 
  Quick Draw, Ride-By Attack, Spirited Charge, Toughness, 
  Unseat
  Skills Handle Animal +6, Intimidate +6, Perception +3, Ride +6, 
  Stealth +3 (+7 in rocky areas)
  Languages Draconic
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk breastplate, javelins (7), mwk lance, belt of giant 
  strength +2, cloak of resistance +1, 33 gp
  TROGLODYTE CHAMPION’S RIDING LIZARD 
  CR 1
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee 2 claws +3 (1d4+1)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
  Feats Endurance, RunB
  Skills Perception +6
  TROGLODYTE SKULKER 
  CR 2
  Pathfinder RPG Monster Codex 214
  Troglodyte rogue 2
  CE Medium humanoid (reptilian)
  Init +5; Senses darkvision 90 ft.; Perception +8
  Aura stench (30 ft., DC 14, 10 rounds)
  DEFENSE
  
  51
  THE SKY KEY SOLUTION
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 30 (4d8+12)
  Fort +6, Ref +4, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk club +6 (1d6+3), bite +0 (1d4+1), claw +0 (1d4+1) or  
  bite +5 (1d4+3), 2 claws +5 (1d4+3)
  Ranged javelin +3 (1d6+3)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 16, Dex 13, Con 16, Int 8, Wis 13, Cha 9
  Base Atk +2; CMB +5; CMD 16
  Feats Improved Initiative, Point-Blank Shot
  Skills Acrobatics +8, Climb +7, Disable Device +2, Escape Artist 
  +8, Knowledge (dungeoneering) +3, Perception +8, Stealth 
  +12 (+16 in rocky areas)
  Languages Draconic
  SQ rogue talents (fast stealth), trapfinding +1
  Combat Gear potion of cure moderate wounds, smokesticks 
  (2); Other Gear javelins (4), mwk club, sack of uncut gems 
  (worth 120 gp in total), 16 gp
  TROGLODYTE WARREN GUARD 
    
  CR 9
  Pathfinder RPG Monster Codex 218
  Troglodyte barbarian (brutal pugilist) 8 (Pathfinder RPG 
  Advanced Player’s Guide 78)
  CE Medium humanoid (reptilian)
  Init +1; Senses darkvision 90 ft.; Perception +14
  Aura stench (30 ft., DC 16, 10 rounds)
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+2 armor, +1 Dex, +8 natural, –2 
  rage)
  hp 124 (10 HD; 2d8+8d12+58)
  Fort +15, Ref +4, Will +8
  Defensive Abilities improved savage grapple; DR 1/—
  OFFENSE
  Speed 40 ft.
  Melee +1 bite +16 (1d4+7), 2 +1 claws +16 (1d6+7)
  Ranged javelin +10 (1d6+6)
  Special Attacks rage (21 rounds/day), rage powers 
  (intimidating glare, knockback, strength surge +8, terrifying 
  howl [DC 20])
  TACTICS
  Before Combat The warren guard drinks her potion of barkskin 
  if she believes danger is coming.
  During Combat The warren guard rages and starts 
  attacking with her natural attacks. She uses intimidating 
  glare, following it up with terrifying howl once one or 
  two enemies are shaken. she uses knockback to drive 
  opponents away from her allies or grapples them to get 
  them under control.
  Base Statistics Without barkskin and when she’s not raging, 
  the barbarian’s statistics are AC 19, touch 13, flat-footed 18; 
  hp 104; Fort +13, Will +6; Melee +1 bite +14 (1d4+5), 2 +1 
  claws +14 (1d6+5); Ranged javelin +10 (1d6+4); Str 18, Con 
  16; CMB +13 (+17 bull rush, +15 grapple).
  STATISTICS
  Str 22, Dex 13, Con 20, Int 8, Wis 13, Cha 9
  Base Atk +9; CMB +15 (+19 bull rush, +17 grapple); CMD 24 (26 
  vs. bull rush)
  Feats Diehard, Improved Bull Rush, Improved Natural Attack 
  (claws), Iron Will, Power Attack
  Skills Acrobatics +7 (+11 when jumping), Heal +7, Intimidate 
  +12, Perception +14, Stealth +5 (+9 in rocky areas); Racial 
  Modifiers +4 Acrobatics when jumping, +4 Stealth (+8 in 
  rocky areas)
  Languages Draconic
  SQ fast movement
  Combat Gear potion of barkskin, potion of cure serious 
  wounds; Other Gear amulet of mighty fists +1, bracers of 
  armor +2, cloak of resistance +1
  APPENDIX 2: SERPENTFOLK 
  STAT BLOCKS
  The following are the stat blocks for all serpentfolk that 
  appear in this scenario. Appendix 1: Humanoid Stat 
  Blocks begins on page 41. Appendix 3: Other Monster Stat 
  Blocks begins on page 55.
  DEGENERATE SERPENTFOLK 
    
  CR 4
  Pathfinder Bestiary 2 242
  NE Medium monstrous humanoid 
  Init +5; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 47 (5d10+20)
  Fort +7, Ref +5, Will +5
  Immune mind-affecting effects, paralysis, poison; SR 15
  OFFENSE
  Speed 30 ft.
  Melee mwk greatsword +11 (2d6+7/19–20), bite +6 (1d6+2 plus 
  poison)
  STATISTICS
  Str 20, Dex 13, Con 19, Int 4, Wis 13, Cha 6
  Base Atk +5; CMB +10; CMD 21
  Feats Great Fortitude, Improved Initiative, Weapon Focus (bite)
  Skills Escape Artist +9, Perception +13; Racial Modifiers +8 
  Escape Artist, +4 Perception
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves
  
  52
  PATHFINDER SOCIETY SCENARIO
  SERPENTFOLK 
   
  CR 4
  Pathfinder RPG Bestiary 2 242
  NE Medium monstrous humanoid 
  Init +9; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
  hp 42 (5d10+15)
  Fort +6, Ref +9, Will +6
  Immune mind-affecting effects, paralysis, poison; SR 15
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 plus 
  poison)
  Spell-Like Abilities (CL 4th; concentration +7)
  At will—disguise self (humanoid form only, DC 14), 
  ventriloquism (DC 14)
  1/day—blur, mirror image, suggestion (DC 16)
  STATISTICS
  Str 8, Dex 21, Con 17, Int 18, Wis 15, Cha 16
  Base Atk +5; CMB +4; CMD 19
  Feats Great Fortitude, Improved Initiative, Weapon Finesse
  Skills Acrobatics +10, Disguise +8, Escape Artist +18, Knowledge 
  (arcana) +9, Perception +10, Sense Motive +7, Spellcraft 
  +9, Use Magic Device +12; Racial Modifiers +4 Use Magic 
  Device, +8 Escape Artist
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  SERPENTFOLK, ADVANCED 
    
  CR 5
  Advanced serpentfolk (Pathfinder RPG Bestiary 2 292, 242)
  NE Medium monstrous humanoid 
  Init +11; Senses darkvision 60 ft., scent; Perception +12
  DEFENSE
  AC 22, touch 17, flat-footed 15 (+7 Dex, +5 natural)
  hp 52 (5d10+25)
  Fort +8, Ref +11, Will +8
  Immune mind-affecting effects, paralysis, poison; SR 15
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +13 (1d4+1/19–20), bite +7 (1d6 plus 
  poison)
  Spell-Like Abilities (CL 4th; concentration +9)
  At will—disguise self (humanoid form only, DC 16), 
  ventriloquism (DC 16)
  1/day—blur, mirror image, suggestion (DC 18)
  STATISTICS
  Str 12, Dex 25, Con 21, Int 22, Wis 19, Cha 20
  Base Atk +5; CMB +6; CMD 23
  Feats Great Fortitude, Improved Initiative, Weapon Finesse
  Skills Acrobatics +12, Disguise +10, Escape Artist +20, 
  Intimidate +10, Knowledge (arcana) +11, Perception +12, 
  Sense Motive +9, Spellcraft +11, Stealth +15, Use Magic 
  Device +14; Racial Modifiers +4 Use Magic Device, 
  +8 Escape Artist
  Languages Aklo, Azlanti, Common, Cyclops, Draconic, 
  Undercommon; telepathy 100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  SERPENTFOLK BONE PROPHET 
    
  CR 11
  Pathfinder RPG Monster Codex 205
  Advanced serpentfolk oracle 7 (Pathfinder RPG Advanced 
  Player’s Guide 42)
  NE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft., scent; Perception +19
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +3 
  natural)
  hp 137 (12 HD; 5d10+7d8+79)
  Fort +11, Ref +11, Will +16
  Immune mind-affecting effects, paralysis, poison; SR 22
  OFFENSE
  Speed 15 ft.
  Melee +1 quarterstaff +12/+7 (1d6+2), bite +6 (1d6 plus poison)
  Spell-Like Abilities (CL 4th; concentration +9)
  At will—disguise self (DC 16, humanoid form only), 
  ventriloquism (DC 16)
  1/day—blur, dominate person (DC 20), major image (DC 18), 
  mirror image, suggestion (DC 18)
  Oracle Spells Known (CL 7th; concentration +12)
  3rd (5/day)—animate dead, bestow curse (DC 18), chain of 
  perditionUC, inflict serious wounds (DC 18)
  2nd (7/day)—dread boltUM (DC 17), false life, hold person 
  (DC 17), inflict moderate wounds (DC 17), instrument of 
  agonyUC
  1st (8/day)—cause fear (DC 16), cure light wounds, inflict 
  light wounds (DC 16), murderous commandUM (DC 16), 
  obscuring mist, ray of sickeningUM (DC 16), shield of faith
  0 (at will)—bleed (DC 15), detect magic, detect poison, 
  guidance, light, resistance, stabilize
  Mystery bones
  TACTICS
  During Combat The bone prophet enforces mental control 
  over enemies with hold person, murderous command, and 
  suggestion. It casts bestow curse and chain of perdition to 
  hamper those that come too close, and uses its damaging 
  spells and scrolls against its most dangerous opponents.
  STATISTICS
  Str 12, Dex 19, Con 20, Int 18, Wis 19, Cha 20
  Base Atk +10; CMB +11; CMD 26
  
  53
  THE SKY KEY SOLUTION
  Feats Combat Casting, Command Undead, Dodge, Great 
  Fortitude, Improved Initiative, Iron Will, Toughness
  Skills Acrobatics +5, Bluff +15, Diplomacy +15, Disguise +15, 
  Escape Artist +10, Heal +11, Intimidate +13, Knowledge 
  (arcana, history, religion) +17, Perception +19, Sense Motive 
  +14, Spellcraft +18, Use Magic Device +15; Racial Modifiers 
  +8 Escape Artist, +4 Use Magic Device
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SQ oracle’s curse (lame), revelations (bleeding wounds, death’s 
  touch, undead servitude [8/day, DC 18])
  Combat Gear bead of force, potions of cure moderate wounds 
  (2), potion of invisibility, scroll of greater command, 
  scroll of slay living, wand of cure moderate wounds (10 
  charges); Other Gear +1 chainmail, +1 quarterstaff, cloak 
  of resistance +1, headband of inspired wisdom +2, unholy 
  symbol, 175 gp
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  SERPENTFOLK BRUISER 
    
  CR 7
  Degenerate serpentfolk fighter 3 (Pathfinder RPG Bestiary 2 
  242)
  NE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 88 (8d10+40)
  Fort +8, Ref +8, Will +9 (+1 vs. fear)
  Immune mind-affecting effects, paralysis, poison; SR 18
  OFFENSE
  Speed 30 ft.
  Melee mwk greatclub +16/+11 (1d10+10), bite +10 (1d6+3 plus 
  poison)
  Ranged javelin +11 (1d6+7)
  Special Attacks poison
  STATISTICS
  Str 24, Dex 16, Con 18, Int 6, Wis 14, Cha 4
  Base Atk +8; CMB +15; CMD 28
  Feats Improved Initiative, Iron Will, Lunge, Power Attack, 
  Toughness, Vital Strike
  Skills Escape Artist +11, Handle Animal +8, Perception +13, Ride 
  +10; Racial Modifiers +8 Escape Artist, +4 Perception
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SQ armor training 1
  Other Gear javelin (3), mwk greatclub
  SPECIAL ABILITIES
  Poison (Ex) Poison—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 cons saves.
  SERPENTFOLK EXEMPLAR 
    
  CR 6
  Half-fiend advanced serpentfolk (Pathfinder RPG Bestiary 171, 
  Pathfinder RPG Bestiary 2 242)
  NE Medium outsider (monstrous humanoid, native)
  Init +10; Senses darkvision 60 ft., scent; Perception +12
  DEFENSE
  AC 22, touch 17, flat-footed 16 (+1 deflection, +6 Dex, +5 
  natural)
  hp 52 (5d10+25)
  Fort +8, Ref +10, Will +8
  DR 5/magic; Immune mind-affecting effects, paralysis, poison; 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 17
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +11 (1d6+1), 2 claws +11 (1d4+1)
  Special Attacks poison, smite good
  Spell-Like Abilities (CL 4th; concentration +8)
  At will—disguise self (humanoid form only), ventriloquism 
  (DC 15)
  3/day—darkness
  1/day—blur, desecrate, mirror image, suggestion (DC 16), 
  unholy blight (DC 18)
  STATISTICS
  Str 13, Dex 22, Con 21, Int 20, Wis 19, Cha 18
  Base Atk +5; CMB +6; CMD 23
  Feats Great Fortitude, Improved Initiative, Weapon Finesse
  Skills Acrobatics +11, Escape Artist +14, Fly +10, Intimidate 
  +12, Knowledge (arcana) +10, Knowledge (history) +10, 
  Knowledge (planes) +10, Knowledge (religion) +10, 
  Perception +12, Sense Motive +9, Stealth +14, Swim +9, Use 
  Magic Device +13; Racial Modifiers +8 Escape Artist, +4 Use 
  Magic Device
  Languages Abyssal, Aklo, Common, Draconic, Infernal, 
  Undercommon; telepathy 100 ft.
  Combat Gear potion of greater magic fang (CL 6th); Other 
  Gear amulet of natural armor +1, ring of protection +1, 800 
  gp
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  SERPENTFOLK ILLUSIONIST 
    
  CR 8
  Pathfinder RPG Monster Codex 204
  Advanced serpentfolk illusionist 4 
  NE Medium monstrous humanoid
  Init +10; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 21, touch 17, flat-footed 15 (+1 deflection, +6 Dex, +4 
  natural)
  hp 99 (9 HD; 5d10+4d6+58)
  Fort +7, Ref +11, Will +9
  Immune mind-affecting effects, paralysis, poison; SR 19
  OFFENSE
  
  54
  PATHFINDER SOCIETY SCENARIO
  Speed 30 ft.
  Melee mwk dagger +8/+3 (1d4/19–20), bite +2 (1d6 plus poison)
  Spell-Like Abilities (CL 4th; concentration +8)
  At will—disguise self (DC 15, humanoid form only), 
  ventriloquism (DC 15)
  1/day—blur, dominate person (DC 19), major image (DC 17), 
  mirror image, suggestion (DC 17)
  Arcane School Spell-Like Abilities (CL 4th; concentration +10)
  9/day—blinding ray
  Illusionist Spells Prepared (CL 4th; concentration +10)
  2nd—blindness/deafness (DC 18), detect thoughts (DC 18), 
  illusion of calmUM (DC 19), invisibility, pernicious poisonUC
  1st—color spray (2, DC 18), hypnotism (DC 18), shield, silent 
  image (DC 18), vanishAPG
  0 (at will)—dancing lights, detect magic, mage hand, read 
  magic
  Opposition Schools conjuration, evocation
  TACTICS
  During Combat A serpentfolk illusionist seeks to deceive 
  opponents with spells until it can debilitate them with 
  blindness/deafness, color spray, or a venomous bite 
  enhanced with pernicious poison. Otherwise, it attacks with 
  its wand or uses suggestion and dominate person to turn 
  enemies into allies.
  STATISTICS
  Str 10, Dex 22, Con 21, Int 22, Wis 13, Cha 18
  Base Atk +7; CMB +7; CMD 24
  Feats Combat Casting, Improved Initiative, Scribe Scroll, Spell 
  Focus (enchantment), Spell Focus (illusion), Toughness
  Skills Acrobatics +11, Bluff +10, Diplomacy +10, Disguise +10, 
  Escape Artist +19, Intimidate +12, Knowledge (arcana) 
  +18, Knowledge (dungeoneering, nobility, religion) +10, 
  Knowledge (history, planes) +12, Perception +13, Sense 
  Motive +7, Spellcraft +18, Use Magic Device +15; Racial 
  Modifiers +8 Escape Artist, +4 Use Magic Device
  Languages Abyssal, Aklo, Common, Draconic, Elven, 
  Undercommon; telepathy 100 ft.
  SQ arcane bond (viper), extended illusions (+2 rounds)
  Combat Gear potions of cure moderate wounds (2), scrolls 
  of blur (2), scrolls of daze monster (2), scrolls of hideous 
  laughter (2), scroll of hold person, scrolls of invisibility (2), 
  scrolls of mirror image (2), scrolls of touch of idiocy (2), 
  wand of mage armor (20 charges), wand of magic missile 
  (20 charges); Other Gear mwk dagger, amulet of natural 
  armor +1, ring of protection +1, spellbook, 273 gp
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  SERPENTFOLK IMPERILER 
    
  CR 7
  Advanced serpentfolk slayer 5 (Pathfinder RPG Advanced Class 
  Guide 53, Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid
  Init +10; Senses darkvision 60 ft., scent; Perception +20
  DEFENSE
  AC 22, touch 15, flat-footed 17 (+4 armor, +5 Dex, +3 natural)
  hp 109 (10d10+55)
  Fort +12, Ref +14, Will +8
  Immune mind-affecting effects, paralysis, poison; SR 20
  OFFENSE
  Speed 30 ft.
  Melee +1 shortsword +15/+10 (1d6+2/19-20), +1 shortsword 
  +15 (1d6+2/19-20), bite +11 (1d6 plus poison) or
  Ranged mwk net +17
  Special Attacks poison, sneak attack +1d6, studied target +2 
  (2nd, move action)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—disguise self (humanoid form only), ventriloquism 
  (DC 13)
  1/day—blur, dominate person (DC 16), major image (DC 15), 
  mirror image, suggestion (DC 14)
  STATISTICS
  Str 12, Dex 23, Con 20, Int 18, Wis 16, Cha 14
  Base Atk +10; CMB +11; CMD 27
  Feats Alertness, Double Slice, Exotic Weapon Proficiency (net), 
  Great Fortitude, Improved Initiative, Two-weapon Fighting, 
  Weapon Finesse
  Skills Acrobatics +19, Climb +10, Disguise +10, Escape Artist 
  +23, Intimidate +15, Knowledge (arcana) +9, Knowledge 
  (dungeoneering) +17, Perception +20, Sense Motive +13, 
  Spellcraft +9, Stealth +14, Survival +11, Use Magic Device +11; 
  Racial Modifiers +8 Escape Artist, +4 Use Magic Device
  Languages Aklo, Azlanti, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ combat style (two-weapon combat), slayer talents (combat 
  trick, ranger combat style), track +2
  Combat Gear potion of cure serious wounds; Other Gear +1 
  studded leather, +1 short swords (2), mwk net, 35 gp
  SPECIAL ABILITIES
  Poison (Ex) bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  SERPENTFOLK PERIL COMMANDER 
  CR 10
  Advanced serpentfolk slayer 8 (Pathfinder RPG Advanced Class 
  Guide 53, Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid
  Init +11; Senses darkvision 60 ft., scent; Perception +23
  DEFENSE
  AC 24, touch 15, flat-footed 19 (+6 armor, +4 Dex, +1 dodge, +3 
  natural)
  hp 144 (13d10+73)
  Fort +15, Ref +18, Will +10
  Immune mind-affecting effects, paralysis, poison; SR 23
  OFFENSE
  Speed 30 ft.
  
  55
  THE SKY KEY SOLUTION
  Melee +1 shortsword +19/+14/+9 (1d6+2/19–20), +1 
  shortsword +19 (1d6+1/19–20), bite +15 (1d8 plus poison)
  Ranged mwk net +21
  Special Attacks poison, sneak attack +2d6, studied target +2 
  (2nd, 2 targets)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—disguise self (humanoid form only), ventriloquism 
  (DC 13)
  1/day—blur, dominate person (DC 16), major image (DC 15), 
  mirror image, suggestion (DC 14)
  STATISTICS
  Str 12, Dex 24, Con 20, Int 18, Wis 16, Cha 14
  Base Atk +13; CMB +14; CMD 32
  Feats Alertness, Dodge, Exotic Weapon Proficiency (net), 
  Great Fortitude, Improved Initiative, Improved Natural 
  Attack (bite), Quick Draw, Two-weapon Fighting, Weapon 
  Finesse
  Skills Acrobatics +22, Climb +9, Craft (alchemy) +12, Disguise 
  +10, Escape Artist +23, Intimidate +16, Knowledge (arcana) 
  +9, Knowledge (dungeoneering) +17, Perception +23, Sense 
  Motive +23, Spellcraft +9, Stealth +19, Survival +16, Use 
  Magic Device +11; Racial Modifiers +8 Escape Artist, +4 Use 
  Magic Device
  Languages Aklo, Azlanti, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ combat style (two-weapon combat), slayer talents (combat 
  trick, poison use, ranger combat style, swift poison), stalker, 
  track +4
  Combat Gear oil of invisibility (2), 
  potion of cure serious wounds 
  (2); Other Gear +2 chain 
  shirt, +1 short swords (2), 
  mwk net, cloak of resistance 
  +1, 460 gp
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; 
  save Fort DC 17; 
  frequency 1/round for 6 
  rounds; effect 1d2 Str; 
  cure 2 consecutive 
  saves.
  APPENDIX 
  3: OTHER 
  MONSTER 
  STAT BLOCKS
  The 
  following 
  are 
  the 
  stat blocks for all creatures 
  other than humanoids and 
  serpentfolk that appear in this 
  scenario. Appendix 1: Humanoid 
  Stat Blocks begins on page 41. Appendix 2: Serpentfolk 
  Stat Blocks begins on page 51.
  BLAST SHADOW 
  CR 5
  Adapted from Pathfinder #15: The Armageddon Echo 82
  CE Medium undead (fire)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 60 (8d8+24)
  Fort +5, Ref +6, Will +9
  Immune fire, undead traits
  Weaknesses vulnerable to cold, 
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +11 (1d8+2 plus 1d6 fire)
  Special Attacks cloud of smoke and flame, death burst
  STATISTICS
  Str 15, Dex 18, Con —, Int 11, Wis 13, Cha 16
  Base Atk +6; CMB +8; CMD 22
  Feats Improved Initiative, Iron Will, Weapon Finesse, Weapon 
  Focus (claw)
  Skills Climb +13, Intimidate +14, Perception +12, Stealth +15
  Languages Common
  SPECIAL ABILITIES
  Cloud of Smoke and Fire (Su) A blast shadow can, 
  as a free action, surround itself 
  with a cloud of smoke 
  that burns living flesh. 
  While active, the blast 
  shadow gains 
  concealment, 
  and all living 
  creatures within 5 
  feet take 1d6 points 
  of fire damage per 
  round. If the 
  blast shadow 
  takes any cold 
  damage, this 
  cloud is dispelled 
  and cannot be 
  renewed for 1d6 
  rounds.
  Death Burst (Su) When a 
  blast shadow is reduced to 0 or 
  fewer hit points, it explodes in a 
  blast of flame. All creatures 
  within 30 feet take 4d6 
  points of fire damage. A 
  DC 17 Reflex save results in 
  half damage. The save DC is 
  Charisma-based.
  
  56
  PATHFINDER SOCIETY SCENARIO
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural) 
  hp 85 (10d8+40) 
  Fort +6, Ref +5, Will +8 
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 
  10, fire 10 
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft. 
  Melee 2 slams +9 (1d8+1) 
  Special Attacks death gaze
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16 
  Base Atk +7; CMB +8; CMD 21 
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam) 
  Skills Intimidate +11, Perception +14, Stealth +10 
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain 
  by a bodak’s death gaze rises as a bodak 24 hours later. This 
  is a death effect. 
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for 
  its merest touch burns their impure flesh. Each round of 
  exposure to direct sunlight deals 2d6 points of damage to a 
  bodak.
  CHUUL 
  CR 7
  Pathfinder RPG Bestiary 46
  CE Large aberration (aquatic) 
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 85 (10d8+40)
  Fort +7, Ref +6, Will +9
  Immune poison
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +14 (2d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+7), paralytic tentacles
  STATISTICS
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
  Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
  Feats Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Focus (claw)
  Skills Knowledge (nature) +8, Perception +19, Sense Motive +9, 
  Stealth +9, Swim +28
  Languages Undercommon
  SQ amphibious
  SPECIAL ABILITIES
  Paralytic Tentacles (Ex) A chuul can transfer a grappled victim 
  from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no 
  damage, instead exuding a paralytic secretion. Anyone held 
  in the tentacles must succeed on a DC 19 Fortitude save each 
  round on the chuul’s turn or be paralyzed for 6 rounds. The 
  save DC is Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 1d8+7 points 
  of damage each round from the creature’s mandibles.
  CHUUL EVISCERATOR 
  CR 8
  Advanced chuul (Pathfinder RPG Bestiary 294, 46)
  CE Large aberration (aquatic)
  Init +9; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, –1 size)
  hp 105 (10d8+60)
  Fort +9, Ref +8, Will +11
  Immune poison
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +16 (2d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+9), paralytic tentacles
  STATISTICS
  Str 29, Dex 20, Con 22, Int 14, Wis 18, Cha 9
  Base Atk +7; CMB +17 (+21 grapple); CMD 32 (36 vs. trip)
  Feats Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Focus (claw)
  Skills Intimidate +12, Knowledge (nature) +15, Perception +21, 
  Sense Motive +18, Stealth +11, Swim +30
  Languages Undercommon
  SQ amphibious
  SPECIAL ABILITIES
  Paralytic Tentacles (Ex) A chuul can transfer a grappled victim 
  from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no 
  damage, instead exuding a paralytic secretion. Anyone held 
  in the tentacles must succeed on a DC 21 Fortitude save each 
  round on the chuul’s turn or be paralyzed for 6 rounds. The 
  save DC is Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 1d8+9 points 
  of damage each round from the creature’s mandibles.
  COUATL, EVIL 
  CR 10
  Pathfinder RPG Bestiary 49
  CE Large outsider (native) 
  Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; 
  Perception +23
  DEFENSE
  
  57
  THE SKY KEY SOLUTION
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 126 (12d10+60)
  Fort +9, Ref +13, Will +14
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +16 (1d8+7 plus grab and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+7)
  Spell-Like Abilities (CL 9th)
  Constant—detect chaos, detect evil, detect good, detect law
  At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), 
  invisibility, plane shift (DC 20)
  Spells Known (CL 9th)
  4th (4/day)—charm monster (DC 17), freedom of movement
  3rd (7/day)—gaseous form, magic circle against good, 
  summon monster III
  2nd (7/day)—cure moderate wounds, eagle’s splendor, 
  scorching ray, silence (DC 15)
  1st (7/day)—endure elements, mage armor, obscuring mist, 
  protection from chaos, true strike
  0 (at will)—daze, disrupt undead, light, ray of frost, read 
  magic, resistance, stabilize
  STATISTICS
  Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
  Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can’t be 
  tripped)
  Feats Alertness, Dodge, Empower Spell, Eschew Materials, 
  Improved Initiative, Iron Will, Lightning Reflexes
  Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, 
  Knowledge (arcana) +9, Knowledge (religion) +12, Perception 
  +23, Sense Motive +15, Spellcraft +15, Survival +16, Use 
  Magic Device +18
  Languages Abyssal, Azlanti, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Spells A couatl casts spells as a 9th-level sorcerer, and can cast 
  spells from the cleric list as well as those normally available 
  to a sorcerer. Cleric spells are considered arcane spells for 
  a couatl, meaning that the creature does not need a divine 
  focus to cast them.
  Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/
  minute for 10 minutes; effect 1d4 Str; cure 2 consecutive 
  saves. The DC is Constitution-based.
  DINOSAUR, ANKYLOSAURUS 
  CR 6
  Pathfinder RPG Bestiary 83
  N Huge animal 
  Init +0; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 75 (10d8+30)
  Fort +12, Ref +7, Will +4
  OFFENSE
  Speed 30 ft.
  Melee tail +14 (3d6+12 plus stun)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
  Feats Great Fortitude, Improved Bull Rush, Improved Overrun, 
  Power Attack, Weapon Focus (tail)
  Skills Perception +14
  SPECIAL ABILITIES
  Stun (Ex) The ankylosaurus’s tail can deliver a powerful, 
  stunning blow. A creature struck by this attack must make a 
  DC 23 save or be dazed for 1 round. If the strike is a critical 
  hit and the target fails its save, it is instead stunned for 1d4 
  rounds. The save DC is Strength-based.
  DINOSAUR, COMPSOGNATHUS 
  CR 1/2
  Pathfinder RPG Bestiary 2 90
  N Tiny animal 
  Init +6; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +1 (1d3–1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
  Base Atk +0; CMB +0; CMD 9
  Feats Improved Initiative
  Skills Perception +4, Swim +10
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  DINOSAUR, DIMETRODON 
  CR 3
  Pathfinder RPG Bestiary 3 78
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+7/19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks tearing bite
  STATISTICS
  Str 20, Dex 15, Con 18, Int 1, Wis 12, Cha 3
  Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
  
  58
  PATHFINDER SOCIETY SCENARIO
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Perception +6, Stealth +3
  SPECIAL ABILITIES
  Tearing Bite (Ex) A dimetrodon’s jaws are filled with razor-
  sharp teeth of two different sizes. This gives the creature a 
  threat range of 19–20 with its bite attack.
  DINOSAUR, TRICERATOPS 
  CR 8
  Pathfinder RPG Bestiary 86
  N Huge animal
  Init –1; Senses low-light vision, scent; Perception +21
  DEFENSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 119 (14d8+56)
  Fort +15, Ref +8, Will +5
  OFFENSE
  Speed 30 ft.
  Melee gore +17 (2d10+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d10+16), trample 
  (1d8+12, DC 25)
  STATISTICS
  Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
  Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
  Feats Great Fortitude, Improved Bull Rush, Improved Critical, 
  Power Attack, Run, Skill Focus (Perception), Weapon Focus 
  (gore)
  Skills Perception +24
  DINOSAUR, TYRANNOSAURUS 
  CR 9
  Pathfinder RPG Bestiary 86
  N Gargantuan animal 
  Init +5; Senses low-light vision, scent; Perception +37
  DEFENSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 153 (18d8+72)
  Fort +15, Ref +12, Will +10
  OFFENSE
  Speed 40 ft.
  Melee bite +20 (4d6+22/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d8+11, AC 17, hp 15)
  STATISTICS
  Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
  Base Atk +13; CMB +28 (+32 grapple); CMD 39
  Feats Bleeding Critical, Critical Focus, Diehard, Endurance, 
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception)
  Skills Perception +37; Racial Modifiers +8 Perception
  SQ powerful bite
  SPECIAL ABILITIES
  Powerful Bite (Ex) A tyrannosaurus applies twice its Strength 
  modifier to bite damage.
  DINOSAUR, VELOCIRAPTOR 
  CR 2
  Pathfinder RPG Bestiary 4 59
  N Small animal 
  Init +7; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 60 ft.
  Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
  Special Attacks leaping charge
  STATISTICS
  Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
  Base Atk +2; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +11 (+23 when jumping), Perception +10, 
  Stealth +15; Racial Modifiers +4 Acrobatics, +4 Perception, 
  +4 Stealth
  SPECIAL ABILITIES
  Leaping Charge (Ex) A velociraptor can jump while charging, 
  allowing it to ignore difficult terrain when it charges. When 
  a velociraptor makes a charge in this way, it deals double 
  damage with its talons.
  GIANT AMOEBA 
  CR 1
  Pathfinder RPG Bestiary 2 24
  N Small ooze (aquatic) 
  Init –5; Senses blindsight 30 ft.; Perception –5
  DEFENSE
  AC 6, touch 6, flat-footed 6 (–5 Dex, +1 size)
  hp 15 (2d8+6)
  Fort +3, Ref –5, Will –5
  Defensive Abilities ooze traits
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 20 ft.
  Melee slam +3 (1d3+1 plus 1d3 acid and grab)
  Space 5 ft.; Reach 5 ft.
  Special Attacks constrict (1d3+1 plus 1d3 acid)
  STATISTICS
  Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
  Base Atk +1; CMB +1 (+5 grapple); CMD 6 (can’t be tripped)
  Skills Climb +9, Swim +9
  SQ amphibious
  GIANT AMOEBA, ATROCIOUS 
  CR 2
  Giant giant amoeba (Pathfinder RPG Bestiary 2 24, 293)
  N Medium ooze (aquatic)
  Init –5; Senses blindsight 30 ft.; Perception –5
  DEFENSE
  AC 8, touch 5, flat-footed 8 (–5 Dex, +3 natural)
  hp 19 (2d8+10)
  
  59
  THE SKY KEY SOLUTION
  Fort +5, Ref –5, Will –5
  Defensive Abilities ooze traits
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 20 ft.
  Melee slam +4 (1d4+4 plus 1d4 acid and grab)
  Space 5 ft.; Reach 5 ft.
  Special Attacks constrict (1d4+4 plus 1d4 acid)
  STATISTICS
  Str 16, Dex 1, Con 20, Int —, Wis 1, Cha 1
  Base Atk +1; CMB +4 (+8 grapple); CMD 9 (can’t be tripped)
  Skills Climb +11, Swim +11
  SQ amphibious
  GRAY OOZE 
  CR 4
  Pathfinder RPG Bestiary 166
  N Medium ooze 
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 50 (4d8+32)
  Fort +9, Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OFFENSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  STATISTICS
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
  SQ transparent
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and 
  constrict attack deals 1d6 additional acid damage. Armor 
  or clothing worn by a creature grappled by a gray ooze 
  takes the same amount of acid damage unless the wearer 
  succeeds on a DC 20 Reflex saving throw. A wooden or metal 
  weapon that strikes a gray ooze takes 1d6 acid damage 
  unless the weapon’s wielder succeeds on a DC 20 Reflex 
  save. The ooze’s touch deals 12 points of acid damage per 
  round to wooden or metal objects, but the ooze must remain 
  in contact with the material for 1 full round in order to deal 
  this damage. The save DCs are Constitution-based.
  Transparent (Ex) Due to its lack of vivid coloration, a gray 
  ooze is difficult to discern from its surroundings in most 
  environments. A DC 15 Perception check is required to notice 
  the gray ooze. Any creature that fails to notice a gray ooze 
  and walks into it automatically suffers damage as if struck by 
  the ooze’s slam attack and is immediately subject to a grab 
  attempt by the ooze.
  GUG 
  CR 10
  Pathfinder RPG Bestiary 2 151
  CE Large aberration
  Init +1; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 127 (15d8+60)
  Fort +9, Ref +6, Will +12
  Immune disease, poison
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (1d8+7), 4 claws +17 (1d6+7)
  Space 10 ft.; Reach 15 ft.
  Special Attacks rend (2 claws, 1d6+10)
  STATISTICS
  Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11
  Base Atk +11; CMB +19; CMD 30
  Feats Awesome Blow, Blind-Fight, Combat Reflexes, Greater 
  Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill 
  Focus (Perception)
  Skills Climb +15, Escape Artist +13, Knowledge (dungeoneering) 
  +10, Perception +27, Stealth +15, Survival +21; Racial 
  Modifiers +4 Escape Artist
  Languages Undercommon
  SQ compression
  IMMENSE PUDDING 
  CR 8
  Giant black pudding (Pathfinder RPG Bestiary 35, 295)
  N Gargantuan ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 1, flat-footed 4 (+3 natural, –4 size, –5 Dex)
  hp 125 (10d8+60)
  Fort +11, Ref –2, Will –2
  Defensive Abilities split, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +8 (3d6+7 plus 3d6 acid plus grab)
  Space 20 ft.; Reach 15 ft.
  Special Attacks constrict (3d6+7 plus 3d6 acid), corrosion
  STATISTICS
  Str 20, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +14 (+20 grapple); CMD 21 (31 vs. bull rush, 
  can’t be tripped)
  Skills Climb +13
  SQ ooze traits, suction
  SPECIAL ABILITIES
  Acid (Ex) A black pudding secretes a digestive acid that 
  dissolves organic material and metal quickly, but does not 
  affect stone. Each time a creature suffers damage from 
  a black pudding’s acid, its clothing and armor take the 
  same amount of damage from the acid. A DC 23 Reflex 
  save prevents damage to clothing and armor. A metal or 
  wooden weapon that strikes a black pudding takes 3d6 acid 
  damage unless the weapon’s wielder succeeds on a DC 23 
  
  60
  PATHFINDER SOCIETY SCENARIO
  Reflex save. If a black pudding remains in contact with a 
  wooden or metal object for 1 full round, it inflicts 23 points 
  of acid damage (no save) to the object. The save DCs are 
  Constitution-based.
  Corrosion (Ex) An opponent that is being constricted by a black 
  pudding suffers a –4 penalty on Reflex saves made to resist 
  acid damage applying to clothing and armor.
  Split (Ex) Slashing and piercing weapons deal no damage to a 
  black pudding. Instead, the creature splits into two identical 
  puddings, each with half of the original’s current hit points 
  (round down). A pudding with 10 hit points or less cannot be 
  further split and dies if reduced to 0 hit points.
  Suction (Ex) The black pudding can create powerful suction 
  against any surface as it climbs, allowing it to cling to 
  inverted surfaces with ease. A black pudding can establish 
  or release suction as a swift action, and as long as it is using 
  suction, it moves at half speed. Because of the suction, a 
  black pudding’s CMD score gets a +10 circumstance bonus 
  to resist bull rush, awesome blows, and other attacks and 
  effects that attempt to physically move it from its location.
  LIGHTNING ELEMENTAL, SMALL 
  CR 1
  Pathfinder RPG Bestiary 2 116
  N Small outsider (air, elemental, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +5, Will +0
  Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +5 (1d4 plus 1d3 electricity)
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge 
  (planes) +1, Perception +5
  Languages Auran
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  LIGHTNING ELEMENTAL, MEDIUM 
  CR 3
  Pathfinder RPG Bestiary 2 116
  N Medium outsider (air, elemental, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +8, Will +1
  Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +8 (1d6+3 plus 1d4 electricity)
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 21
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge 
  (planes) +2, Perception +7
  Languages Auran
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  LIGHTNING ELEMENTAL, GREATER 
  CR 9
  Pathfinder RPG Bestiary 2 117
  N Huge outsider (air, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, 
  –2 size)
  hp 110 (13d10+39)
  Fort +11, Ref +17, Will +6
  DR 10/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +20 (2d8+6 plus 2d6 electricity)
  Space 15 ft.; Reach 15 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +21; CMD 41
  Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron 
  Will, Mobility, Power Attack, Weapon Finesse
  Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, 
  Knowledge (planes) +15, Perception +16
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  
  61
  THE SKY KEY SOLUTION
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  LIGHTNING ELEMENTAL, LARGE 
  CR 5
  Pathfinder RPG Bestiary 2 116
  N Large outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +12, Will +2
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +13 (1d8+3 plus 1d6 electricity)
  Space 10 ft.; Reach 10 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +12; CMD 29
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Weapon Finesse
  Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge 
  (planes) +9, Perception +11
  Languages Auran
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  MASTODON 
  CR 9
  Pathfinder RPG Bestiary 128
  N Huge animal 
  Init +1; Senses low-light vision, scent; Perception +24
  DEFENSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 133 (14d8+70)
  Fort +14, Ref +10, Will +7
  OFFENSE
  Speed 40 ft.
  Melee gore +21 (2d8+12), slam +20 (2d6+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+18, DC 29)
  STATISTICS
  Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +24, CMD 35 (39 vs. trip)
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron 
  Will, Power Attack, Skill Focus (Perception), Weapon Focus 
  (gore)
  Skills Perception +24
  MEGAFAUNA, GLYPTODON 
  CR 6
  Pathfinder RPG Bestiary 2 186
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +16
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 67 (9d8+27)
  Fort +11, Ref +6, Will +4
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +12 (1d10+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 10, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +6; CMB +14; CMD 24 (28 vs. trip)
  Feats Endurance, Great Fortitude, Improved Bull Rush, Power 
  Attack, Skill Focus (Perception)
  Skills Perception +16
  MEGAFAUNA, MEGATHERIUM 
  CR 5
  Pathfinder RPG Bestiary 2 187
  N Huge animal 
  Init +0; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 59 (7d8+28)
  Fort +9, Ref +5, Will +3
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee 2 claws +10 (1d8+7 plus trip)
  Space 15 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d8+10)
  STATISTICS
  Str 25, Dex 10, Con 19, Int 2, Wis 13, Cha 6
  Base Atk +5; CMB +14; CMD 24 (28 vs. trip)
  Feats Awesome Blow, Improved Bull Rush, Power Attack, Skill 
  Focus (Perception)
  Skills Climb +15, Perception +14
  OCHRE POOL 
  CR 6
  Giant ochre jelly (Pathfinder RPG Bestiary 218, 295)
  N Huge ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 6, touch 3, flat-footed 6 (–5 Dex, +3 natural, –2 size)
  hp 75 (6d8+48)
  Fort +10, Ref –3, Will –3
  Defensive Abilities split; Immune electricity, mind-affecting 
  effects, ooze traits, slashing and piercing damage
  
  62
  PATHFINDER SOCIETY SCENARIO
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +6 (2d6+6 plus 1d6 acid and grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+6 plus 1d6 acid)
  STATISTICS
  Str 18, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +10 (+14 grapple); CMD 15 (can’t be tripped)
  Skills Climb +12
  SPECIAL ABILITIES
  Acid (Ex) An ochre jelly secretes a digestive acid that dissolves 
  only flesh (not bone) when it strikes a foe—creatures not 
  made of flesh (including most constructs and oozes, skeletal 
  undead, plants, and incorporeal creatures) are immune to 
  the ochre jelly’s acid damage.
  Split (Ex) Slashing weapons, piercing weapons, and electricity 
  attacks deal no damage to an ochre jelly. Instead the 
  creature splits into two identical jellies, each with half of 
  the original creature’s current hit point total, rounded down. 
  A jelly with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points.
  OTYUGH 
  CR 4
  Pathfinder RPG Bestiary 223
  N Large aberration 
  Init +0; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 39 (6d8+12)
  Fort +3, Ref +2, Will +6
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus 
  grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+2)
  STATISTICS 
  Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
  Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers 
  +8 Stealth in lair
  Languages Common
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 14; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save DC 
  is Constitution-based.
  PROTEAN, IMENTESH 
  CR 10
  Pathfinder RPG Bestiary 2 214
  CN Large outsider (chaotic, extraplanar, protean, shapechanger)
  Init +7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
  hp 123 (13d10+52); fast healing 5
  Fort +12, Ref +7, Will +14
  Defensive Abilities amorphous anatomy, freedom of 
  movement; DR 10/lawful; Immune acid, polymorph; Resist 
  electricity 10, sonic 10; SR 21
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
  Melee bite +19 (2d6+7), 2 claws +19 (1d8+7), tail +17 (1d8+3 
  plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), inflict warpwave, sneak 
  attack +4d6
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—detect law, tongues
  At will—dimension door (self plus 50 lbs. of objects only), 
  make whole, major creation, shatter (DC 17), shrink item
  WARPWAVES
  When a creature is affected by a warpwave, roll 1d20 and 
  consult the table below to see what effect the entropic 
  energies have.
  d20 
  Warpwave effect
   1 
  Target takes 2 Strength damage.
   2 
  Target takes 2 Dexterity damage.
   3 
  Target takes 2 Constitution damage.
   4 
  Target takes 2 Intelligence damage.
   5 
  Target takes 2 Wisdom damage.
   6 
  Target takes 2 Charisma damage.
   7 
  Target gains 1 negative level.
   8 
  Target is blinded or deafened for 1d4 rounds.
   9 
  Target is confused for 1d4 rounds.
   10 
  Target is entangled by filaments of energy for
    
  1d4 rounds.
   11 
  Target becomes fatigued (or exhausted if 
    
  already fatigued).
   12 
  Target becomes nauseated for 1d4 rounds.
   13 
  Target is stunned for 1d4 rounds.
   14 
  Target is sickened for 1d4 rounds.
   15 
  Target is staggered for 1d4 rounds.
   16 
  Target gains 4d6 temporary hit points.
   17 
  Target is affected by a heal spell 
    
  (CL = protean’s CR).
   18 
  Target is turned to stone.
   19 
  Target is affected by baleful polymorph 
    
  (CL = protean’s CR).
   20 
  Portions of target’s body burst with energy of a 
    
  random type (choose between acid, cold, 
    
  electricity, or fire), dealing 4d6 points of damage
    
  of the appropriate type to the target.
  
  63
  THE SKY KEY SOLUTION
  3/day—chaos hammer (DC 19), dispel magic, slow (DC 18)
  1/day—break enchantment, dispel law (DC 20), haste, 
  polymorph any object (DC 23)
  STATISTICS
  Str 24, Dex 17, Con 18, Int 23, Wis 18, Cha 21
  Base Atk +13; CMB +21 (+25 grapple); CMD 34 (can’t be 
  tripped)
  Feats Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Iron Will, Multiattack, Persuasive
  Skills Acrobatics +19, Bluff +21, Diplomacy +25, Disable 
  Device +16, Fly +9, Intimidate +25, Knowledge (arcana) 
  +22, Knowledge (planes) +22, Knowledge (any two) +19, 
  Perception +20, Sense Motive +20, Stealth +15, Swim +15
  Languages Abyssal, Protean; tongues
  SQ change shape (greater polymorph)
  SPECIAL ABILITIES
  Inflict Warpwave (Su) As a standard action, an imentesh 
  can inflict a warpwave upon any corporeal creature within 
  100 feet. The target can resist the warpwave’s effects 
  with a DC 20 Fortitude save. If the imentesh wishes, it 
  can use this ability as a swift action, but if it does so, it 
  is affected by the warpwave as well unless it resists the 
  effects with its own Fortitude save. See page 213 for a list 
  of possible effects caused by a warpwave. The save DC is 
  Constitution-based.
  PROTEAN, NAUNET 
  CR 7
  Pathfinder RPG Bestiary 2 216
  CN Large outsider (chaotic, extraplanar, protean, shapechanger)
  Init +7; Senses blindsense 30 ft., darkvision 60 ft., detect law; 
  Perception +15
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 94 (9d10+45)
  Fort +11, Ref +11, Will +6
  Defensive Abilities amorphous anatomy, freedom of 
  movement; DR 5/lawful; Immune acid, polymorph; Resist 
  electricity 10, sonic 10; SR 18
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
  Melee bite +14 (1d8+5) , tail slap +11 (1d6+2 plus grab), 2 
  tentacles +11 (1d6+2 plus confusion)
  Space 10 ft.; Reach 10 ft.
  Special Attacks adaptive strike, coalesce chaos, constrict 
  (1d6+5)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect law
  At will—acid arrow, fog cloud, dimension door (self plus 50 
  lbs. of objects only), shatter (DC 14)
  1/day—chaos hammer (DC 16)
  STATISTICS
  Str 20, Dex 17, Con 20, Int 11, Wis 16, Cha 15
  Base Atk +9; CMB +15; CMD 28
  Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, 
  Multiattack, Weapon Focus (bite)
  Skills Acrobatics +15, Fly +9, Intimidate +14, Perception +15, 
  Stealth +11, Survival +15, Swim +25
  Languages Abyssal, Protean
  SQ change shape (polymorph)
  SPECIAL ABILITIES
  Adaptive Strike (Su) A naunet’s natural weapons count as 
  magical and chaotic for the purposes of overcoming damage 
  reduction. As a free action once per round, a naunet may 
  infuse all of its natural attacks with adamantine, silver, or 
  cold iron, thereby allowing it to overcome damage reduction 
  of those types as well.
  Coalesce Chaos (Su) Once per day as a standard action, three 
  or more naunets working together can create a roiling cloud 
  of multicolored chaos matter. This effect is identical to solid 
  fog (CL 12th) and lasts for 2d6 rounds. If six or more naunets 
  are present, the coalesced chaos instead functions as acid 
  fog (CL 12th).
  Confusion (Su) A creature struck by a naunet’s tentacle attack 
  is infused with raw chaos, and must make a DC 19 Will save 
  or be confused for 1 round. Rounds of confusion dealt in 
  this manner stack. A creature with a chaotic component to 
  its alignment gains a +4 bonus on saves against this effect, 
  and creatures with the chaotic subtype are immune. This is 
  a mind-affecting effect. The save DC is Constitution-based.
  PROTEAN, GIANT VOIDWORM 
  CR 3
  Giant voidworm protean (Pathfinder Bestiary 2 293, 217)
  CN Small outsider (chaotic, extraplanar, protean, shapechanger)
  Init +2; Senses blindsense 30 ft., darkvision 30 ft., detect law; 
  Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 22 (3d10+6); fast healing 2
  Fort +3, Ref +5, Will +2
  Defensive Abilities amorphous anatomy, freedom of 
  movement; Immune acid; Resist electricity 10, sonic 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee bite +6 (1d4), tail slap +1 (1d4 plus confusion)
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—detect law
  At will—dancing lights, ghost sound (DC 11), 
  prestidigitation
  3/day—blur (self only), obscuring mist
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 11, Dex 15, Con 14, Int 8, Wis 8, Cha 13
  Base Atk +3; CMB +2; CMD 14 (can’t be tripped)
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +8, Bluff +7, Escape Artist +6, Fly +16, 
  Knowledge (arcana) +5, Perception +8, Stealth +10
  
  64
  PATHFINDER SOCIETY SCENARIO
  Languages Common, Protean
  SQ change shape (2 forms, both of which must be Tiny animals; 
  beast shape II)
  SPECIAL ABILITIES
  Confusion (Su) A creature struck by a voidworm’s tail slap 
  must make a DC 12 Will save or become confused for 
  1 round. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  SERU 
  CR 3
  Pathfinder RPG Monster Codex 208
  NE Small magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, 
  +1 size)
  hp 22 (3d10+6)
  Fort +5, Ref +5, Will +2
  OFFENSE
  Speed 20 ft., fly 40 ft. (average)
  Melee bite +6 (1d4–2 plus poison)
  Ranged spit venom +6 ranged touch (poison)
  Special Attacks poison, spit venom
  STATISTICS
  Str 6, Dex 15, Con 14, Int 11, Wis 13, Cha 10
  Base Atk +3; CMB +0; CMD 13
  Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
  Skills Bluff +7, Fly +4, Perception +10, Stealth +10 (+14 in rocky 
  areas); Racial Modifiers +4 Bluff, +4 Perception
  Languages Aklo, Common (can’t speak any language); 
  telepathy 60 ft.
  SPECIAL ABILITIES
  Poison (Ex) Bite or spit venom—injury; save Fort DC 15; 
  frequency 1/minute for 6 minutes; effect 1 Con damage plus 
  blindness for 1 minute; cure 1 save.
  Spit Venom (Ex) As a standard action, a seru can spit venom 
  up to 30 feet. This is a ranged touch attack with no range 
  increment. Any opponent hit by this attack is exposed to the 
  seru’s poison.
  SKELETAL CHAMPION 
  CR 2
  Human skeletal champion warrior 1 (Pathfinder RPG Bestiary 
  252)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 
  shield)
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, mwk longsword
  SKELETON, HUMAN 
  CR 1/3
  Pathfinder RPG Bestiary 250
  NE Medium undead 
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 
  2 claws +2 (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB +2; CMD 14
  Feats Improved InitiativeB
  Gear broken chain shirt, broken scimitar
  SLAUGRAK 
  CR 6
  Pathfinder RPG Monster Codex 220
  CE Large outsider (chaotic, evil, extraplanar, native)
  Init +1; Senses darkvision 120 ft., see in darkness; Perception +1
  Aura stench (30 ft., DC 17, 10 rounds)
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +7, Will +5
  DR 10/cold iron or good; Immune acid, poison; Resist cold 10, 
  electricity 10, fire 10
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (1d10+5/19–20 plus 1d6 acid and corrupting 
  bite), 2 claws +12 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks corrupting bite, vicious jaws
  Spell-Like Abilities (CL 8th; concentration +10)
  1/day—deeper darkness, slow (DC 15), unholy blight (DC 16)
  STATISTICS
  Str 20, Dex 12, Con 17, Int 5, Wis 13, Cha 14
  Base Atk +8; CMB +14; CMD 25
  Feats Diehard, Endurance, Iron Will, Weapon Focus (bite)
  
  65
  THE SKY KEY SOLUTION
  Skills Climb +12, Intimidate +13, Stealth +8 (+12 in rocky areas), 
  Swim +12; Racial Modifiers +4 Stealth in rocky areas
  Languages Abyssal
  SPECIAL ABILITIES
  Corrupting Bite (Su) A slaugrak’s caustic saliva is infused with 
  the corrupting power of the Abyss. Any living creature that 
  takes acid damage from a slaugrak’s bite must succeed at a 
  DC 17 Fortitude save or take 2 points of Constitution bleed 
  damage as its blood boils and its internal organs liquefy. 
  Creatures without a discernible anatomy (blood and internal 
  organs) are immune to the Constitution bleed. The save DC is 
  Constitution-based.
  Vicious Jaws (Ex) A slaugrak’s bite attack threatens a critical 
  hit on a roll of 19–20.
  SNAKE, CONSTRICTOR 
  CR 2
  Pathfinder RPG Bestiary 255
  N Medium animal 
  Init +3; Senses scent; Perception +12
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  STATISTICS
  Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, 
  Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 
  Acrobatics
  SNAKE, EMPEROR COBRA 
  CR 5
  Pathfinder RPG Bestiary 2 252
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  Fort +9, Ref +7, Will +5
  OFFENCE
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +10 (2d6+9 plus poison)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +11; CMD 23 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus 
  (bite)
  Skills Acrobatics +10, Climb +14, Perception +13, Stealth +11, 
  Swim +14; Racial Modifiers Acrobatics+8, +4 Perception, +4 
  Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
  SNAKE, GIANT ANACONDA 
  CR 10
  Pathfinder RPG Bestiary 2 252
  N Gargantuan animal 
  Init +6; Senses low-light vision, scent; Perception +22
  DEFENSE
  AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, 
  –4 size)
  hp 126 (12d8+72)
  Fort +14, Ref +10, Will +5
  OFFENCE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +19 (4d6+19/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+19)
  STATISTICS
  Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped)
  Feats Dodge, Improved Critical (bite), Improved Initiative, 
  Power Attack, Skill Focus (Perception), Weapon Focus 
  (bite)
  Skills Climb +21, Perception +22, Swim +21
  TENTAMORT 
  CR 4
  Pathfinder RPG Bestiary 2 261
  N Medium aberration 
  Init +5; Senses all-around vision, blindsense 30 ft., darkvision 
  60 ft.; Perception +11
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 39 (6d8+12)
  Fort +4, Ref +5, Will +7
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus 
  grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+1)
  STATISTICS
  Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6
  Base Atk +4; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Weapon Focus 
  (tentacle)
  Skills Climb +10, Perception +11
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 15; frequency 2 rounds; 
  effect 1d4 Con plus nausea; cure 1 save.
  
  66
  PATHFINDER SOCIETY SCENARIO
  THYLACINE 
  CR 1/2
  Pathfinder RPG Bestiary 3 191
  N Small animal 
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 7 (1d8+3)
  Fort +5, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite +2 (1d4+1/19–20)
  STATISTICS
  Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8
  SQ powerful jaws
  SPECIAL ABILITIES
  Powerful Jaws (Ex) A thylacine’s muscular jaws threaten a 
  critical hit on a natural roll of 19 or 20.
  YDERSIUS ASCENDANT GUARDIAN 
  CR 9
  Advanced graven guardian (Pathfinder RPG Bestiary 3 140)
  N Huge construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 105 (6d10+40); fast healing 2
  Fort +3, Ref +3, Will +4
  DR 5/adamantine; Immune construct traits; SR 21
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft.
  Melee +3 keen dagger +20/+15 (1d8+12/17–20) or 
  slam +12 (2d6+4)
  Space 15 ft.; Reach 15 ft.
  Special Attacks evil weapons, honored, magic weapon
  Spell-Like Abilities (CL 9th; concentration +0)
  3/day—haste (self only)
  STATISTICS
  Str 28, Dex 11, Con —, Int —, Wis 12, Cha 1
  Base Atk +9; CMB +21; CMD 30
  Skills Acrobatics +0 (+4 to jump)
  SPECIAL ABILITIES
  Evil Weapons (Su) The graven guardian’s weapon and slam 
  attacks are treated as evil-aligned. Its magic weapon deals 
  +1d6 points of damage to good targets.
  Faith Bound (Su) The graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the graven guardian is 
  dedicated unless that creature first attacks the graven 
  guardian.
  Honored (Su) The graven guardian gains a +1 bonus on attack 
  rolls and combat maneuver checks.
  Magic Weapon (Su) The graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +3 weapon 
  as long as the guardian wields it. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even 
  if the weapon is a bludgeoning weapon). If it is a thrown 
  weapon, it gains the returning weapon special ability. If it 
  is a ranged weapon, it gains the seeking weapon special 
  ability, and generates new ammunition with each attack 
  (this ammunition is destroyed whether or not it hits).
  YDERSIUS GRAVEN GUARDIAN 
  CR 5
  Graven guardian  (Pathfinder RPG Bestiary 3 140)
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine; Immune construct traits; SR 16
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft.
  Melee +1 keen dagger +11/+6 (1d4+4/17–20) or 
  slam +5 (1d6+1)
  Special Attacks evil weapons, honored, magic weapon
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  STATISTICS
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 21
  Skills Acrobatics +2 (+6 to jump)
  SPECIAL ABILITIES
  Evil Weapons (Su) The graven guardian’s weapon and slam 
  attacks are treated as evil-aligned. Its magic weapon deals 
  +1d6 points of damage to good targets.
  Faith Bound (Su) The graven guardian cannot attack any 
  creature that openly wears or displays the holy or unholy 
  symbol of the deity to which the graven guardian is 
  dedicated unless that creature first attacks the graven 
  guardian.
  Honored (Su) The graven guardian gains a +1 bonus on attack 
  rolls and combat maneuver checks.
  Magic Weapon (Su) The graven guardian that carries its 
  deity’s favored weapon treats that weapon as a +1 weapon 
  as long as the guardian wields it. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even 
  if the weapon is a bludgeoning weapon). If it is a thrown 
  weapon, it gains the returning weapon special ability. If it 
  is a ranged weapon, it gains the seeking weapon special 
  ability, and generates new ammunition with each attack 
  (this ammunition is destroyed whether or not it hits).
  
  67
  THE SKY KEY SOLUTION
  YDERSIUS SERPENT STATUE 
  CR 2
  Animated object (small) (Pathfinder RPG Bestiary 14)
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 21 (2d10+10)
  Fort +0, Ref +1, Will –5
  Defensive Abilities hardness 2; Immune construct traits
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +3 (1d4), slam +3 (1d4)
  STATISTICS
  Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
  Base Atk +2; CMB +1; CMD 12
  Skills Climb +8
  SQ animated object construction points (additional attack 
  [bite], additional movement [climb], fragile body)
  SPECIAL ABILITIES
  Fragile Body The lithe body of this serpent is more fragile than 
  most animated objects. Its hardness is 2, rather than the 
  typical 5.
  
  PATHFINDER SOCIETY SCENARIO
  68
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-00: 
  The Sky Key Solution
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
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  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Tentamort from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Mike Roberts. 
  Pathfinder Society Special #7–00: The Sky Key Solution © 2015, Paizo Inc.; 
  Author: Crystal Frasier
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1-2
  5-6
  7-8
  10-11
  250
  1,250
  2,667
  3,833
  625
  500
  2,500
  5,334
  7,667
  1,250
  3-4
  Pathfinder Society Scenario #7-00: 
  The Sky Key Solution
  Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location 
  of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a 
  ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, 
  including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and 
  choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the 
  adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your 
  Armor Class. 
  Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain 
  one of the following boons depending on your role in the victory. Each references traits that appear on 
  pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns 
  this trait below, and include a copy of this Chronicle sheet with that character.
  Conqueror of Time: Your ferocity and skill defeated the Lady Arodeth and saved the Pathfinder Society, 
  allowing Kreighton Shaine to return your companions to the present. Your martial skill attracts 
  members of the Harbingers of Fate with passion and skill with weapons to join the Pathfinder Society. 
  You may use this boon when making a new Pathfinder Society character to grant your new character one 
  of the following as a bonus trait: bully, child of the streets, or killer.
  Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment’s peace before she 
  sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of 
  Fate with intellect and care for others to join the Society. You may use this boon when making a new 
  Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, 
  charming, or ease of faith.
  Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your 
  companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers 
  of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making 
  a new Pathfinder Society character to grant your new character one of the following as a bonus trait: 
  courageous, indomitable faith, or resilient.
  Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and 
  witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You 
  gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per 
  scenario you may call on the nascent power granted by your exposure to the falling Starstone to find 
  inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this 
  power before the roll is made.
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-00 The Sky Key Solution.pdf