TEXT: By Kalervo Oikarinen
  THE SOLSTICE SCAR
  PATHFINDER SOCIETY SCENARIO #8-99D 
  TIER 1–11
  
  The Solstice Scar is a Pathfinder Society Scenario 
  designed for 1st- through 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 Roleplaying Guild but can easily be adapted 
  for use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in 
  your area, see the campaign’s home page at 
  PathfinderSociety.club.
  This is Version D of an evolving storyline that is
  re-released regularly with updated content.
  HOW TO PLAY
  Author • Kalervo Oikarinen
  Development Lead • John Compton
  Contributing Artists • Akim Kaliberda and  
  Leonardo Santanna
  Cartographer • Jason Engle, Robert Lazzaretti, and 
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell,  
  Adrian Ng, Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Katina Davis, Virginia Jordan, 
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, Mika 
  Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
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  Whitney Chatterjee, Erik Keith, Josh Thornton, 
  and Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
  trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
  characters, dialogue, locations, plots, storylines, and trade dress. (Elements that have previously 
  been designated as Open Game Content, or are exclusively derived from previous open game 
  content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game 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 Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #8–99D: The Solstice Scar © 2019, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, 
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  GM ResouRces
  This adventure makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Advanced Race Guide (ARG), Pathfinder RPG Ultimate 
  Combat (UC), Pathfinder RPG Ultimate Magic (UM), Pathfinder RPG Bestiary, Pathfinder RPG 
  Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 
  5, Pathfinder RPG Bestiary 6, and Pathfinder RPG Monster Codex. These rules can be found 
  online for free as part of the Pathfinder Roleplaying Game Document at pfrd.info, and the 
  relevant rules from the Bestiary and Codex volumes are reprinted at the back of the adventure 
  in Appendices 1–10 for the GM’s convenience.
  Table of Contents
  The Solstice Scar, Version d .   .   .   . 3
  Appendices   .  .  .  .  .  .  .  .  .  .  .  . 40
  Aid Token   .  .  .  .  .  .  .  .  .  .  .  .  . 79
  Chronicle Sheet   .  .  .  .  .  .  .  .  .  . 81
  
  • The Solstice Stones
  • Blighted Battlefield
  Lastwall
  Realm of the 
  Mammoth Lords
  3
  W
  hen 
  the 
  Shining 
  Crusade 
  defeated 
  the 
  dread lich Tar-Baphon in 3827 ar, the lich’s 
  lieutenants scattered, hoping to evade the 
  crusade’s triumphant armies. Eshimka, one of the 
  nightwalkers serving Tar-Baphon, fled north to hide and 
  build up its power. Ivvora, a disciple of the divine martyr 
  Vildeis, tracked the evil creature into the Tusk Mountains. 
  There she contacted a nearby tribe of Kellids known as the 
  Twinhorn following, and together, they formed a plan to 
  destroy the nightwalker.
  On the winter solstice, they lured Eshimka to a circle 
  of standing stones where the Twinhorn druids used their 
  powerful magic to bind the nightwalker. Ivvora leapt from 
  the shadows and attacked, burying her sacred dagger deep 
  into Eshimka’s flesh before the blade snapped off near the 
  hilt. Try as it might, the nightwalker could not pry the blade 
  loose. As the druids’ ritual concluded at the darkest hour of 
  the solstice, Eshimka sensed its imminent demise and used 
  magic to escape back to the Negative Energy Plane.
  After the escape of the nightwalker, Ivvora left the ruined 
  hilt of her blade with the Twinhorn following, instructing 
  them to place it on the center stone each year when the 
  world grew darkest. She then traveled north, pursuing 
  new threats in her never-ending quest to eradicate evil 
  from Golarion. The Twinhorns have kept their promise 
  to Ivvora over countless generations, ensuring that their 
  nomadic circuit always brings them back to the standing 
  stones each winter.
  For centuries, Eshimka has been able to travel the planes 
  and build up its power, gathering armies of undead followers. 
  However, the combination of the druids’ magic and the 
  fragment of Ivvora’s blade have prevented the nightwalker 
  from returning; the former bars it from traveling to the 
  Material Plane except during the winter solstice, and the 
  latter pulses painfully with holy power as a reminder of what 
  awaits the undead menace if it returns. Eshimka is patient 
  and waits for the day it can gain its revenge on mortals. Each 
  year it prepares itself to travel back, but thinks better after 
  sensing Ivvora—in truth the hilt of her dagger—waiting to 
  finish it off.
  THE SOLSTICE SCAR
  By Kalervo Oikarinen
  Having retrieved Ivvora’s dagger and made peace with 
  the Kellids, the PCs travel north to the Twinhorn camp at 
  the base of the Tusk Mountains but find that Eshimka’s 
  vanguard has already begun its invasion of Golarion. After 
  fending off the assault, the PCs travel farther north in the 
  Tusk Mountains that bisect the Realm of the Mammoth 
  Lords to find a lost hero, clash with a tribe of fanatic 
  kobolds, and battle a flight of white dragons. Finally, the 
  PCs travel to the eastern reaches of the Northern Fangwood 
  in Lastwall to strike down the blighted monstrosity that 
  lives there. For more information about the Realm of the 
  Mammoth Lords and Lastwall, see Pathfinder Campaign 
  Setting: People of the North and Pathfinder Campaign 
  Setting: The Inner Sea World Guide available in game 
  stores and online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  Recently, acquisition agents from the Blakros Museum 
  discovered the Twinhorns’ interesting tradition while 
  following the story of Ivvora, champion of the Shining 
  Crusade. They approached the following, asking to buy the 
  relic to display in their new exhibit. When the Twinhorns 
  refused, the acquisition agents stole it, unwilling to let such 
  a rare treasure rest in the hands of barbaric northerners. 
  They quickly traveled south, returning to Absalom with their 
  prize. Once the following became aware of the theft, they 
  dispatched a large group of warriors to retrieve the hilt, led by 
  Medda, the following’s spiritual leader and keeper of Ivvora’s 
  treasured weapon. They vowed to return with it before the 
  winter solstice, for it was not a point of pride but a matter of 
  life and death for all living creatures in their territory.
  SUMMARY
  Version D of this adventure begins partway through the 
  story, and events from prior versions (Parts 1, 2, and 3) are 
  also summarized here.
  In Part 1, the PCs receive a call for help from the Blakros 
  Museum, where intruders have tripped the many defenses 
  and barricaded themselves inside the building. Upon 
  overcoming these safeguards, the PCs encounter Medda 
  and her Twinhorn warriors. She is willing to discuss the 
  Kellids’ reason for attacking. Valsin is angered to learn that 
  museum agents resorted to theft to gain relics and promises 
  Medda that the PCs will accompany them back to the Tusk 
  Mountains to return the hilt, beginning the next part.
  Part 2 does not appear in Version C of this adventure. (In 
  Part 2, the PCs secure passage for their convoy through the 
  Hold of Belkzen and fight off renegade tribes’ raiders.)
  In Part 3, the PCs arrive at the Twinhorn encampment too 
  late; Eshimka’s forces have begun flooding through a portal 
  at the standing stones. The PCs must fight back the undead 
  and close the rift. Once it’s sealed, the PCs learn that the 
  attack left an extraplanar scar. Expecting an even greater 
  invasion the next solstice, the PCs must prepare to defeat 
  Eshimka and end the threat forever.
  In Part 4, the PCs follow in the footsteps of the paladin 
  Ivvora, seeking the place where she died battling a powerful 
  white dragon. There, Medda hopes to commune with Ivvora 
  in the afterlife, learning how they can reforge the broken 
  dagger or create a new weapon to destroy Eshimka. In the 
  process, the PCs must fight the new generations of white 
  dragons and their kobold servitors who now inhabit the area.
  In Part 5, the PCs travel to an ancient battlefield where 
  Ivvora and her comrades fought against an overwhelming 
  undead force, only to shatter it once Ivvora’s actions called 
  down a miracle from empyreal lord Vildeis herself. In the 
  centuries since, the lingering undead influence has caused 
  the nearby Fangwood to grow over the area and turn into a 
  blighted landscape. Only by destroying the heart of the blight 
  can the PCs earn Vildeis’s approval and secure the weapons 
  with which they might destroy the nightwalker Eshimka.
  In Part 6, the PCs return to the Twinhorns’ standing 
  stones to find that Eshimka’s vanguard has overrun the 
  forces the following had left behind, and their powerful 
  nightshade foe is readying another invasion. The PCs must 
  sneak, rush, or fight their way past these initial forces to 
  reach the Negative Energy Plane portal. From there, lower-
  level groups stabilize the gateway and neutralize a fearsome 
  draconic threat, while higher-level groups travel through 
  the portal to eliminate lieutenants and draw out Eshimka. 
  At last, the nightshade herself emerges, and together the 
  Pathfinder Society and Twinhorn following can destroy the 
  villain in a final showdown.
  RUNNING THE EVENT
  The Solstice Scar accommodates varying House sizes (anything 
  from 3 tables to 150 tables or more). There is not a specific 
  introductory mustering event, and tables should not begin 
  until the Overseer GM officially starts Part 3. Until then, lead 
  the players in introductions and provide a brief overview 
  of the events so far for anyone who has not participated in 
  earlier versions of this adventure.
  For conveying data to larger numbers of tables, a 
  projected display can help aid the House in having access 
  to important information including art depictions of PCs 
  locations, maps that illustrate travel across Avistan, and 
  a gauge in each part showing how close the House is to 
  earning a special benefit.
  The Difficulty Class of many of this adventure’s skill checks 
  and saving throws varies by subtier. 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.
  Skills and Saves
  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
  
  5
  THE SOLSTICE SCAR
  GLOSSARY OF TERMS
  The Solstice Scar 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.
  APL: This term indicates the Average Party Level for a 
  participating table.
  Courier: For larger events, the HQ Staff will need to 
  provide some extra volunteers to wander among the 
  tables and collect notes that report successes from the 
  various tables.
  House: All the PCs participating in the adventure.
  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. 
  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 may be a bell or other auditory signal that 
  can cut through the din of a room full of excited players, 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.
  Part: This event is broken into three separate segments. 
  Within each part, each individual table can generally 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.
  Runner: For smaller events (30 tables or fewer), each table 
  should nominate one player to be a Runner. These players 
  are responsible for delivering notes from their Table GMs to 
  the HQ Staff and vice versa.
  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 event as set by the 
  Overseer GM. Whenever the Overseer GM announces the 
  end of a part, that part is finished for all tables, 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 
  should notify the Overseer GM; as time allows, either run 
  an additional encounter or have the table take a short break 
  before the next scene change. 
  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 check and saving throw DCs.
  AID TOKENS
  During the event, it is possible for characters at one table to 
  assist those at another with Aid Tokens. Each represents the 
  assistance of allied Pathfinder agents who assist the PCs. The 
  House should begin with a number of Aid Tokens equal to 
  one-third (1/3) the number of tables, and the Overseer GM 
  should distribute these at random to tables before beginning.
  Once per encounter, any character at a table can use an 
  Aid Token to assist the group in one of the ways described 
  below. Once a table uses an Aid Token, one of the players 
  then passes the Aid Token to a neighboring table for them to 
  use. A table can only benefit from one token per encounter. 
  Because there are a limited number of Aid Tokens; hoarding 
  one means that somebody else doesn’t get to use it.
  If a table receives an Aid Token and doesn’t need 
  its benefits, they’re encouraged to boost its potency by 
  expending some of their own resources or attempting a skill 
  check. Boosting an Aid Token, including attempting a skill 
  check, is part of passing that Aid Token to another table. A 
  table can neither retry such a skill check nor boost an Aid 
  Token more than once before passing it to another table. 
  A table may boost a token even while in combat without 
  taking any in-round actions; the scenario assumes the aid 
  was granted before that encounter began. Players should be 
  encouraged to write their PC name down next to the boosted 
  effect along with any other relevant information. Using a 
  boosted effect consumes the boost; the player should erase 
  the boost information from the Aid Token.
  Some Aid Token benefits may be used only if already 
  boosted by another table. An Aid Token’s benefits vary based 
  on the table’s subtier, and these benefits can take one of the 
  following forms.
  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, this amount increases to 2d8 points. In Subtier 10–11, 
  this amount increases to 3d8 points. To Boost: Succeed at 
  an attack roll against an AC equal to an Average skill check. 
  Boosted Effect: +1d8 points of damage.
  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. To Boost: Expend one 
  use of channel positive energy or cast one spell with the 
  healing descriptor with a spell level greater than or equal 
  to your APL/2, rounded down. A PC must cast this spell, not 
  simply activate a wand or scroll. Boosted Effect: +2d6 points of 
  damage healed.
  
  PATHFINDER SOCIETY SCENARIO
  6
  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 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. 
  To Boost: Expend 3 rounds of bardic performance or similar 
  ability. Boosted Effect: Increase the competence bonus by 1.
  Provide Knowledge (Must Be Boosted): Gain the benefits 
  of a Knowledge skill check or Spellcraft skill check used to 
  identify a magical item; the type and difficulty (Easy, Average 
  or Hard) depend on the table granting the benefit. To Boost: 
  Succeed at a Knowledge check of your choice, the result of 
  the check (Easy, Average or Hard) should be noted on the 
  Aid Token.
  Provide Spellcasting (Must Be Boosted): Gain the 
  benefits of a beneficial spell cast by an ally as listed on 
  the Aid Token. To Boost: Cast one of the following spells 
  and note your PC’s name and caster level on the Aid 
  Token: lesser restoration, neutralize poison, remove curse, 
  or remove disease. Only these spells may be granted. 
  Expending resources that produce the effects of these 
  spells, such as a paladin’s mercy class feature, may also 
  grant these benefits.
  TIMELINE
  The Solstice Scar should take less than 5 hours. Part 5 transitions 
  to Part 6 automatically after about 120 minutes after the 
  adventure begins, and Part 6 ends approximately 120 minutes 
  after it begins. Allow approximately 30 minutes total for 
  transitions, mustering, and filling out Chronicle sheets.
  Individual parts have more detailed information about 
  their time breakdown.
  
  7
  THE SOLSTICE SCAR
  PART 5: BLIGHTED BATTLEGROUND
  Long before Ivvora met the Twinhorn following, she 
  joined the Shining Crusade to vanquish Tar-Baphon. She 
  first served not with the main force but with a secondary 
  contingent tasked with shielding the army’s western flank 
  and rooting out evil in what is now central Lastwall. Despite 
  initial successes, the force found itself outmaneuvered, cut 
  off from reinforcements by an undead horde, and backed 
  against the Fangwood. Ivvora, seeing their brigade with little 
  left to lose, proposed a daring plan virtually guaranteed 
  to cost her life, and the commander accepted her strategy. 
  It all went according to plan except for one piece: Ivvora 
  didn’t die. Instead, she awoke on the battlefield hours later, 
  her body scarred and clutching a blessed dagger—a sign of 
  Vildeis’s approval of her willingness to sacrifice herself in 
  order to stop evil. 
  Ivvora served with distinction during the rest of the 
  Shining Crusade, but she and her comrades never returned 
  to the Fangwood, so they never sensed how the taint of 
  undeath had lingered on that battlefield. The Fangwood’s 
  fey noticed the change fairly early, though, and they soon 
  contained it from spreading. They might have eliminated 
  it entirely, too, were it not for the devastating Darkblight 
  that shattered Fangwood’s Accresiel Court and left many 
  of the fey, animals, and plants corrupted. With the fey 
  dominion broken, those containing and eliminating 
  the undead presence gradually disappeared. For several 
  centuries since, the area has festered. In the past decade, 
  these several square miles have bloomed into a hungry 
  wilderness thanks to a powerful witch calling herself 
  Mother Bloodleaf.
  GETTING STARTED
  To begin Part 5, the Overseer GM should read or paraphrase 
  the following.
  The long journey south from the slopes of the Tusk Mountains to 
  the edge of Fangwood took several weeks, during which many 
  of the Twinhorns and Pathfinders exchanged ancestral stories 
  and tales of daring adventures to pass the time on the relatively 
  uneventful trek. By the time the Fangwood rises ahead in the 
  brisk morning air, both groups are eager to confront whatever 
  lies ahead.
  Medda addresses the crowd gathered before her. “South of 
  here lies a battlefield where the paladin Ivvora risked her life 
  in a daring ploy to help her battalion defeat an undead horde. 
  For her selflessness, Ivvora earned a token of Vildeis’s favor: the 
  dagger she used to deal a terrible blow to Eshimka! For all the 
  crusaders’ heroism, I can sense an undead taint lingered here, and 
  that stretch of the Fangwood has expanded in the centuries since 
  to absorb it. It is now our turn to earn Vildeis’s blessing, risking 
  ourselves to end this threat so that in turn we might slay Eshimka 
  once and for all.
  “The terrain favors small groups over larger formations, so 
  we shall divide into smaller groups to navigate the forest and 
  identify the corruption’s heart. May Ivvora’s example guide us to 
  victory!” With that, Medda and her phantom Anok turn and enter 
  the Fangwood, followed by Pathfinder and Twinhorn teams that 
  fan out behind her.
  The PCs have 60 minutes to explore this blighted part 
  of the Fangwood to gain access to the ancient battleground 
  where the blight’s core grows. After the PCs have gotten 
  through the brambles, they begin with the encounter in area 
  O, after which they can attempt to convince imprisoned 
  spirits to aid them against the blight in the Grove of Faces 
  encounter. If they have time, the PCs may take on a trial 
  set up by a mischievous fey called Grimpfkin in exchange 
  for his aid. In the final 30 minutes, the PCs enter area Q to 
  deal with the rotten heart of the blight and its corrupted 
  guardians, cleansing Fangwood of this infestation for good.
  TABLE GM INSTRUCTIONS
  During Part 5, the PCs make their way into Northern 
  Fangwood, fight against blighted creatures, seek aid from 
  spirits bound to the forest, and might attempt a trial set up 
  by a fey called Grimpfkin. Finally, the PCs confront the heart 
  of the blight and its corrupted guardians.
  Pacing: All of Part 5 except the final encounter is intended 
  to take about 80 minutes to play, providing each table enough 
  time to complete 3–4 encounters. At that time, the Overseer 
  GM announces the transition to area Q; do not move to that 
  area earlier. Once that announcement occurs, wrap up any 
  ongoing encounters with some quick narrative to ensure the 
  players get plenty of time to tackle the last encounter.
  Reporting: Almost all encounters have a reporting entry 
  at the very end that notes how to handle successes. Most 
  encounters involve the Table GM reporting one success to 
  the HQ Staff. If the PCs convince the spirits to aid them, the 
  Table GM should report one or more spirit successes. If the 
  PCs destroy the heart of the blight or a seedpod, the Table 
  GM should report one special success.
  Travel Time: Navigating the Fangwood is difficult, and it 
  takes about 20 minutes to travel from encounter to encounter 
  in Part 5 for a group with a speed of 30 feet (about 30 minutes 
  with a speed of 20 feet or 15 minutes for a speed of 40 feet). 
  Treat any PCs who are able to ignore natural obstacles (such 
  as with the woodland stride ability) as though their speed 
  were four times greater for the purpose of this travel time.
  Fey Challenge: The encounter with Grimpfkin does not 
  involve reporting any successes or conditions that affect 
  the entire House. Instead, see the Development sections on 
  pages 13 and 15 for resolving that encounter.
  Helpful Spirits: This condition triggers and affects the 
  entire House once the tables have reported enough spirit 
  successes. This affects the placement of the PCs in the 
  
  PATHFINDER SOCIETY SCENARIO
  8
  encounter in area Q, and the House gains access to a new 
  aid token benefit for the final encounter; see the Guardians 
  and Spirits sidebar on page 15.
  Unaware Guardians: This condition triggers and affects 
  the entire House once the tables have reported enough 
  successes. This affects the encounter in area Q; see the 
  Guardians and Spirits sidebar on page 15.
  Weakening Blight: This condition triggers and affects 
  the entire House once the tables have reported enough 
  special successes. All blighted creatures must immediately 
  succeed at an Easy Will save or become dazed for 1 round. 
  Additionally, the blighted creatures take a −1 penalty to AC 
  and a –1 penalty on attack rolls and saving throws.
  OVERSEER INSTRUCTIONS
  During Part 5, the Overseer GM tallies reported successes, 
  special successes, and spirit successes. The Overseer GM is 
  also responsible for making announcements to the House, 
  tracking time, and concluding the adventure.
  After 80 Minutes: Once the House has had 80 minutes to 
  explore the blighted forest, the Overseer GM should make 
  the following announcement to indicate that area Q is now 
  accessible.
  It is difficult to tell how much time has passed through the 
  smothering canopy as Medda addresses the regrouped Pathfinder 
  and Twinhorn forces. “The ancient battlefield is just beyond those 
  trees. There, Ivvora and her comrades scattered an undead army, 
  but the necromantic taint never left this land. Instead, the plants 
  and animals have gradually absorbed the evil, encouraged by 
  someone calling herself Mother Bloodleaf.
  “We must strike as one, simultaneously attacking the 
  corruption’s heart as well as the seedpods spread out around the 
  swamp. Their destruction will unleash harmful energies, so we of 
  the Twinhorn following shall head toward the center to ritually 
  disperse that energy to keep it from festering anew! Each team 
  should follow its Twinhorn mystic to an intended target, and from 
  there, three blasts of a horn shall signal our attack. May Vildeis 
  bless us as she did Ivvora before us!”
  Medda, the Twinhorns, and the Pathfinders spread out and 
  make their way through the woods to their striking positions.
  In addition, read one of the two announcements in the 
  Successes entry below, based on the number of successes the 
  House has reported.
  Successes: The number of successes (not including 
  spirit successes) reported affects what extra condition is in 
  effect after 80 minutes when the House can enter area Q. 
  If the House has reported at least a number of successes 
  equal to 1.5 × the number of tables, the Unaware Guardians 
  condition is in play, and the Overseer GM should read the 
  first of the announcements below. If not, read the second 
  announcement instead.
  For the Unaware Guardians condition, read the 
  following aloud.
  Three blasts of a war-horn echo across the heavily forested 
  battleground. As the Pathfinders rush toward their targets, startled 
  figures with purple glowing eyes hurry toward the seedpods and 
  the enormous dark flower at the heart of the swamp. A shriek 
  carries over the battleground. “What treachery is this? My minions 
  have fallen without so much as warning me? No matter, I shall rip 
  out any trespassers’ souls and feed them to the blight!”
  Table GMs, the Unaware Guardians condition is now in effect, 
  and the way to area Q is now open. Please move to that encounter 
  area quickly.
  If the House has not earned enough successes to trigger 
  the Unaware Guardians condition, read the following instead.
  Three blasts of a war-horn echo across the battlefield. As the 
  Pathfinders rush toward their targets, malicious laughter echoes 
  over the marsh. “Ah, the main course has arrived at last! Our 
  flowers shall drink up your souls and spread across the land.” 
  Across the clearing, glowing purple eyes open in anticipation, and 
  an enormous flower near the center sways as if in anticipation. It 
  seems the creatures here are aware of your attack.
  Table GMs, please move to the encounter in area Q swiftly.
  Special Successes: Runners report special successes 
  following the destruction of the heart of the blight or a 
  seedpod in the encounter in area Q, and these contribute 
  to activating the Weakening Blight condition. Once the 
  House has reported a number of special successes equal to 
  one-third (1/3) the number of tables, rounded up, read the 
  following aloud.
  Several blasts of purple energy momentarily light up the 
  battlefield. The initial shouts of celebration are quickly drowned 
  out by the agonized screech emitted by the heart of the blight.
  Table GMs, the Weakening Blight effect is in play.
  Spirit Successes: Runners report either one or two spirit 
  successes whenever a table successfully concludes the Grove 
  of Faces encounter, and these contribute to activating the 
  Helpful Spirits condition. Once the House has reported a 
  number of spirit successes equal to the number of tables, 
  read the following aloud.
  Even though much of the forest withers from some evil curse, 
  eager faces flow from tree to tree as the friendly, whispering 
  spirits encourage their would-be saviors onward.
  Table GMs, the Helpful Spirits effect is in play.
  Concluding Part 5: This part should end after 120 minutes. 
  See the Concluding Part 5 section on page 21.
  
  9
  THE SOLSTICE SCAR
  THROUGH THE BRAMBLES
  As the PCs approach the edge of the forest, read or 
  paraphrase the following.
  Brambles grow wild throughout the edge of the wood where a 
  thick canopy of trees begins to filter out sunlight, turning day into 
  night. The overgrown plant life forbids easy access deeper into the 
  forest and fills the air with the sickly-sweet smell of decay.
  The outer edge of the blighted forest is overgrown 
  with poisonous barbed plants, and the thick foliage hides 
  venomous creatures in its nooks and crannies. To navigate 
  their way through the area safely, each PC must succeed at a 
  Hard skill check using one of the following skills: Acrobatics, 
  Climb, Handle Animal, Knowledge (nature), or Survival. 
  Alternatively, a PC can attempt an Average wild empathy 
  check, and any PC with the woodland stride class feature (or 
  a similar ability) receives a +4 bonus on any of these checks. 
  If the check fails, the PC must succeed at an Average Reflex 
  save or a Hard Fortitude save. On a failed save, the PC is 
  sickened during the encounter in area O.
  Development: The PCs are free to move onto area O.
  Reporting: If more than half of the PCs get through this 
  encounter without becoming sickened, report one success 
  to the Overseer GM.
  O. BLIGHTED FOREST
  As the PCs proceed, read or paraphrase the following.
  The forest floor is blanketed with eerie dark flowers that paint 
  the otherwise lightless woods with their purple incandescence. 
  Disorienting paths cut through the trees, forward-facing paths 
  seem to lead back to where they started, and retracing one’s 
  steps leads to unfamiliar terrain. Glowing eyes glare hungrily 
  from within the impenetrable thickets where the vines slowly curl 
  around anyone who gets too close.
  The blight that infects this forest extends to more than the 
  plants; much of the fauna is likewise tainted and aggressive 
  as a result. The infected beasts surround the PCs as the latter 
  emerge from the thickets and attack. Although these beasts 
  are well camouflaged, the PCs can spot the attack coming. 
  Each PC attempts a Perception or Survival check. If at least 
  half of the PCs’ checks meet the Average DC, the foes begin 
  30–50 feet away from the PCs. If at least half of the PCs’ 
  checks meet the Hard DC, the foes begin at least 55 feet away. 
  Beyond that, the GM has the discretion to determine the 
  foes’ starting positions to give the PCs a fair challenge. If 
  the battle goes badly for the PCs, they can escape by going 
  beyond the edge of the map. The thick canopy of the forest 
  keeps any outside light from passing through, but the 
  glowing flowers provide dim light throughout the area. This 
  heavy plant growth can also slow the PCs (see Hazard below).
  Creatures: The blighted beasts have eyes that glow faintly 
  purple, and the same eerie flowers that blanket the forest 
  grow also on their bodies. These creatures ignore all hazards 
  in the area and difficult terrain. The flowers’ illumination is 
  enough for the beasts to navigate and attack without penalties 
  due to the dim light. The beasts fight until they are killed.
  SUBTIER 1–2 (CR 3)
  INFECTED BEASTS (2) 
   
  CR 1
  Elk (Pathfinder RPG Bestiary 3 147; see page 40)
  hp 13 each
  SUBTIER 3–4 (CR 5)
  INFECTED BEASTS (2) 
   
  CR 3
  Dire wolves (Pathfinder RPG Bestiary 278; see page 45)
  hp 37 each
  SUBTIER 5–6 (CR 8)
  INFECTED BEASTS (2) 
   
  CR 6
  Hodags (Pathfinder RPG Bestiary 3 148; see page 51)
  hp 60 each
  SUBTIER 7–8 (CR 10)
  INFECTED BEASTS (3) 
   
  CR 7
  Yaoguais (Pathfinder RPG Bestiary 4 284; see page 58)
  hp 84 each
  SUBTIER 10–11 (CR 13)
  INFECTED BEASTS (2) 
   
  CR 11
  Goliath spiders (Pathfinder RPG Bestiary 4 252; see page 66)
  hp 147 each
  Hazard: The local plant life seems to have a mind of 
  its own and responds to intruders with displeasure. Any 
  creature that ends its turn within 5 feet of the thickets must 
  succeed at an Average Reflex save or become entangled. 
  Entangled creatures can attempt to break free as a move 
  action, succeeding with an Average Escape Artist check or 
  DC 13 Strength check. Alternatively, a creature can free itself 
  by dealing an amount of slashing damage to the plants equal 
  to 3 + APL. This effect is treated as a plant for the purpose 
  of class features such as resist nature’s lure, and the plants 
  ignore anyone benefiting from fire shield or a similar effect 
  that automatically burns or withers them. Likewise, any area 
  of effect that specifically harms plants (e.g. blight or diminish 
  plants) or deals at least 3 × APL points of fire damage or 
  negative energy damage disables the grasping plants in that 
  area for the duration of the encounter.
  
  O. Blighted Forest
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Forest
  N
  PATHFINDER SOCIETY SCENARIO
  10
  
  Grove of Faces
  11
  THE SOLSTICE SCAR
  In addition to actively ensnaring the PCs, the denser 
  parts of the forest are difficult terrain. The thick growth 
  also provides cover against any attacks that pass through at 
  least 10 feet of a thicket, and anything protected by at least 
  20 feet gains full cover. Any creature that ignores natural 
  undergrowth (such as with the woodland stride class feature) 
  can move at normal speed but does not ignore the cover.
  Development: Whether the PCs defeat the blighted 
  beasts or flee from them, they can move on to the Grove 
  of Faces encounter.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  GROVE OF FACES
  As the PCs continue to wander within the blighted forest, 
  read or paraphrase the following.
  The forest opens to a small clearing that is free of the dark 
  flowers that seem to permeate the rest of the landscape. A ring 
  of tall grey trees circles the clearing, their 
  branches reaching toward each other to 
  form a ceiling of black leaves. A chorus 
  of whispering voices echoes within the 
  clearing as countless faces form out of tree 
  bark only to meld back in, flowing from tree 
  to tree. Three of the faces remain in place 
  and speak out in unison. “Who wanders these 
  forlorn paths? Do you seek to join us? Join us!”
  This portion of the Fangwood has 
  trapped spirits for centuries, first by 
  nature of the lingering undead influence 
  and more recently due to Mother 
  Bloodleaf’s efforts. The entities are a 
  diverse mix of nature spirits, mortal 
  souls, and the memories of Ivvora’s 
  comrades. They have only fuzzy 
  memories of their mortal lives, 
  with even details of their identities 
  eluding their recall. On the other 
  hand, the spirits are very familiar 
  with the forest, its shifting paths, 
  and the region where Mother 
  Bloodleaf perpetuates the blight. 
  With patience and persuasion, 
  the PCs can secure their help as 
  guides. Three spirits take charge of 
  dealing with the PCs, while the rest 
  shift from tree to tree within the 
  grove, observing and whispering 
  among themselves. One of these 
  spirits acts in an aggressive 
  manner, one jokes around, and 
  the last one adopts a calmer attitude. The spirits ask about 
  who thee PCs are, why have they have come, and why the 
  spirits should risk Mother Bloodleaf’s wrath by helping.
  How much help the spirits provide depends on how 
  convincing the PCs are, and the trio only cares to linger for 
  a short time. This provides the PCs enough time to perform 
  two major actions each: observe a face and present a case.
  Observation: As the PCs interact with the spirits, each 
  PC can study one face and its behavior to learn about its 
  personality and which strategies might be most effective 
  against it. After the PCs have roleplayed for a short while, 
  have each one select one spirit and attempt a Sense Motive 
  check. If the PC’s check meets the Average check DC, she 
  learns that spirit’s dislikes. If her check also meets the Hard 
  DC, she also learns the spirit’s likes.
  Presentation: With the small talk aside, the spirits are 
  eager to hear why they should assist the PCs. Each PC can 
  make her pitch to one spirit—either independently or by 
  using the aid another action—each of which requires one 
  successful check to persuade (except if 
  there are 6 or more PCs, in which case 
  one spirit is especially stubborn and 
  requires a second success). More than 
  one PC can try to persuade a particular 
  spirit, though after two failed checks, 
  that spirit fades back into the trees.
  The check’s DC depends on a PC’s 
  strategy. For many checks, the DC is 
  Average. If the PC’s skill or strategy 
  appeals to the spirit’s likes, the DC 
  is instead Easy. Likewise, making an 
  argument that chafes against the spirit’s 
  dislikes increases the DC to Hard.
  AGGRESSIVE SPIRIT
  Personality This spirit acts aggressively, but 
  it is trying to hide that it’s actually afraid of 
  what Mother Bloodleaf might do to the spirits 
  if they provide assistance to the Pathfinders.
  Likes Emotional and reassuring tactics that 
  convince it that the PCs will do all that they 
  can to help and protect the spirits.
  Dislikes Aggressive methods that try to 
  intimidate the spirit or demonstrate the 
  might of the PCs.
  JOKER SPIRIT
  Personality This spirit acts as though it 
  doesn’t care what happens and thinks 
  everything is a joke, but it is actually 
  worried about the other spirits and any 
  other victims the blight might entrap.
  Likes Tactics that use reason and logic to 
  
  PATHFINDER SOCIETY SCENARIO
  12
  convince the spirit that helping the PCs is the best course of 
  action to help the spirits as a whole.
  Dislikes Methods that appeal to emotions or garner empathy.
  CALM SPIRIT
  Personality This spirit maintains a calm appearance, but it 
  inwardly seethes rage towards the blight and Mother Bloodleaf.
  Likes Tactics that demonstrate the power of the PCs or that 
  describe how they will vanquish the blight and make Mother 
  Bloodleaf pay.
  Dislikes Methods that try to use reason and logic to convince the 
  spirit that helping the PCs is the best course of action.
  Development: No matter how the PCs fare, at least a 
  few of the spirits follow them for the rest of Part 5 and 
  occasionally manifest in tree trunks along the way. 
  However, these spirits provide imperfect directions and 
  are not numerous enough to provide much assistance. For 
  each spirit the PCs do persuade, though, their entourage 
  becomes larger and more capable.
  Unless the Overseer GM has directed the action to area Q, 
  move to the Fey Challenge.
  Reporting: Report one spirit success if the PCs successfully 
  persuade one or two spirits. If the PCs convince all three 
  spirits, report two spirit successes.
  THE FEY CHALLENGE
  As the PCs travel toward the blight’s heart, the spirits leading 
  them suddenly halt, and a booming voice demands to meet 
  Mother Bloodleaf’s latest minions. The speaker is Grimpfkin 
  (CN male seilenosB5), a very powerful fey who resembles a 
  heavyset satyr. Grimpfkin adopts a sinister mien initially, 
  first accusing the PCs of being evil servants, then casting 
  doubts on any professed desires to end the blight, and even 
  making absurdly violent threats. He manages to keep up this 
  charade only for a moment before his jovial nature gets the 
  better of him, at which point he steps into the open in a fit 
  of laughter. Read or paraphrase the following.
  The spirits suddenly freeze in place as a burly middle-aged man 
  with the ears and legs of a goat steps out from behind a tree. He 
  grins and waves his hand. “Ho there, adventurers! I got bored 
  waiting, so I think we should have some fun! Don’t worry, this 
  won’t take long. I wouldn’t want you to miss the main event, and 
  I plan to have a front-row seat. Oh, where are my manners? The 
  name’s Grimpfkin. So, what do you say? Do you choose to test your 
  speed or might?”
  Grimpfkin bears the PCs no ill will and would rather rid 
  the Fangwood of its distasteful blight, but he’s already on 
  thin ice with Arlantia and her Accressiel Court to the south 
  (and was gradually making his way elsewhere for his own 
  sake). As a result, he’s not eager to help the PCs directly, but 
  he is willing to give them a boon to clear up this forest—his 
  idea of a parting gift for the Fangwood. To make sure the 
  PCs stand a chance of vanquishing the blight, though, he 
  challenges them to their choice of a test of speed or a test 
  of might.
  Overall, Grimpfkin’s a pleasant and spirited individual 
  who has some difficulty taking anything seriously for too 
  long. He responds well to passionate PCs and tends to bait 
  stodgy PCs into foolish statements or actions.
  Development: If the PCs refuse the challenge, Grimpfkin 
  feigns offense before smirking, complaining about the PCs’ 
  boorish behavior, and springing off into the woods, releasing 
  the frozen spirits to continue guiding the PCs. If the PCs 
  accept the challenge, move to either the Test of Speed (see 
  below) or Test of Might (see page 13). If the PCs attack him, 
  Grimpfkin shouts curses at whoever struck him and departs. 
  Anyone who attacked him gains a jinx (see the Fey Charm 
  sidebar on page 13).
  TEST OF SPEED
  If the PCs agree to a test of speed, Grimpfkin nods 
  approvingly, hops atop a mossy rock, and flings the contents 
  of his mug into the air. Before it reaches the ground, the 
  fizzing ale transforms into a bird and takes flight off into the 
  woods, leaving a faintly sparkling trail. The seilenos looks 
  on with surprised approval before clapping his hands at the 
  PCs and exclaiming, “What are you waiting for? Catch it, and 
  the prize is yours. Just, ah, no flying or teleporting—it’s a 
  challenge, remember?”
  The PCs must follow the glimmering trail left behind 
  by the bird. They encounter four obstacles that can 
  hinder their progress. At each obstacle, the PCs are free 
  to decide how they attempt to get through it, using their 
  attributes, attacks, saves, skills etc. If the idea is particularly 
  clever, reduce the difficulty by one step (e.g. from Hard 
  to Average) for that PC. Provided the idea helps the other 
  PCs as well, the difficulty might be lower for them all. If 
  a plan has multiple parts, the check is made for the most 
  important or difficult part, or the parts could be divided 
  between the PCs. If a majority of the PCs succeed at their 
  check to overcome an obstacle, it counts as one success for 
  measuring how fast they were (see Development). The PCs 
  don’t take any damage from failure; it just costs them time 
  and speed. 
  Although some spells might provide an automatic success 
  (such as magically creating a bridge over the ravine) or grant 
  an explicit skill bonus, a good rule of thumb is that a helpful 
  spell should grant that PC a bonus on his check against that 
  obstacle equal to twice the spell’s level.
  Grimpfkin easily arrives nearby to observe as the PCs 
  reach each obstacle; for example, sitting or lounging on a 
  tree branch and giving commentary on the PCs’ successes 
  and failures. 
  
  13
  THE SOLSTICE SCAR
  Ravine
  The glittering trail leads across a wide ravine that cuts through the 
  forest. The ravine has several old logs set across it, and a slowly 
  flowing creek runs along the bottom.
  The DC for this obstacle is Average. Likely strategies include 
  balancing carefully or jumping (Acrobatics), identifying 
  which log is the most stable (Knowledge [nature] or Survival), 
  anchoring a grappling hook in a distant tree (ranged attack), 
  or sliding down the slope to swim across the creek (Swim).
  Cliffside
  The trail ends at a tall cliff that splits the forest, and the glittering 
  trail leads up the rock face. Several thick vines descend from 
  above, but each vine bears several long thorns.
  The DC for this obstacle is Average. Likely strategies 
  include ascending the cliff (Climb) or carefully checking the 
  vines to only grab where there aren’t thorns (Perception).
  Overgrown Maze
  The trail zigzags through a large thicket that winds about like a 
  primal hedge maze. Some of the plants seem to move on their 
  own, reaching towards warmth.
  The DC for this obstacle is Hard. Likely strategies include 
  avoiding the plants most likely to entangle the PCs (Knowledge 
  [nature]), finding the shortest path through the area (Survival), 
  or using weapons to hack through the tangle (melee attack).
  Ruins
  A ruined two-story building rises out of the forest, hugged by 
  dense, thorny thickets on both sides. The front wall, ceiling, and 
  floors have long since collapsed. Several support columns rise 
  from the cellar, and the remains of a staircase up to the second 
  floor look far too weak to support weight. The back door leads to 
  clearer terrain, where the trail continues.
  The DC for this obstacle is Hard. Likely strategies include 
  identifying stable columns to use as stepping stones 
  (Acrobatics or Knowledge [engineering]), pushing over a 
  column to serve as an improvised bridge (DC 18 Strength), 
  or climbing the inside walls toward the back door (Climb).
  Development: When the PCs finish the race, Grimpfkin 
  is reclining against a tree stump where the ale-bird has 
  alighted. If the PCs successfully overcame one or none of 
  the obstacles, the bird has lost its animating force and is 
  now only a wet stain on the stump. If the PCs overcame two 
  or three obstacles, Grimpfkin congratulates them heartily. 
  He uses his magic to shape part of the stump into a set of 
  mugs, and when he knocks his own mug against the stump, 
  the bird splits into equal parts, turning back into ale that 
  fills each mug. He toasts the PCs and invites them to drink; 
  this grants each of the PCs the Charm of Luck benefit. If 
  the PCs successfully overcame all four obstacles, Grimpfkin 
  performs the same ceremony, but the PCs instead gain the 
  Greater Charm of Luck benefit.
  Regardless, the PCs are free to move to area Q when the 
  Overseer GM announces that it’s open. If the PCs have 
  quickly overcome all other encounters so far, they may also 
  participate in the test of might.
  Reporting: Do not report any successes for this encounter 
  unless the PCs also completed the Test of Might. The 
  encounter’s benefits otherwise apply only to the table.
  P. TEST OF MIGHT
  If the PCs choose the test of might, Grimpfkin nods 
  approvingly, salutes the PCs with his mug, and turns to 
  lead them deeper into the woods. After about 5 minutes of 
  travel, they reach a clearing surrounded by both towering 
  trees and 8-foot-tall mushrooms. Toward the center looms a 
  menacing shape, and the seilenos whispers to the PCs, “Go 
  ahead, I’m sure that great heroes like you will be fine.”
  The thickets here are difficult terrain.
  Creature: The ongoing blight has infected many of the 
  forest’s creatures. That includes the creature here, which 
  has become evil-aligned due to its long exposure. The 
  creature turns to face the PCs, but it has little interest in 
  chasing PCs beyond the map or attacking unconscious PCs 
  (unless the PCs are somehow using this reticence to harass 
  the creature).
  SUBTIER 1–2 (CR 3)
  MOSS TROLL 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 3 273; see page 40)
  Depending on how the PCs fare in Grimpfkin’s challenges, 
  the PCs might earn one of the following.
  Charm of Luck: Once during the encounter in area Q, a PC 
  can choose to reroll a d20 after seeing the result but before 
  learning the outcome. The PC must keep the new result.
  Greater Charm of Luck: This functions as the Charm of 
  Luck, but the PC can roll twice when rerolling the d20 and 
  take the higher result.
  Jinx: The first time a PC hits an enemy, she must reroll 
  the attack roll and use the new result. Alternatively, first 
  time an enemy fails a save against the PC’s spell or effect, 
  the enemy rerolls the save and keeps the new result.
  Fey Charm
  
  P. Test of Might
  B : Beast
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Forest
  N
  B
  PATHFINDER SOCIETY SCENARIO
  14
  
  15
  THE SOLSTICE SCAR
  SUBTIER 3–4 (CR 5)
  OGRE SPIDER 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 3 254; see page 45)
  SUBTIER 5–6 (CR 8)
  TREANT 
  CR 8
  hp 114 (Pathfinder RPG Bestiary 266; see page 52)
  SUBTIER 7–8 (CR 10)
  FEN MAULER 
  CR 10
  hp 136 (Pathfinder RPG Bestiary 6 127; see page 56)
  SUBTIER 10–11 (CR 13)
  ADVANCED AMAROK 
  CR 13
  hp 202 (Pathfinder RPG Bestiary 5 288, 17; see page 65)
  Development: When the PCs defeat the creature, Grimpfkin 
  ambles out from the woods to inspect the fallen beast. Nodding 
  with approval, he uses his magic to mold a set of mugs from a 
  nearby tree (or the fallen treant), and by knocking his own mug 
  against them, he causes each mug to fill with delicious drinks. 
  He toasts the PCs and invites them to drink; this grants each of 
  the PCs the Greater Charm of Luck benefit.
  In the event one or more PCs were left unconscious in 
  this area when the others fled the encounter, the PCs left 
  behind wake up about 10 minutes later with half their total 
  hit points. The creature is gone, but Grimpfkin is sitting a 
  nonthreatening distance away. He makes some chagrined 
  remarks about the PCs’ loyalty to each other before wishing 
  the fallen PC luck in what lies ahead and departing.
  Regardless, the PCs are free to move to area Q when the 
  Overseer GM announces that it’s open. If the PCs have 
  quickly overcome all other encounters so far, they may also 
  participate in the test of speed.
  Reporting: Do not report any successes for this encounter 
  unless the PCs also completed the Test of Speed. The 
  encounter’s benefits otherwise apply only to the table.
  LOST PATHFINDERS
  Once the PCs have completed at least two of the earlier 
  encounters (the Blighted Forest, Grove of Faces, or Fey 
  Challenge), they come within several hundred feet of the heart 
  of the blight (area R). There, Medda is worriedly mustering 
  the few groups that have arrived safely and observing the 
  dangerous creatures that lie beyond. A few minutes after the 
  PCs arrive, she approaches them with a request.
  “Something’s not right, Pathfinders. Only a fraction of our 
  combined forces have made it here, and our scouts have found 
  several groups mired by the terrain and beasts. However, there 
  are just as many groups that are completely missing. If you have 
  the strength to spare, please double back and find one or more of 
  these teams. They may have run into more trouble than they can 
  handle and need help.”
  The PCs may decline; doing so might be the best choice 
  if more than 70 minutes have passed since Part 5 began, for 
  the final encounter begins once approximately 80 minutes 
  have passed. In that case, this might be a good opportunity 
  to give the players a short break before that scene begins. 
  If the PCs are hesitant to help because they’re wounded, 
  Medda can restore a number of hit points equal to 5 × the 
  APL (minimum 10), distributed however the PCs need.
  If the PCs accept Medda’s mission, they trek back toward 
  the other Pathfinder groups, looking for clues. For each 
  subtier, there are two possible threats, including one 
  creature that prefers to snatch up prey (referred to as the 
  hunter) and one that prefers to poison or plague its victims 
  (referred to as the corruptor). Choose one of these two 
  threats for your encounter. 
  There are several conditions that might be in effect during 
  this encounter.
  Helpful Spirits: This condition triggers if the House reports 
  enough spirit successes. The forest spirits accompanying the 
  PCs open two connected portals that allow instantaneous 
  movement between two trees in area Q. These trees cannot 
  be more than 60 feet apart. When a creature enters the area 
  of the portal tree, they can appear in a space adjacent to the 
  other portal tree. The portals work both ways and remain 
  open for 1 minute. The PCs can choose which trees form the 
  portals and only the PCs and their allies can use the portals. 
  Spells and effects do not travel through these portals.
  When the encounter begins, one PC can attempt a Hard 
  Knowledge (nature) or Spellcraft check to increase the 
  distance between the trees to 120 feet.
  Unaware Guardians: This condition triggers if the House 
  reports enough successes prior to the encounter in area Q. 
  Place the blighted creatures (other than the heart of the 
  blight) in the area marked G2 on the map, rather than in the 
  area marked G1. Each of these creatures is staggered for the 
  first round of combat (Average Reflex save negates).
  Weakening Blight: This condition triggers and affects 
  the entire House once the tables have reported enough 
  special successes; it is not in effect at the beginning of 
  this encounter. All blighted creatures must immediately 
  succeed at an Easy Will save or become dazed for 1 round. 
  Additionally, the blighted creatures take a –1 penalty to 
  AC and a –1 penalty on attack rolls and saving throws.
  Guardians and Spirits
  
  PATHFINDER SOCIETY SCENARIO
  16
  Assisting a missing group of Pathfinders involves two steps: 
  finding the agents and defeating a threat. The hunters include 
  the ahuizotl, ettercap, hydra, and froghemoth. The corruptors 
  include the garden ooze, blight wisp, and catoblepas.
  The thick Fangwood undergrowth is difficult to navigate 
  yet harbors many clues of other Pathfinders’ passage. To 
  find a missing group, the PCs undertake three different skill 
  challenges from the list below, depending on which threat 
  you have chosen. The number of challenges they successfully 
  overcome affects how much information the PCs find about 
  the nearby foe (see area Q) and how many allies they can 
  save. Each PC can either attempt the check herself or aid 
  another to grant a bonus on another PC’s check.
  This adventure doesn’t specify the NPC Pathfinder agents’ 
  identities. These can be fairly generic explorers or your own 
  creations, though you can instead make them some of your 
  or your players’ other Pathfinder Society characters who 
  aren’t participating in the adventure. Even if the PCs fail to 
  save them, don’t worry—their grisly demise here doesn’t kill 
  off the actual characters!
  Finding Tracks (both): As the lost group traveled, its 
  various members left tracks and markings that the PCs can 
  follow. With a successful Average Knowledge (nature), Hard 
  Perception, or Average Survival check, a PC identifies several 
  sets of tracks left by the group as they wend their way into 
  marshy terrain.
  Caustic Spoor (corruptor): The corruptor periodically 
  drips toxins onto nearby foliage or purposefully infects 
  animals. As the PCs explore, they find signs of the corruptor’s 
  influence and can study these to better track down the 
  creature. With a successful Average Craft (alchemy), Hard 
  Heal, or Average Knowledge (arcana or dungeoneering) 
  check, a PC identifies some of the toxin’s properties and 
  can better follow the trail of devastation. The Knowledge 
  check corresponds to the hunter’s creature type—arcana for 
  a magical beast or dungeoneering for an aberration or ooze.
  The Plagued Survivor (corruptor): The PCs find one of the 
  NPC Pathfinders who has been infected by the corruptor, 
  though the agent is overcome by some combination of 
  delirium, fatigue, and terror from the event. The NPC is not 
  in immediate danger of dying from the affliction, but she is 
  unable to communicate helpful information to the PCs. With 
  a successful Hard Bluff, Average Diplomacy, Average Perform 
  (comedy), or Hard Sense Motive check, a PC can get the NPC 
  to focus sufficiently and communicate, or the PC can pick up 
  enough nonverbal cues to glean useful information about 
  where the other NPCs went. If a PC provides the victim an 
  antitoxin, casts remove disease, or the like, that NPC’s assistance 
  grants all of the PCs a +2 bonus (if the remedy grants a 
  bonus on saving throws) or a +4 bonus (if the remedy could 
  completely remove the affliction) on their checks. 
  The Scarred Corpse (hunter): The PCs find the mutilated 
  remains of one of the NPC Pathfinders. With a successful 
  Hard Appraise, Average Heal, or Average Knowledge (arcana 
  or dungeoneering, as appropriate) check, the PCs can study 
  the fatal wounds to get a better sense of what attacked their 
  colleague. The Appraise check represents studying the ways 
  in which the attack damaged the victim’s gear, such as how 
  much force was required to stave in armor or what kind of 
  saliva might have begun corroding leather. The Knowledge 
  check corresponds to the hunter’s creature type—arcana for 
  a magical beast or dungeoneering for an aberration. 
  Stalking the Beast (hunter): The PCs are closing in on the 
  threat, which is actively harrying a few of the surviving NPC 
  Pathfinders. The PCs soon ascertain that the hunter seems 
  to be aware of the PCs and is purposefully driving its prey 
  away to keep the two groups separated. If the PCs are to 
  catch up, they need to either move quickly or move furtively 
  to avoid betraying their location. With a successful Hard 
  Acrobatics, Average Climb, or Average Stealth check, the PCs 
  can close the distance before the hunter kills again.
  Development: The number of challenges that the PCs 
  successfully overcome determines how quickly the PCs find 
  their colleagues, and with what preparations, before further 
  calamities. After resolving this skill-based encounter, move 
  to area Q.
  3 Successes: Three Pathfinders are alive. One of them can 
  provide any benefit (not boosted) granted by an aid token for 
  free at any time during the encounter. Before the encounter, 
  the PCs learn two facts about their foe, as though someone 
  had succeeded at the appropriate Knowledge check.
  2 Successes: Two Pathfinders are alive. One of them can 
  provide assistance once during the encounter in area Q, 
  distracting the foes enough that either the PCs all gain a +2 
  bonus on their attack rolls for 1 round or the PCs gain a +2 
  bonus to their AC and saving throws for 1 round. Before the 
  encounter, the PCs learn one fact about their foe, as though 
  someone had succeeded at the appropriate Knowledge check.
  1 Success: Only one Pathfinder is still alive by the time the 
  PCs arrive. This NPC provides no aid, and unless a PC can 
  reach him and succeed at an Easy Heal check as a standard 
  action (or restore a number of hit points equal to the APL) 
  within a minute of beginning the encounter in area Q, that 
  NPC perishes.
  No Successes: All of the NPC Pathfinders have perished. 
  The PCs can still fight the creature responsible, but at 
  this point even overcoming the creature does not count 
  as a success. The PCs can end this particular attempt and 
  start over, tracking down the other missing group and the 
  alternate threat that’s hounding them.
  Reporting: Do no report any successes for this encounter.
  Q. PATHFINDERS’ GRAVE
  Having tracked the missing Pathfinders and the creature 
  that hounds them, the PCs move to confront their foe. 
  This takes place near the decaying ruins of a manor that’s 
  
  Q. Pathfinders’ Grave
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Swamp
  N
  17
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  18
  crumbling into the swampy surroundings. If the selected 
  foe has a swim speed, the green portions of the map are 
  expanses of stagnant water covered in thick mats of algae. If 
  the selected foe lacks a swim speed, these areas are instead 
  undergrowth thick enough to provide concealment to any 
  creature more than 10 feet away. The dirt paths are clear 
  enough that they don’t impede mobility, and the surviving 
  stone walls are 10 feet tall.
  Creatures: Any surviving Pathfinder NPCs are injured and 
  have taken cover in the northern half of the stone building. 
  They know that the hostile creature is nearby but have 
  temporarily lost sight of it, and they can provide the PCs 
  a quick visual description of it. The number of survivors 
  and their condition depend on how many of the earlier 
  challenges the PCs successfully overcame (see Development 
  to the right).
  The hostile creature hides in the water (if it can swim) or 
  the vegetation. If there are two of the same creature, they are 
  separated by at least 50 feet. Blight wisps resemble will-o’-
  wisps but emit a ghoulishly green light, burn their victims 
  with acidic bursts, and transmit disease with a touch. The 
  spitting hydra and spitting garden ooze are variants capable 
  of spraying acid, pathogens, or both over a considerable 
  distance.
  SUBTIER 1–2 (CR 3)
  ETTERCAP 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 129; see page 40)
  SPITTING GARDEN OOZE 
  CR 3
  hp 26 (see page 40)
  SUBTIER 3–4 (CR 5)
  YOUNG AHUIZOTL 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 3 291, 10; see page 46)
  SPITTING GARDEN OOZES (2) 
  CR 3
  hp 26 each (see page 46)
  SUBTIER 5–6 (CR 8)
  BLIGHT WISP 
  CR 8
  hp 63 (see page 50)
  GRIZZLED AHUIZOTL 
  CR 8
  hp 105 (Pathfinder RPG Bestiary 3 10; see page 51)
  SUBTIER 7–8 (CR 10)
  BLIGHT WISPS (2) 
  CR 8
  hp 63 each (see page 56)
  SPITTING HYDRA 
  CR 10
  hp 94 (see page 57)
  SUBTIER 10–11 (CR 13)
  ADVANCED CATOBLEPAS 
  CR 13
  hp 189 (Pathfinder RPG Bestiary 2 292, 52; see page 65)
  FROGHEMOTH 
  CR 13
  hp 184 (Pathfinder RPG Bestiary 136; see page 66)
  Development: Once the PCs defeat the hostile creature 
  and stabilize any seriously injured NPCs, they can help the 
  survivors back to Medda to receive further healing. She 
  thanks the PCs, and if there’s plenty of time remaining, the 
  PCs are welcome to find another missing group; whichever of 
  the two threats the PCs did not face earlier hounds this group.
  Reporting: If the PCs defeat the hostile creature and 
  successfully rescued at least one living Pathfinder NPC, 
  report one success to the Overseer GM.
  Q. HEART OF THE BLIGHT
  This encounter area is accessible only once the Overseer 
  GM has made an announcement indicating that PCs can 
  travel here. Until then, run the previous encounters, or give 
  the players a quick break if the PCs have already completed 
  all of the other encounters.
  The ancient battleground has turned into a fetid swamp that 
  fills the air with the scent of death and decay. Rusted weapons 
  jut out from the patches of solid land. Here and there, skeletal 
  remains and grimacing skulls clad in ruined iron peek out from 
  the glowing mire. A seedpod pulsing with purplish energy 
  grows on an islet across the swamp.
  The heart of the blight is a great, monstrous black flower. 
  The flower periodically creates seedpods that its host of 
  evil witch and druid attendants distribute throughout the 
  Fangwood and beyond. Their leader, Mother Bloodleaf, is 
  an exiled orc from the Hold of Belkzen. As she wandered 
  the Fangwood humiliated and abandoned a decade ago, the 
  blight called to her and offered her power. She has served it 
  ever since and recruited a host of followers. 
  PCs in most subtiers (Subtiers 1–2, 3–4, 5–6, and 7–8) 
  make for the seedpods, whereas PCs in Subtier 10–11 attack 
  the heart of the blight directly. The PCs begin in the area 
  marked Q1. The swamp water glows visibly, providing dim 
  light throughout the area. The water is about 2 feet deep 
  and functions as a shallow bog for which it costs 2 squares 
  of movement to enter a square; also see the Hazard section 
  on page 21. The large fallen tree near the center of the map 
  forms a slick barrier about 10 feet tall, requiring either an 
  Average Climb check to clamber over it or a Hard Escape 
  
  Q. Heart of the Blight
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Swamp
  N
  Guardians
  G
  Heart of the 
  Blight/Seed 
  Pod
  H
  1
  2
  G2
  G1
  H
  19
  THE SOLSTICE SCAR
  
  Heart of 
  the Blight
  PATHFINDER SOCIETY SCENARIO
  20
  Artist check to slip under it while moving half speed. The 
  narrow fallen tree that crosses to the heart of the blight is 
  unsteady and slippery; a creature must succeed at a Hard 
  Acrobatics check to cross it, and failing the check by 5 or 
  more dumps that PC in the water.
  Seedpod: Each seedpod is a 5-foot-diameter hardened 
  husk surrounding a large kernel that pulses with purple 
  light. A seedpod’s statistics vary by subtier (see the table 
  below), and each has an Armor Class equal to 10 + the table’s 
  APL and a Touch AC of 5. Once reduced to 0 hit points, a 
  seedpod splits open in a burst of negative energy that deals 
  the listed damage to non-blighted living creatures in a 15-
  foot radius (Average Will save for half); the enemy creatures 
  in this encounter are immune to this effect. The seedpods 
  appear on the small island marked H.
  SEEDPOD STATISTICS
  Subtier 
  Hardness HP 
  Damage
  1–2 
  5 
  15 
  2d6
  3–4 
  8 
  30 
  4d6
  5–6 
  10 
  45 
  6d6
  7–8 
  12 
  60 
  8d6
  Creatures: Evil druids, witches, plants, and beasts protect 
  the seedpods and the heart of the blight. 
  All of them have dark flowers growing 
  out of their flesh and purple glowing 
  eyes. 
  They 
  prioritize 
  protecting 
  the seedpods and the heart of the 
  blight, and they fight 
  to the death to protect these plants. These creatures ignore 
  any harmful effects from hazards and seedpods in the area, 
  such as negative energy. Place the creatures in location G1 on 
  the map unless the Unaware Guardians condition is in effect. 
  The heart of the blight is placed in location H on the map.
  SUBTIER 1–2 (CR 4)
  BLIGHTED CREEPER 
  CR 2
  Yellow musk creeper (Pathfinder RPG Bestiary 285; see page 41)
  hp 22
  BLIGHTED HUSKS (3) 
  CR 1/2
  Yellow musk zombies (Pathfinder RPG Bestiary 288; see page 41)
  hp 12 each
  SUBTIER 3–4 (CR 6)
  BLIGHT DRUID 
  CR 3
  Savage plant sage (Pathfinder RPG NPC Codex 63; see page 45)
  hp 32
  BLIGHTED VINE 
  CR 3
  Assassin vine (Pathfinder RPG Bestiary 22; see page 45)
  hp 30
  BLIGHTED BEAST 
  CR 3
  Dire wolf (Pathfinder RPG Bestiary 278; see page 54)
  hp 37
  SUBTIER 5–6 (CR 9)
  BLIGHT WITCH 
  CR 5
  Goblin frog-talker (Pathfinder RPG Monster Codex 110; see page 50)
  hp 47
  SHAMBLING BLIGHT 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 51)
  hp 67
  BLIGHTED BEASTS (2) 
  CR 4
  Dire boar (Pathfinder RPG Bestiary 36; see page 50)
  hp 42 each
  SUBTIER 7–8 (CR 11)
  BLIGHT FLOWER 
  CR 7
  Crypt flower (Pathfinder RPG Bestiary 6 67; see page 56)
  hp 78
  BLIGHT WITCH 
  CR 8
  Troll fury (Pathfinder RPG Monster Codex 229; see page 58)
  hp 156
  
  21
  THE SOLSTICE SCAR
  SHAMBLING BLIGHTS (2) 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 57)
  hp 67 each
  SUBTIER 10–11 (CR 14)
  HEART OF THE BLIGHT 
  CR 13
  Corpse lotus (Pathfinder RPG Bestiary 5 60; see page 65)
  hp 178
  MOTHER BLOODLEAF 
  CR 8
  Orc witch doctor (Pathfinder RPG Monster Codex 171; see  
  page 66)
  hp 94
  SHAMBLING BLIGHTS (3) 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 67)
  hp 67 each
  Hazard: Just as the blight has corrupted the organisms 
  here, so too has it gradually dissolved the land, reducing the 
  ancient battlefield’s epicenter into a swamp. The first time 
  each round that a non-blighted creature starts its turn in 
  the water or enters the water, the creature takes 1d4 points 
  of negative energy damage. This increases to 1d8 points of 
  negative energy damage in Subtier 3–4, 2d8 in Subtier 5–6, 
  3d8 in Subtier 7–8, and 4d8 in Subtier 10–11. A creature 
  takes only the minimum damage with a successful Average 
  Fortitude save, and the save DC increases to Hard if the 
  creature is prone.
  Development: Once the PCs have defeated their enemies 
  and destroyed a seedpod (lower subtiers) or the heart of the 
  blight (Subtier 10–11), they can see the battle continuing to 
  rage across the swamp. If there’s plenty of time left, you 
  can begin another encounter with the same monsters but 
  without the seedpod as reinforcements appear from one 
  side of the map. In Subtier 10–11, you may use the corpse 
  lotus in this follow-up encounter, or you may include a pair 
  of goliath spiders (see page 66).
  Reporting: If the PCs successfully destroy the seedpod 
  or the heart of the blight, report one special success to the 
  Overseer GM.
  CONCLUDING PART 5
  After about 90 minutes, the Overseer GM should read the 
  following aloud to conclude Part 5. This concludes the event 
  as a whole if this is the final part of the adventure.
  Strands of purple energy whip across the battleground and begin 
  to swirl above the remains of the giant flower. The continuous 
  chant of the Twinhorn shamans reaches a fever pitch and then 
  suddenly stops. After a breathless moment of silence, a loud 
  reverberating boom echoes across the swamp as a column of 
  purple energy pierces through the clouds, dissipating into the 
  starry sky. Shouts of celebration begin to sound across the field 
  as Medda makes her way to the heart of the blight. A shaft of 
  moonlight shines on the site through the parted clouds as she rips 
  through the withered roots of the blighted flower. Medda reaches 
  in and draws out the shriveled remains of a female crusader. In 
  stark contrast to the rest of the remains, her silvery breastplate 
  glimmers in the moonlight. A grievous blow has scarred its surface 
  where a golden engraved figure spreads out her wings. Trails of 
  blood seep out from scars running across the figure. Medda lowers 
  the remains gently upon a white cloak that a Twinhorn warrior has 
  placed on the ground.
  With a heavenly glow, the ghostly form of Ivvora appears in 
  the clouds above. “She was my sister-in-arms against the vile Tar-
  Baphon. I now know that her sacrifice spared me all those years 
  ago, as it will all of you in the days to come. Go with Vildeis’ grace 
  and use this blessed plate to vanquish my hated adversary. Hurry 
  back north, for the moment of Eshimka’s reckoning draws near!” 
  Medda looks up to the sky as the visage of Ivvora dissipates, 
  the red phantom hand of Anok floating above her shoulder. After 
  a moment, she kneels next to the crusader’s remains and carefully 
  wraps them up in the white cloak, which is slowly soaked with 
  red. She looks at the crowd gathered around her and speaks up. 
  “We stand here triumphant, having rid this land of corruption. 
  But this is a mere shade of the darkness that awaits us at the 
  Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons 
  to strike true and eradicate Eshimka for good!” Medda motions 
  for the Twinhorn warriors to raise the bundled remains on their 
  shields as one of the honored dead. “Pathfinders, you have done 
  much for my tribe and our lands, but I ask you once more to 
  lend us your weapons so that we might end the evil that haunts 
  Solstice Scar. What say you?”
  If this is the final part, the Overseer GM should close 
  the event, thank the Table GMs for their hard work, and 
  thank the players for their support of the Pathfinder Society 
  Roleplaying Guild campaign. Provide the GMs and players 
  with instructions for submitting reporting sheets and 
  exiting the event. If the House reported a number of special 
  successes equal to at least two-thirds (2/3) the number of 
  tables, announce that each PC also earns the Fangwood 
  Purifier boon; for the sake of clarity, be sure to instruct Table 
  GMs to cross out the boon if the House did not earn it.
  Otherwise, the Overseer GM should begin Part 6.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 Prestige 
  Points. Each PC earns the Blight Bane and Martyr’s Shard 
  3 boons on their Chronicle sheet. So long as the House 
  reported a number of special successes equal to at least 
  two-thirds (2/3) the number of tables, each PC also earns the 
  Fangwood Purifier boon.
  
  PATHFINDER SOCIETY SCENARIO
  22
  PART 6: BATTLE OF SOLSTICE SCAR
  To begin part 6, the Overseer GM should read or paraphrase 
  the following.
  Inspired by the events in the Fangwood, the Pathfinders and 
  Twinhorn warriors have at last returned to the Kellid following’s 
  territory. The scattered woodlands that once stood in the Tusk 
  Mountains are now cast in perpetual shadow despite it being only 
  a few hours after noon. The trees are bare, the grass crumbles at 
  a touch, and even the accumulated snow of midwinter is melting 
  in the freezing air as if surrendering to entropy.
  Medda confers with some of the Twinhorn following who 
  stayed behind, then she addresses the crowd. “The winter solstice 
  does not peak until tonight, yet already Eshimka’s vanguard has 
  escaped the Negative Energy Plane. They now control the area 
  around the planar scar for several miles in each direction. If we’re 
  to stop them, we need to break through these outer forces, 
  regroup at the center, and take control of the rift. If that doesn’t 
  draw Eshimka out, a few brave souls will need to pass through 
  the rift to crush her lieutenants, destroy whatever is keeping the 
  rift open, and draw her into our world. When they do, we need to 
  ensure there are no reinforcements, and that means eliminating 
  any commanders who have already broken through. That includes 
  a corrupted dragon that has our scouts worried.”
  She smiles grimly. “When the paladin Ivvora faced the beast 
  Eshimka here centuries ago, she fought with Vildeis’s blessing and 
  banished the fiend. Tonight, Eshimka would return to our world, 
  but we are not one paladin; we are many!” She pricks her finger 
  on her spear and paints a set of bloody wings upon her forehead. 
  The Twinhorns follow suit “And we too carry Vildeis’s favor!” With 
  these words, the painted wings blaze with light.
  The PCs have 80 minutes to battle Eshimka’s minions and 
  help with the ritual before the nightwalker herself arrives 
  and the final battle begins. The PCs can fight their way toward 
  the rift (area S), or they can attempt to evade patrols through 
  a combination of boating skill, stealth, and magic. Once 
  they reach the standing stones, lower-level PCs (Subtiers 1–2, 
  3–4, and 5–6) can work to stem the tide of invaders (area T), 
  track down the void-touched drake that could pose a threat 
  to either side (area U), or assist in the ritual to close the rift. 
  Meanwhile, higher-level PCs (Subtiers 7–8 and 10–11) enter 
  into the Negative Energy Plane (area V) to battle a powerful 
  lieutenant and disable the focuses that are tearing the rift 
  wider. After 80 minutes (or earlier, if the House reports 
  many successes), Eshimka herself emerges onto the Material 
  Plane for the first time in nearly a millennium, and the PCs 
  can destroy her at last (area W).
  BLESSING OF VILDEIS
  As Ivvora did so long ago, the PCs have the blessing of Vildeis, 
  the empyreal lord of devotion, sacrifice, and scars. Each PC 
  begins Part 6 with one blessing that she can expend in order 
  to perform one of the feats below. When the Overseer GM 
  announces the Empyreal Approval condition, each PC gains 
  an additional blessing. 
  These benefits also appear on Handout #1 on page 39.
  Burning Radiance: As an immediate action when dealing 
  damage to an evil creature, the PC can cause her attack to 
  ignore that target’s damage reduction and deal an additional 
  amount of damage equal to 1d6 plus twice the character’s level.
  Healing Sacrifice: As a standard action, a PC can touch 
  another creature to heal it. This functions either as breath of 
  life or as restoration (CL 15th). The temporary negative level 
  from this blessing’s breath of life effect lasts only until the 
  end of the next encounter and is ignored for the purpose of 
  determining whether a PC would die from having too many 
  negative levels. This ability can be used offensively against 
  creatures vulnerable to positive energy, but its damage does 
  not exceed 4 × the character’s level.
  Unstoppable Wrath: As a swift action, the PC can choose 
  one of the following undead immunities: bleed, death effects, 
  mind-affecting effects, paralysis, poison, sleep effects, or 
  stunning. For the duration of that encounter, the PC’s abilities, 
  equipment, and spells ignore that immunity for undead 
  creatures. Additionally, the PC ignores the impeded magic 
  property of the Negative Energy Plane during that encounter.
  TABLE GM INSTRUCTIONS
  During Part 6, the PCs push past the undead horde to reach 
  the planar rift, either secure the battleground or enter the 
  rift to kill Eshimka’s lieutenant, and finally take part in a 
  ritual to close the rift before Eshimka arrives and the final 
  battle begins.
  Pacing: All of Part 6 except the final encounter is intended 
  to take about 80 minutes, providing each table enough time 
  to complete several encounters. After 80 minutes (or slightly 
  before, if the House is reporting many successes), the 
  Overseer GM announces the transition to encounter W; do 
  not begin that encounter earlier. Once the announcement 
  occurs, it’s okay to wrap up an ongoing encounter with some 
  quick narrative to ensure the players get plenty of time to 
  tackle the last encounter.
  Healing: The PCs have enough time to do some quick 
  healing between the different encounters, such as using 
  healing spells, potions, or wands.
  Light: Part 6 takes place in the late afternoon and evening, 
  but the Negative Energy Plane’s encroaching influence 
  restricts the region to dim light. 
  Terrain: Forest areas are considered difficult terrain, except 
  in the final encounter (see page 35). The standing stones are 
  10 feet high. The river’s water flows swiftly and requires a 
  successful DC 15 Swim check to traverse. The water is also 
  numbingly cold, and a PC who ends her turn in the water is 
  staggered for 1 round (Easy Fortitude save negates).
  Reporting:  All encounters have a reporting entry at 
  
  23
  THE SOLSTICE SCAR
  the very end that notes how to handle successes. Most 
  encounters involve the Table GM reporting one success to 
  the HQ Staff. If the PCs successfully defeat or recruit the 
  drake (see page 29), the Table GM should report one dragon 
  success. If the PCs successfully help perform the ritual (see 
  page 34), the Table GM should report one ritual success. If 
  the PCs successfully defeat their foes in one of the Eshimka’s 
  Assault encounters (see page 35), report one special success—
  though if a group defeats Eshimka in Subtier 10–11, report 
  one Eshimka success instead.
   Dangerous Drake: This condition triggers and affects 
  the entire House once enough tables have reported dragon 
  successes. Pathfinders have defeated a violent drake, either 
  slaying it so that more allies are available during the 
  final encounter or convincing the dragon to fight at the 
  Pathfinders’ side. If a table personally killed or negotiated 
  with the drake, this benefit should reflect their choices—
  such as by having the drake appear as reinforcement in the 
  PCs’ hour of need.
  During the final encounter in area W, each table gains a 
  bonus use of the Allied Offensive benefit as if provided by 
  an Aid Token.
  Empyreal Approval: This condition triggers and affects the 
  entire House once enough tables have reported successes. As 
  the Pathfinders push on, Vildeis’s approval grows, and she 
  renews the PCs’ vigor.
  Each PC regains any spent blessing of Vildeis. A PC cannot 
  have more than one blessing.
  Eshimka Defeated: This condition triggers and affects the 
  entire House once enough tables report special successes 
  and Eshimka successes. Pathfinders have dealt a devastating 
  blow to Eshimka, weakening her to the point that she can 
  neither direct the battle nor threaten large groups.
  Negate the hazard in area W. A table can expend any 
  Pathfinders’ Teamwork handout it has to restore a number of 
  hit points to each PC equal to 2 × the APL (minimum 5).
  Weakened Rift: This condition triggers and affects the 
  entire House once enough tables report ritual successes. 
  Shielded and aided by the Pathfinders, the Twinhorn mystics 
  have begun a powerful ritual to seal the Solstice Scar, the rift 
  to the Negative Energy Plane. The positive energy generated 
  by this process partially restores the PCs.
  Each PC regains a number of hit points equal to 2 × the 
  APL. In addition, each PC regains one of the following 
  benefits of their choice.
  • Regain a single use of an ability the PC can use four or 
  fewer times per day or two uses of an ability the PC can 
  use at least five times a day.
  • Regain one or more spells or spell slots whose total levels 
  are equal to your character level (minimum 2).
  • Remove a temporary negative level or a disease.
  • Cure 1d3 points of damage to all ability scores.
  • Gain a +1 sacred bonus on attack rolls and saving throws 
  either for the duration of your current combat encounter 
  of for the duration of your next combat encounter.
  OVERSEER GM INSTRUCTIONS
  During Part 6, the Overseer GM tallies reported successes, 
  dragon successes, ritual successes, special successes, and 
  Eshimka successes. The Overseer GM is also responsible for 
  making announcements to the House, tracking time, and 
  concluding the adventure.
  Before this Part: One of the scoring mechanics below is 
  based on the number of tables that are playing Subtiers 1–2, 3–4, 
  or 5–6. As part of mustering, be sure to have an approximate 
  count of how many tables are playing in these subtiers.
  After 80 minutes: The PCs should have about 80 minutes 
  in which to fight Eshimka’s vanguard, neutralize the drake, 
  and skirmish in the Negative Energy Plane. After that 
  time—or before, if the House reports enough successes 
  (see below)—the Overseer GM should make the following 
  announcement to indicate that the final encounter in area 
  W is now accessible.
  The combined Pathfinder and Twinhorn forces have beaten back 
  the worst of Eshimka’s vanguard, and their spellcasters are hard at 
  work repairing the damage around the planar rift. It seems there 
  is at last a lull when a pair of bladelike arms stab through the rift 
  and tear it wider. The wound releases a wave of negative energy 
  that crashes into the mystics’ wards, and the shock causes the 
  trees for hundreds of feet around to wither, their limbs snapping 
  off and turning to ash before hitting the ground. Through the 
  widened rift steps a towering giant with sinister horns, shaking 
  the ground with every step as her army follows her: vampires, 
  towering suits of armor, hungry corpses, and even a powerful 
  dragon! Medda’s shout carries over the din. “Eshimka is here! 
  Strike now!”
  The giant laughs thunderously as it regards the mortals around 
  it and tears of pieces from her own flesh that turn into nightmarish 
  beasts. “The living are no match for my might. Spread out, and 
  reduce every one of these mortals to dust!”
  Table GMs, please begin the encounter Eshimka’s Assault within 
  the next few minutes.
  Successes: The number of successes reported—including 
  normal successes, dragon successes, and ritual successes—
  determines how soon Eshimka attacks as well as whether the 
  PCs regain a use of their Blessing of Vildeis handout. Once 
  the House has reported a number of successes equal to 2-2/3 
  × the number of tables, read the following aloud.
  The combined Pathfinder and Twinhorn forces shatter undead 
  bones and topple the walking dead, even while sustaining 
  wounds of their own, and their momentum seems unstoppable. 
  The holy approval of the empyreal lord Vildeis grows stronger, 
  
  PATHFINDER SOCIETY SCENARIO
  24
  as if recognizing the Pathfinders’ righteousness by causing their 
  weapons, armor, and even blood to shimmer with angelic power.
  Table GMs, the Empyreal Approval condition is now in effect, 
  restoring the PCs’ expended blessings of Vildeis.
  Once the house has reported a number of successes 
  equal to 3-1/3 × the number of participating tables, you can 
  begin the Eshimka’s Assault event by reading aloud the text 
  on page 23.
  Dragon Successes: The number of dragon successes 
  reported determines whether the Pathfinders have defeated 
  or even recruited the drake Zurhriga. Once the House has 
  reported a number of dragon successes equal to 2/3 the 
  number of tables playing Subtiers 1–2, 3–4, and 5–6 (rounded 
  up), read the following aloud.
  An anguished draconic roar echoes across the landscape. Within 
  minutes, reports begin circulating that some of the Society’s 
  newest agents single-handedly defeated a powerful drake, 
  ensuring that it will be no threat during the final assault. 
  Competing rumors suggest these agents actually convinced the 
  drake to fight by the Pathfinders’ side! Whatever the case, it is a 
  great boon in the fights to come.
  Table GMs, the Dangerous Drake condition is in effect, providing 
  an edge in the final battle.
  Ritual Successes: Runners report ritual successes 
  following the completion of the Planar Ritual encounter, 
  and these contribute to activating the Weakened Rift 
  condition. Once the House has reported a number of ritual 
  successes equal to 2/3 the number of tables (rounded up), 
  read the following aloud.
  Smoke, pale flames, and incantations rise as one around the 
  Kellids’ stone circle as a combined force of Twinhorn and 
  Pathfinder mystics reach the climax of their ritual. As the magic 
  takes hold, the rift into the Negative Energy Plane weakens and 
  begins to shrink. A burst of positive energy ripples out from the 
  site, washing over combatants for miles around.
  Table GMs, the Weakened Rift condition is now in effect, 
  healing the PCs.
  Special successes and Eshimka Successes: Runners report 
  special successes following the successful completion of 
  a nightshade encounter (area W). They report Eshimka 
  successes whenever a Subtier 10–11 group successfully 
  defeats the nightwalker Eshimka. Treat each Eshimka 
  success as if it were two special successes. Once the House 
  has reported a number of special successes equal to 2/3 the 
  number of tables (rounded down), read the following aloud.
  Her dark armor riddled with arrows and sliced by a dozen blades, 
  Eshimka staggers back from the nearby Pathfinders attacking 
  her. With one blade-arm she beckons for more of her shadowy 
  minions to reunite with her body and heal her wounds, but other 
  Pathfinders have slain too many for any to answer her call. For the 
  first time, Eshimka seems worried, fighting for her survival rather 
  than leading her army.
  Table GMs, the Eshimka Defeated condition is now in effect, 
  ending the ongoing hazard.
  Concluding Part 6: This part should end after about 120 
  minutes, or earlier if the House reports a number of special 
  successes equal to 1-1/3 × the number of tables. Ideally, let 
  each table have the opportunity to finish one combat. 
  See the Concluding Part 6 section on page 37.
  PAST THE HORDE
  The PCs need to get past the undead patrols if they’re to 
  reach the rift and other high-priority targets. They have 
  three options: canoes, combat, or evasion. If the PCs elect 
  to borrow canoes, proceed to the Down the Cold Rapids 
  encounter that follows. If the PCs elect to fight their way 
  forward, proceed to the encounter in area S. If the PCs elect 
  to sneak, fly, or teleport their way past trouble, proceed to the 
  Evasive Maneuvers encounter on page 25.
  DOWN THE COLD RAPIDS 
  Seasonal rivers and lakes crisscross the Twinhorn following’s 
  territory, and the Kellids stash long canoes made of wood 
  and hides at various landmarks to catch fish and move 
  materials easily. In winter, these waterways are typically 
  frozen, but the entropic influence of the Negative Energy 
  Plane is causing the ice and snow to melt and flow for miles 
  around. Dark water rushes around jagged rocks and down 
  toward frothing rapids.
  By piloting the canoes, the PCs can swiftly bypass the 
  wandering undead. The route is hazardous, though, and the 
  PCs must survive three challenges, each of which requires 
  each PC to attempt a skill check to overcome. The number 
  of successes the PCs earn during each challenge determines 
  how effectively they navigate each challenge and how much 
  damage their canoe sustains (see Development). The canoe 
  begins with 4 structure points, and if reduced to 0 structure 
  points, it is destroyed. By casting make whole, wood shape, or 
  a similar spell that takes a standard action to cast, a PC can 
  restore 1d4 structure points.
  Any number of PCs can be paddlers, and there are two 
  optional roles—lookout and navigator—each of which a 
  single PC can fill. As the PCs approach a challenge, the PCs 
  attempt checks in three stages:
  • The lookout is in charge of spotting rocks and other 
  hazards. This character must attempt an Average 
  Perception check. If successful, the navigator gains a +4 
  circumstance bonus to her check.
  
  25
  THE SOLSTICE SCAR
  • The navigator is in charge of steering the canoe and 
  picking out an optimal course. She attempts a Hard 
  Knowledge (nature), Survival, or relevant Profession check 
  to direct the paddlers. If successful, double the number of 
  successes earned by the paddlers.
  • The paddlers propel the canoe, dodging obstacles or 
  powering past them. Each paddler attempts an Easy 
  Strength, Dexterity, or Constitution check. The number of 
  successes determines the group’s success in overcoming 
  the obstacle.
  If the group consists of only four PCs, reduce the number 
  of successes required to overcome the swift currents and 
  churning rapids by one, and reduce the number of successes 
  required for the cascades by two. The PCs may also benefit 
  from not having a lookout in order to maximize the number 
  of paddlers.
  Swift Currents (Challenge 1, 3 Successes): The melting 
  ice from many square miles drains into this river, and the 
  current becomes especially swift as the river narrows. Failing 
  this challenge reduces the canoe’s structure points by 1, and 
  earning no successes reduces the structure points by 2.
  Cascades (Challenge 2, 4 Successes): The river courses 
  down a series of rock steps, each forming a small waterfall. 
  Failing this challenge reduces the canoe’s structure points 
  by 2, and earning only one or no successes reduces the 
  structure points by 3.
  Churning Rapids (Challenge 3, 3 Successes): The river 
  broadens but becomes shallower, exposing the canoe to 
  sharp rocks and frothing rapids that jostle everyone. Failing 
  this challenge reduces the canoe’s structure points by 1, 
  and earning only one or no successes reduces the structure 
  points by 2.
  Development: Once the PCs successfully overcome the 
  final challenge, they beach their canoe and can proceed to 
  later encounters (areas T, U, and V). 
  The canoe breaks if reduced to 0 structure points, 
  casting the PCs into the water and dealing an amount 
  of bludgeoning damage equal to twice the APL. The PCs 
  can freely abandon the river and find another way to 
  approach the standing stones (either Evasive Maneuvers, 
  below, or Fight the Horde on page 26). Alternatively, the 
  PCs can attempt to overcome the remaining challenges 
  by attempting Average Swim checks; if at least half of the 
  PCs succeed at their checks, they overcome the challenge 
  successfully and take cold damage equal to the APL. If 
  fewer than half of the PCs succeed at the Swim check, 
  the PCs all take cold damage equal to the APL, drag 
  themselves to the shore, and must proceed by foot, using 
  one of the other options to reach the standing stones.
  Reporting: If the PCs successfully overcome the three 
  river challenges without destroying their canoe, report one 
  success to the Overseer GM.
  EVASIVE MANEUVERS
  Although hundreds of undead and void-touched foes have 
  already emerged onto the Material Plane through the rift, 
  they’re spread out over more many square miles. If the PCs 
  are careful, they can evade the roving bands of enemies. 
  To succeed, the PCs must overcome three obstacles as they 
  approach the standing stones. For each obstacle, each PC 
  attempts one of the listed skill checks. If at least half of the 
  PCs succeed at the check, the group successfully overcomes 
  that challenge. If fewer than half of the PCs succeed, the 
  group fails that challenge. The number of challenges the 
  group successfully overcomes determines whether the PCs 
  have to fight an undead patrol and on what terms. Each of 
  these challenges represents about 10 minutes of travel, and 
  creative use of spellcasting should reduce the difficulty of 
  the skill check DC for the affected targets by one step (from 
  Average to Easy, for example). If the PCs use spells or abilities 
  to dramatically overcome a challenge (such as flying for 10 
  minutes), they can overcome that challenge automatically.
  Boulder Slopes (Challenge 1): Avoiding the patrols 
  requires taking less-traveled paths, such as one that 
  ascends a boulder-strewn hill and passes through 
  narrow ravines. The PCs can attempt the following 
  checks: Average Climb, Average Escape Artist, or Average 
  Knowledge (geography). 
  Forest Cover (Challenge 2): The PCs’ route cuts through 
  thick forests, where the boughs have recently shed needles 
  at an alarming rate thanks to the Negative Energy Plane’s 
  influence. Nearby undead require avoiding the creatures’ paths 
  and moving stealthily. The PCs can attempt the following 
  checks: Hard Perception, Average Stealth, or Average Survival.
  River Crossing (Challenge 3): Uncharacteristic melt 
  waters have flooded a seasonal river, turning it into a swift 
  torrent strewn with fallen trees. However, the PCs need to 
  cross nearby if they’re to avoid prowling fiends. The PCs 
  can attempt the following checks: Hard Acrobatics, Average 
  Knowledge (nature), or Average Swim.
  Development: The number of challenges the PCs 
  successfully overcome affects their outcome.
  3 Successes: The PCs adroitly bypassed any threats and can 
  proceed to later encounters (areas T, U, and V).
  2 Successes: The PCs suffered a close call along the way, 
  such as a brief skirmish or dangerous accident. Half of the 
  PCs selected at random (rounded up) take an amount of 
  damage equal to 3 × the APL. However, the PCs can freely 
  proceed to later encounters (areas T, U, and V).
  1 Success: The PCs encounter a significant threat they fail 
  to avoid. Begin the Fight the Horde encounter (area S).
  0 Successes: The PCs’ clumsy attempts to avoid trouble 
  simply attracted more threats. Begin the Fight the Horde 
  encounter, but increase the number of undead creatures by 1.
  Reporting: If the PCs earn 2 or 3 successes during this 
  encounter, report one success to the Overseer GM.
  
  PATHFINDER SOCIETY SCENARIO
  26
  S. FIGHT THE HORDE
  The most direct route toward the standing stones involves 
  the PCs fighting through the undead creatures emerging 
  from the rift. Twinhorn warriors and fellow Pathfinders 
  race ahead just in sight of the PCs, their breath visible in 
  the cold air.
  Creatures: The Twinhorn following left a rear guard 
  and many of the noncombatants behind as Medda, her 
  warriors, and the Pathfinders departed to restore Ivvora’s 
  sacred weaponry. When the rift first began to tear open 
  again several days ago, most of the following evacuated, 
  but the remaining warriors stayed behind to contain the 
  threat. Their exposure to the Negative Energy Plane and 
  Eshimka’s insidious promises has begun transforming 
  many of them, numbing their minds and bodies to their 
  former lives. Nonetheless, these warriors are still alive, and 
  a PC can infer their condition with a successful Average 
  Knowledge (planes) check or Hard Knowledge (local) 
  check. It’s possible to rehabilitate them if they’re subdued, 
  removed from the affected region, and given time to 
  recover. Although the afflicted warriors are former allies, 
  they view the PCs as enemies.
  The Twinhorn warriors stalk the region alongside 
  several undead creatures. The more intelligent undead 
  taunt the PCs and their futile efforts to stop Eshimka. The 
  undead and warriors begin approximately 50–75 feet away 
  from the PCs.
  SUBTIER 1–2 (CR 3)
  GHOUL 
  CR 1
  Ghoul (Pathfinder RPG Bestiary 146; see page 42)
  hp 13
  KELLID WARRIORS (2) 
  CR 1/2
  hp 12 each (see page 43)
  SUBTIER 3–4 (CR 5)
  KELLID WARRIORS (2) 
  CR 1
  hp 19 each (see page 47)
  SKELETAL CHAMPIONS (2) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 48)
  SUBTIER 5–6 (CR 8)
  ADVANCED MUMMY 
  CR 6
  hp 76 (Pathfinder RPG Bestiary 294, 210; see page 53)
  KELLID WARRIORS (3) 
  CR 3
  hp 34 each (see page 54)
  SUBTIER 7–8 (CR 10)
  ADVANCED MOHRG 
  CR 9
  hp 119 (Pathfinder RPG Bestiary 294, 91; see page 60)
  KELLID WARRIORS (4) 
  CR 3
  hp 34 each (see page 61)
  SUBTIER 10–11 (CR 13)
  KELLID WARRIORS (2) 
  CR 9
  hp 99 each (see page 70)
  VAMPIRES (2) 
  CR 9
  hp 102 each (Pathfinder RPG Bestiary 270; see page 70)
  Development: After defeating the undead and Kellid 
  warriors, the PCs can freely proceed to later encounters 
  (areas T, U, and V). Within a minute of the battle ending, 
  a band of Medda’s Twinhorn warriors arrive and express 
  their dismay at their comrades’ apparent betrayal. If the PCs 
  defeated one or more of the warriors without killing them, 
  a few Kellid allies ensure that their corrupted comrades are 
  carried to safety. So long as half of the warriors were spared, 
  these Kellids give the PCs a potion of cure moderate wounds 
  in Subtier 1–2 or a number of potions of cure serious wounds 
  equal to the PCs’ APL divided by 3 (rounded down) for all 
  other subtiers. If the PCs spared all of the warriors, double 
  the number of potions.
  Also make a note of any PCs who dealt a killing blow to 
  a Kellid warrior in Subtiers 5–6 or 7–8. This has additional 
  ramifications in the final encounter.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  T. SECURE THE RIFT
  This encounter is intended for Subtiers 1–2, 3–4, and 5–6. 
  Subtier 7–8 and 10–11 groups can complete this encounter 
  but are strongly encouraged to do so only after completing 
  the encounter in area V.
  Having bypassed the outer patrols, the PCs have reached 
  the standing stones where Ivvora fought Eshimka so long 
  ago. A dark tear ripples at the center of the snow-covered 
  monument, and the pale moon struggles to pierce the 
  supernatural gloom. Twinhorn mystics are only a short 
  distance behind the PCs, preparing their reagents and 
  conserving their power to close the rift.
  Creatures: Groups of undead periodically emerge from 
  the rift to secure a beachhead for Eshimka’s invasion. If 
  the Twinhorn mystics are to seal the portal, they need to 
  be able to approach the area safely. That means somebody 
  has to fight off the undead here: the PCs. As this combat 
  encounter begins, place the PCs about 60 feet away from the 
  
  S. Fight the Horde
  1 square = 5 feet
  Pathfinder Flip-Mat: Bigger Forest
  N
  27
  THE SOLSTICE SCAR
  
  T. Secure the Rift
  1 square = 5 feet
  Pathfinder Flip-Mat: Bigger Forest
  N
  PATHFINDER SOCIETY SCENARIO
  28
  
  29
  THE SOLSTICE SCAR
  edge of the stone circle. The undead begin the encounter 
  within the circle and prefer to hide in the negative energy-
  infused area (see Hazards below) for at least the first round 
  of combat before emerging to tear apart the PCs with 
  melee attacks.
  SUBTIER 1–2 (CR 3)
  FESTROGS (2) 
  CR 1
  Festrog (Pathfinder RPG Bestiary 3 115; see page 42)
  hp 9 each
  SUBTIER 3–4 (CR 5)
  ZUVEMBIE 
  CR 4
  Zuvembie (Pathfinder RPG Bestiary 3 289; see page 49)
  hp 37
  ZOMBIES (3) 
  CR 1/2
  Zombie (Pathfinder RPG Bestiary 288; see page 48)
  hp 12 each
  SUBTIER 5–6 (CR 8)
  DEATHWEBS (2) 
  CR 6
  Deathweb (Pathfinder RPG Bestiary 3 65; see page 53)
  hp 71 each
  SUBTIER 7–8 (CR 10)
  GUECUBUS (2) 
  CR 8
  hp 104 (Pathfinder RPG Bestiary 3 145; see page 61)
  SUBTIER 10–11 (CR 13)
  HARIONAGOS (2) 
  CR 11
  hp 147 each (Pathfinder RPG Bestiary 4 149; see page 69)
  Hazard: The Negative Energy Plane’s influence suffuses 
  the area inside the stone circle (represented by the marked 
  area). While in the area and for 1 round after leaving the area, 
  undead creatures gain channel resistance +4 (or increase 
  their channel resistance bonus by 2), increase their speed 
  by 10 feet, and gain a special ranged touch attack they can 
  attempt as a standard action with a range of 60 feet; this 
  deals 1d6 negative energy damage in Subtier 1–2, 2d6 in 
  Subtier 3–4, 4d6 in Subtier 5–6, 6d6 in Subtier 7–8, and 9d6 
  in Subtier 10–11. Creatures in the area take 1d3 points of 
  negative energy damage if they enter or start their turn in 
  the area; this damage increases to 1d4+1, 1d8+1, 2d8+2, and 
  3d8+3 in Subtiers 3–4, 5–6, 7–8, and 10–11 respectively.
  Development: Once the PCs have defeated the undead, 
  the Twinhorn mystics move in and begin setting up the 
  ritual to close the rift—ideally once their allies have drawn 
  out Eshimka to destroy her.
  After this encounter, the PCs should move to the encounter 
  in area U (see below) or the Planar Ritual encounter (see 
  page 34). If they have already completed these encounters, 
  consider either running the encounter in area S (if the PCs 
  bypassed it) or giving the players a short break before the 
  final confrontation begins.
  Reporting: If the PCs successfully defeat the undead, 
  report one success to the Overseer GM.
  U. THE HATEFUL DRAKE
  This encounter is available only to Subtiers 1–2, 3–4, and 5–6. 
  Subtier 7–8 and 10–11 groups should proceed to area V.
  Seeing the PCs, one of the Twinhorn following’s scouts 
  approaches with news. The Kellid man, named Bayah, is 
  familiar to the PCs, who have traveled with him from the 
  Fangwood earlier in this adventure.
  The scout jogs up and skids to a stop. “Be careful, Pathfinders. 
  You are near the territory of one of the more fearsome creatures 
  for miles around: a powerful drake. Several other scouts believed 
  the beast emerged from the rift, but I’ve had a closer look, and 
  I recognize the drake as a type common in the Hold of Belkzen, 
  to the southwest. I’m not sure that it’s truly our enemy, though I 
  can see that it’s angry and looking for a fight. It’s likely not safe 
  to leave alone, otherwise it might attack us when we should be 
  focused on Eshimka.” He rubs at his arm, which is raw as if burned. 
  “I tried talking to it but might have given the wrong impression. 
  Whether you defeat it with speech or spears, we can’t afford to 
  ignore it.”
  Bayah can provide the PCs directions to the low tor where 
  the drake lives. He’s fairly eager to continue his scouting 
  circuit and deliver his report to Medda, so he’s not willing 
  to accompany the PCs. However, he can tell the PCs that the 
  drake is extraordinarily fast, can fly, and has the ability to spit 
  caustic globules that explode on contact, spraying everyone 
  nearby. He also knows that drakes aren’t especially smart yet 
  have a devious cunning. If the PCs heal Bayah’s wounds (he 
  has taken damage equal to 3 × the APL), he also gives the PCs 
  his potion of cat’s grace out of gratitude.
  The PCs can reach the drake’s lair after 10 minutes of 
  travel. The steep hill provides a commanding view of the 
  surrounding area. The sides of the hill rise at a sheer incline, 
  and the sandy soil provides few solid footholds; climbing 
  from the path to the peak requires an Easy Climb check. The 
  large rocks rise about 5 feet above the surrounding terrain, 
  providing some cover.
  Creature: Shortly after Medda led a large number of the 
  Twinhorn following away to restore Ivvora’s dagger, the 
  drake Zurhriga departed the crowded peaks of Belkzen in 
  favor of this new hunting ground. It met his needs well 
  
  U. The Hateful Drake
  1 square = 5 feet
  Pathfinder Flip-Mat: Hill Country
  N
  PATHFINDER SOCIETY SCENARIO
  30
  
  31
  THE SOLSTICE SCAR
  until several days ago, when the air turned unpleasantly 
  sharp. He investigated, finding the stone circle abandoned 
  but for its freshly opened rift. It piqued his curiosity, and he 
  sniffed around the area before hearing Eshimka’s call. The 
  nightshade spoke to him, demanding he serve her and then 
  die, but the proud drake bristled and refused. As tendrils 
  of negative energy spewed from the rift to ensnare him, he 
  sprang to the air, avoiding all but one of the dark tendrils. 
  It wasn’t powerful enough to kill him, but it did make him 
  sick. Over the past few days, he’s felt increasingly listless and 
  ill, though his bouts of indignant anger at his condition and 
  seeing territory wilt have helped him cling to life. Instead of 
  dying, he’s absorbed the negative energy influence, granting 
  him power that’s drastically shortening his lifespan. The 
  arrival of so many humanoids has stoked his fury, and 
  he’s ready to kill, if only to distract him from the gnawing 
  entropy that grips him.
  As the PCs reach the foot of the hill, Zurhriga—
  who prefers Draconic but knows a passable amount of 
  Common—roars a challenge, demanding to know who is 
  foolish enough to approach him. If they wish, the PCs can 
  just attack the drake at this point. He happily obliges those 
  PCs looking for a fight.
  However, the PCs can attempt the difficult feat of 
  negotiating with Zurhriga. This involves succeeding at three 
  of the following four tasks, each of which involves several 
  appropriate skills: bribing the drake, encouraging the drake, 
  praising the drake, or shaming the drake. Details for these 
  approaches appear below. Several of the skill checks include 
  a modifier (e.g. “Hard + 3”), in which case use the appropriate 
  DC and increase it by the listed amount. If the PCs swiftly 
  completed earlier encounters, you can extend this encounter 
  slightly through roleplaying rather than moving swiftly to 
  skill checks. If the PCs fail at two of these tasks, Zurhriga 
  loses patience and attacks.
  Even though Zurhriga understands and can speak 
  Common, he much prefers Draconic. Any PC who addresses 
  him in Draconic gains a +2 circumstance bonus on skill 
  checks to persuade him. He’s at first quite terse until the PCs 
  succeed at one of these tasks, after which he becomes slightly 
  more talkative and explains his experience near the rift if 
  asked. The drake also tends to mentally label humanoids 
  with simple identifiers (e.g. “the weak one,” “the nice-talking 
  one,” or “the shouter”), and once he has established a role for a 
  given PC, if that PC tries to change tactics, he interrupts them, 
  assuming trickery. This helps steer the conversation and also 
  makes it much more difficult for one or two PCs to dominate 
  the encounter or use the aid another action repeatedly.
  Until persuaded to join the PCs’ cause—and to an extent 
  even then—the drake is irritable and suspicious. Numerous 
  actions anger him, causing him to rebuke the PCs at the first 
  hint of treachery, imposing a –2 penalty on all subsequent 
  skill checks to persuade him at the second offense, and 
  attack at the third offense. Likely grievances include (but are 
  not limited to):
  • Using conversation as an opportunity to physically 
  maneuver in a way that makes the drake feel threatened
  • Failing a check to shame the drake (see below)
  • Asking the drake to assist the Pathfinders in some 
  degrading way, such as serving as a PC’s mount
  • Repeatedly defying whatever label the drake has assigned 
  to a PC
  Bribing the Drake: With a successful Average Appraise, 
  Knowledge (arcana), or Use Magic Device check or a Hard 
  Bluff or Spellcraft check, a PC can extol the value of a bribe 
  worth at least 50 gp × APL. If the PC offers a bribe that’s 
  worth at least half this, increase the DC by 2. If the PC’s bribe 
  is worth less than 10% this value, increase the DC by 5. If 
  the PC fails, the drake takes the gift but interprets the PC’s 
  offer as that of a desperate creature not worthy of his aid. If 
  the check is successful, the drake greedily inspects the bribe 
  before hiding it away.
  Encouraging the Drake: With a successful Hard Diplomacy 
  or Knowledge (planes) check or a Hard + 3 Bluff check, a PC 
  can perform any number of strategies that encourage the 
  drake to help the PCs, whether that’s describing the threat 
  posed by the rift or promising that the Twinhorn following 
  would offer him tribute. If the PC fails, the Zurhriga brushes 
  off the gambit as being too dangerous, beneath his dignity, 
  or otherwise unconvincing.
  Praising the Drake: With a successful Average Diplomacy 
  or Perform check or a Hard Bluff check, a PC can bolster the 
  drake’s ego with praise or feigned subservience, making him 
  more likely to feel like the PCs’ proposal is his own idea or 
  that he’s fully in control. If the PC fails, Zurhriga interprets 
  the ploy as weakness that triggers his predatory instincts, 
  which he barely keeps in check. If the PCs succeeds, the 
  drake flexes and preens with pride.
  Shaming the Drake: With a successful Average Handle 
  Animal or Intimidate check or a Hard Perform (comedy) 
  or Sense Motive check, a PC can goad the drake in a 
  way that directs his anger toward Eshimka—always 
  stopping before pushing the drake too far. If the PC fails, 
  Zurhriga angrily threatens the PC and splays his wings 
  threateningly. If the PC succeeds, the drake cringes 
  momentarily before hiding his shame with aggressive 
  stomping, threats, and posturing.
  Other Approaches: The PCs might consider some other 
  approach not covered by the tactics above. If so, assign a 
  appropriate skill for them to use with a Hard DC. Endeavor 
  not to use the same one or two skills repeatedly, and if 
  the most appropriate skill is one that the PCs have used 
  before, consider increasing the DC by 2 to reflect the drake’s 
  growing impatience with the same strategy.
  
  PATHFINDER SOCIETY SCENARIO
  32
  SUBTIER 1–2 (CR 3)
  JUVENILE SPIRE DRAKE 
  CR 3
  hp 34 (Pathfinder RPG Bestiary 4 81; see page 43)
  SUBTIER 3–4 (CR 5)
  VOID-RAVAGED FOREST DRAKE 
  CR 5
  hp 42 (Pathfinder RPG Planar Adventurers 117, Pathfinder RPG 
  Bestiary 2 107; see page 48)
  SUBTIER 5–6 (CR 8)
  ADVANCED SPIRE DRAKE 
  CR 8
  hp 100 (Pathfinder RPG Bestiary 4 288, 81; see page 53)
  Development: If the PCs succeed at three of the tasks 
  above before failing two, Zurhriga roars furiously and 
  declares that Eshimka shall pay for her treachery. He flies 
  off, promising the PCs that he shall join the battle soon. 
  If the PCs fight and kill the drake, they can report back to 
  their comrades that the drake won’t pose a threat during the 
  showdown with Eshimka.
  After this encounter, the PCs should move to the 
  encounter in area T (see page 26) or the Planar Ritual 
  encounter (see page 34). If they have already completed these 
  encounters, consider either running the encounter in area 
  S (if the PCs bypassed it) or giving the players a short break 
  before the final confrontation begins.
  Reporting: If the PCs successfully persuade or defeat the 
  drake, report one dragon success to the Overseer GM.
  V. INTO THE VOID
  This encounter is available only to Subtiers 7–8 and 10–11. 
  Subtier 1–2, 3–4, and 5–6 groups should proceed to areas T 
  or U.
  As the PCs reach the stone circle, other groups of 
  Pathfinders are busy skirmishing with undead creatures, 
  drawing these enemies away from the dangerous rift within. 
  Medda is already there, and her phantom Anok emerges 
  from the rift a moment later to confer with her, his spectral 
  body weeping ghostly blood. Once she’s heard his report and 
  healed his wounds, the beckons to the PCs.
  Medda looks on with some concern. “The rift has already torn 
  open and released many undead, but this is only a fraction of 
  what Eshimka could bring to bear. Anok has examined what lies 
  beyond: a crumbling fortress being used as a staging ground 
  for the assault expected at midnight. Eshimka is nowhere to be 
  found, yet she has left a sub-chief in charge. I suspect she is away 
  mustering her invasion force, and we can’t afford to give her that 
  time. We need to lure her here before she’s at her full strength.”
  Several Twinhorn mystics arrive and begin preparing ritual 
  focuses. Medda gestures toward them as she continues. “That 
  involves two steps. First, we need to start closing the rift to force 
  her hand. Second, we need someone to enter that fortress and 
  weaken the forces she already has. I’m hoping that could be you. 
  We can push back against the Negative Energy Plane, creating a 
  small area that’s merely painful rather than deadly. It’s all we can 
  do to keep even a corner of such a powerful plane at bay.”
  The PCs can take time to prepare as they like. With a 
  successful Easy Knowledge (planes) check, a PC can identify 
  the properties of the Negative Energy Plane (see the sidebar 
  on this page). Medda’s ritual diminishes the entropic energy 
  in the fortress’s main room and the broken bridge outside, 
  which has only the minor negative-dominant planar trait. 
  Anything more than 5 feet outside of these areas has the 
  major negative-dominant trait.
  This plane is utterly hostile to life, swiftly reducing living 
  creatures to ash. The plane has the following traits.
  Negative-Dominant: Planes with this trait are vast, 
  empty reaches that suck the life out of travelers who cross 
  them. They tend to be lonely, haunted planes, drained 
  of color and filled with winds bearing the soft moans 
  of those who died within them. There are two kinds of 
  negative-dominant traits: minor negative-dominant and 
  major negative-dominant.
  On minor negative-dominant planes, living creatures 
  take 1d6 points of damage per round. At 0 hit points or 
  lower, they crumble into ash.
  Major negative-dominant planes are even more 
  dangerous. Each round, those within must attempt a DC 
  25 Fortitude save or gain a negative level. A creature 
  whose negative levels equal its current levels or Hit 
  Dice is slain, becoming a wraith. The death ward spell 
  protects a traveler from the damage and energy drain of 
  a negative-dominant plane.
  Enhanced Magic: Spells and spell-like abilities that 
  use negative energy are enhanced, functioning as if their 
  caster level were 2 higher than normal. Class abilities that 
  use negative energy, such as channel negative energy, 
  gain a +4 bonus to the save DC to resist the ability.
  Impeded Magic: Spells and spell-like abilities that 
  use positive energy (including cure spells) are impeded. 
  Characters on this plane take a –10 penalty on saving 
  throws to remove negative levels bestowed by an energy 
  drain attack. To cast an impeded spell, the caster must 
  attempt a concentration check (DC = 20 + the level of the 
  spell). If the check fails, the spell does not function but 
  is still lost as a prepared spell or spell slot. If the check 
  succeeds, the spell functions normally.
  The Negative Energy Plane
  
  V. Into the Void
  1 square = 5 feet
  N
  33
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  34
  Once the PCs are ready, they pass through the rift and 
  emerge onto a shattered stone bridge that stretches above 
  a dark, endless expanse—the virtually empty Negative 
  Energy Plane. The bridge leads toward a towering fortress 
  of charcoal-gray stone, accessible by steep steps. Gruesome 
  gargoyles line the crumbling walls and towers. Inside, three 
  low pedestals bear large, violet crystals that intermittently 
  arc with energy (see Hazards on this page). Where this 
  energy strikes the building, a chunk of façade slowly begins 
  crumbling. A second flight of steps deeper inside the room 
  leads up to a gargantuan black gate.
  The crystals and portal glow with enough light to provide 
  dim light in this area.
  Creatures: Depending on the subtier, one of two 
  lieutenants awaits them. In Subtier 7–8, this is a holy knight 
  slain by Eshimka during the Shining Crusade and dragged 
  back to the Negative Energy Plane. Rather than crumble to 
  ash, her body reanimated as a dullahan, and she has become 
  obsessed with invading the Material Plane and reliving the 
  crusade she could not complete. She is already mounted on 
  her horse, which is immune to the major and minor negate-
  dominant planar traits. With her is a bitter incorporeal spirit 
  that awaits its opportunity to rot the living. The dullahan 
  favors bold ride-by attacks, whereas the spirit prefers to 
  sweep past melee threats to assault weaker targets.
  In Subtier 10–11, the lieutenant is an undead frost giant 
  who perished during the Shining Crusade’s final days. 
  Dubbing himself Jarl Bloodfrost, he is excited to infect 
  giants and lesser humanoids alike with his undead curse. 
  Accompanying him is a powerful polar bear lured through 
  the rift during Eshimka’s last assault, and although it is 
  able to survive on this plane, it is ravenously hungry. If he 
  hears the PCs approach, Jarl Bloodfrost drinks a potion of 
  invisibility and lays an ambush. The bear is a much more 
  direct combatant.
  Both of the lieutenants are talkative combatants who 
  gleefully gloat about laying waste to the Material Plane 
  alongside Eshimka. The enemies start near the inner stairs, 
  either atop the platform or just below it. The PCs can freely 
  cross between the two planes using the portal. If they flee 
  the encounter, these enemies do not follow. The PCs can 
  heal and return, though during that time their enemies 
  likely also heal.
  SUBTIER 7–8 (CR 10)
  FALLEN CRUSADER 
  CR 8
  Advanced dullahan (Pathfinder RPG Bestiary 2 111, 292; see 
  page 60)
  hp 105
  DEATHWEBS (2) 
  CR 6
  hp 71 each (Pathfinder RPG Bestiary 3 65; see page 60)
  SUBTIER 10–11 (CR 13)
  JARL BLOODFROST 
  CR 12
  hp 154 (see page 69)
  VOID BEAR 
  CR 10
  Advanced void-ravaged dire polar bear (Pathfinder RPG Bestiary 5 
  288, 41; Pathfinder RPG Planar Adventures 117; see page 71)
  hp 135
  Hazard: The energy crystals release negative energy every 
  1d3 rounds on initiative count 10. The crystals begin to 
  crackle at the beginning of the round in which the crystals 
  release the energy. Any living creature within 10 feet of a 
  crystal when this energy is releases takes 4d6 (6d6 in Subtier 
  10–11) points of negative energy damage (Average Will half ). 
  Undead creatures in the area instead regain hit points from 
  this effect. If a crystal takes at least 10 points of positive 
  energy damage, its energy dissipates, delaying the crystal’s 
  release of negative energy by 1 round.
  Development: After destroying the undead lieutenant 
  and their companion, a low booming like the sound of 
  thunderclaps echoes throughout the otherwise still air 
  within the fortress. Outside, a distant cloud begins to form, 
  arcing with bolts of purple-hued negative energy. Eshimka 
  has felt the counterattack, and she is on her way! At this 
  point, the PCs are not in immediate danger except from the 
  plane itself.
  After this encounter, the PCs should move to the Planar 
  Ritual encounter (see page 34). If they have already completed 
  this encounter, consider either running the encounter in 
  area S (if the PCs bypassed it), running the encounter in 
  area T, or giving the players a short break before the final 
  confrontation begins.
  Reporting: If the PCs defeat the lieutenant, report one 
  success to the Overseer GM.
  PLANAR RITUAL
  This encounter is suitable for all subtiers, though the PCs 
  should only begin this encounter after concluding one of 
  the encounters in areas T, U, or V. 
  Directed by Medda, Twinhorn mystics have begun 
  preparing the stone circle to close the rift—ideally forever, 
  assuming the allied forces can destroy Eshimka. The planar 
  tear seems to have a will of its own, though, and it actively 
  fights back and even tries to rip itself wider. If the mystics are 
  to succeed, they need help. This involves the PCs assisting 
  in one of four ways over the course of three events. How 
  well they perform these tasks determines how their efforts 
  contribute to the larger ritual. If the PCs swiftly completed 
  earlier encounters, you can extend this encounter slightly 
  through roleplaying and description rather than moving 
  swiftly to skill checks.
  
  35
  THE SOLSTICE SCAR
  Assisting the Ritual: There are four primary ways in 
  which the PCs can help with the ritual. Most of these involve 
  attempting skill checks or making other rolls whose DCs 
  use the skill check table on page 4. During each of the three 
  events in this encounter (see below), each PC can attempt 
  one of these rolls.
  Contribute Magic: Although skillful practitioners perform 
  the ritual, magical energy helps sustain it. By expending one 
  prepared spell or unused spell slot from their highest or 
  second-highest spell slot (minimum 1st level), a PC can fuel 
  the ritual with their raw magical power. Doing so requires 
  no check.
  Defend the Site: Until the ritual concludes, undead 
  continue to emerge from the rift, and monsters encroach 
  from the wilderness. With a successful Average attack roll 
  or Craft (traps) check, a PC neutralizes one or more of these 
  threats as they approach, keeping the ritual’s participants 
  safe. A PC can also succeed at this task by using a spell 
  or ability that harms undead; this succeeds if the ability 
  deals damage equal to at least 3 × APL to a single target or 
  2 × APL to multiple creatures. Failing this task represents 
  being overrun by foes, some of which begin threatening 
  the ritual’s secondary casters.
  Perform the Ritual: With a successful Average Knowledge 
  (arcana), Knowledge (planes), Knowledge (religion), or 
  Spellcraft check or a Hard Perform (dance or sing) or Use 
  Magic Device check, a PC applies her expertise to the ritual, 
  increasing its power. Failing this task represents making 
  mistakes that make no meaningful contribution—or even 
  accidentally undermines the ritual in a minor way.
  Prepare Reagents: The ritual includes numerous powerful 
  focuses and material components, and the Twinhorn 
  mystics brought most of what they need. However, the rift’s 
  resilience requires far more materials than anticipated. 
  With a successful Average Appraise, Craft (alchemy), Heal, 
  Knowledge (nature), or Profession (herbalist) check, a PC 
  adeptly prepares additional ritual focuses that are quickly 
  incorporated into the incantations. Failing this task 
  represents the creation of inadequate materials that crumble 
  when exposed to the Negative Energy Plane’s power.
  Other Methods: A PC can use the aid another action in 
  place of attempting her own check. A PC might also have 
  a convincing technique or application of a spell or ability 
  that she could contribute in place of one of the techniques 
  above. In general, this should be treated as a success if it 
  uses a potent, limited-use ability such as a higher-level spell 
  or ability with few uses per day. In other cases, it’s typically 
  appropriate to call for a relevant Average DC skill check to 
  determine if the effort succeeds.
  Ritual Events: The ritual is long, and the PCs need to 
  contribute only during the most challenging part. Three 
  small events occur during this time, and each PC can 
  contribute to ritual’s success in some way (see above) once 
  during each event, except as noted. Each event lasts about 5 
  minutes and requires the listed number of successes to be 
  considered successful. For a group of four PCs, reduce the 
  number of successes required by 1.
  Event 1—Building Momentum (3 successes): During this time, 
  the ritual participants are preparing the stone circle and 
  beginning the rites. There are relatively few undead threats 
  emerging during this time, so the PCs can earn only two 
  successes using the Defend the Site task (one success if there 
  are only four PCs). 
  Event 2—Planar Surge (4 successes): As the ritual progresses, 
  the rift contorts in response as if angry. The building negative 
  energy releases violently, washing over the area and causing 
  many of the ritual focuses to crumble. During this event, each 
  successful Prepare Reagents action grants two successes.
  Event 3—Undead Onslaught (5 successes): The wave of 
  negative energy acts as a beacon for undead on both planes, 
  and the standing stones quickly come under assault. During 
  this event, each Defend the Site action grants two successes.
  Development: After concluding the third event, the 
  ritual reaches a sustainable point that doesn’t require the 
  PCs’ ongoing assistance. If the PCs attained the minimum 
  number of successes for at least two of the events, they 
  succeed overall. If the PCs attained the minimum number of 
  successes for all three events, they succeed and also receive 
  several scrolls that are no longer necessary to fuel the ritual.
  Subtier 1–2: The PCs receive a scroll of cure light wounds, a 
  scroll of shield of faith, and either a scroll of summon monster II 
  or a scroll of summon nature’s ally II.
  Subtier 3–4: The PCs receive a scroll of cure moderate wounds, 
  a scroll of bear’s endurance, and either a scroll of summon monster 
  III or a scroll of summon nature’s ally III.
  Subtier 5–6: The PCs receive a scroll of cure serious wounds, a 
  scroll of searing light, and either a scroll of summon monster IV 
  or a scroll of summon nature’s ally IV.
  Subtier 7–8: The PCs receive a scroll of cure critical wounds, a 
  scroll of stoneskin, and either a scroll of summon monster V or a 
  scroll of summon nature’s ally V.
  Subtier 10–11: The PCs receive two scrolls of cure critical 
  wounds, a scroll of stoneskin, and either a scroll of summon 
  monster VI or a scroll of summon nature’s ally VI.
  Reporting: If the PCs succeed at two or all three events, 
  report one ritual success to the Overseer GM.
  W. ESHIMKA’S ASSAULT
  This encounter begins only once the Overseer GM 
  announces that Eshimka is attacking.
  The encounter occurs around the stone circle, depicted 
  in area T on page 28. After absorbing the recent pulse of 
  negative energy, the vegetation is dead and crumbling; 
  forested sections on the map do not impede movement or 
  grant cover. The PCs begin 30–60 feet away from the stone 
  circle, and their first foes begin inside the circle.
  
  Eshimka
  PATHFINDER SOCIETY SCENARIO
  36
  Creatures: There are two combat encounters that occur 
  here, and the players can choose which to pursue and in 
  what order. The first threat consists of Eshimka’s undead 
  army, and the second consists of shadowy portions of 
  Eshimka (or Eshimka herself) that the powerful nightwalker 
  has torn from herself to augment her forces. For most 
  groups, the latter encounter is more difficult, so they should 
  be advised of the challenge going in. Fortunately, the PCs 
  likely still have Vildeis’s blessing to even the odds. Although 
  some 
  groups 
  might 
  complete both encounters, 
  your group should select 
  whichever 
  one 
  interests them 
  most in case they can finish only one fight in the time 
  allotted before the adventure ends.
  If the PCs in Subtiers 5–6 and 7–8 killed any of the 
  Kellid warriors in area S, one of the revenants is one of 
  these warriors spontaneously animated by negative energy 
  and hatred. Randomly select one of the PCs who dealt the 
  killing blow to one of the Kellid warriors from the earlier 
  encounter. That PC is treated as the revenant’s murderer, 
  and the revenant still bears the telltale wounds of that PC’s 
  weapon or spell.
  Eshimka also poses a threat to all groups, represented by 
  the hazard on this page.
  SUBTIER 1–2 (CR 4)
  Eshimka’s Army
  VUKODLAK 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 5 272; see page 43)
  ECTOPLASMIC HUMANS (2) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 4 82; see page 42)
  The Nightshade
  GIANT PHANTOM ARMOR 
  CR 4
  hp 37 (Pathfinder RPG Bestiary 4 213; see page 43)
  SUBTIER 3–4 (CR 6)
  Eshimka’s Army
  GIANT PHANTOM ARMOR 
  CR 4
  hp 37 (Pathfinder RPG Bestiary 4 213; see page 47)
  FESTROGS (3) 
  CR 1
  hp 9 each (Pathfinder RPG Bestiary 3 115; see page 47)
  The Nightshade
  FIENDISH SKAVELING 
  CR 6
  hp 58 (Pathfinder RPG Bestiary 2 292, 42; see page 47)
  SUBTIER 5–6 (CR 9)
  Eshimka’s Army
  REVENANTS (2) 
  CR 6
  hp 76 (Pathfinder RPG Bestiary 2 235; see page 54)
  VUKODLAKS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 5 272; see page 55)
  
  37
  THE SOLSTICE SCAR
  The Nightshade
  UMBRAL HOUND 
  CR 9
  Variant nessian warhound (Pathfinder RPG Bestiary 173; see 
  page 55)
  hp 126
  SUBTIER 7–8 (CR 11)
  Eshimka’s Army
  REVENANTS (2) 
  CR 6
  hp 76 (Pathfinder RPG Bestiary 2 235; see page 62)
  VAMPIRE LIEUTENANT 
  CR 10
  Vampire savage (Pathfinder RPG Monster Codex 241; see page 63)
  hp 136
  The Nightshade
  NIGHTPROWLER 
  CR 10
  hp 136 (Pathfinder #102: Breaking the Bones of Hell 90; see 
  page 61)
  SPECTRE 
  CR 7
  hp 52 (Pathfinder RPG Bestiary 256; see page 63)
  SUBTIER 10–11 (CR 14)
  Eshimka’s Army
  ADULT UMBRAL DRAGON 
  CR 14
  hp 195 (Pathfinder RPG Bestiary 2 102; see page 68)
  The Nightshade
  ESHIMKA 
  CR 16
  Nightwalker (Pathfinder RPG Bestiary 2 201; see page 68)
  hp 241
  Hazard: As the fight progresses, Eshimka looms over the 
  battlefield, bellows commands, and uses her fell power to 
  turn the tide in smaller battles; this hazard does not apply 
  if the PCs are fighting Eshimka in Subtier 10–11 or once the 
  Eshimka Defeated condition is in effect. At the beginning 
  of every even-numbered round of combat, she turns her 
  attention to where the PCs are and prepares to intervene 
  from afar, such as by gathering a cloud of negative energy 
  or uprooting one of the standing stones. At the beginning of 
  the following round, she launches her attack, which consists 
  of one of the following:
  Dispelling Wave: Eshimka erases magical effects. This 
  functions as greater dispel magic affecting a 20-foot-radius 
  area, using the APL + 2 as the effective caster level. 
  Hurled Debris: Eshimka hurls a large inanimate object, 
  such as part of a standing stone or the crumpled body of 
  a fallen undead ally. This object lands in a 10-foot-square 
  area, dealing an amount of bludgeoning damage equal to 
  1d4 × APL and knocking creatures in the area prone (Average 
  Reflex; a success halves the damage, moves the affected 
  creature outside the area of effect, and negates the prone 
  effect). The object then occupies that space, acting as difficult 
  terrain and granting cover.
  Negative Energy Burst: Eshimka showers a wide area with 
  negative energy. Each PC takes an amount of negative 
  energy damage equal to 1d6 × half the APL (rounded up), 
  and creatures healed by negative energy regain that many 
  hit points. A successful Average Will save halves the damage.
  While Eshimka prepares for her attack during an even-
  numbered round, a PC can attempt to disrupt her efforts, 
  distract her, or otherwise interfere with her landing the 
  attack against their group. Doing so involves either hitting 
  her (use the Easy skill check DC as her Armor Class and 10 as 
  her touch AC) with a ranged attack and dealing an amount 
  of damage to her at least equal to 3 × APL (she has DR 5/good 
  and silver in Subtiers 1–2 and 3–4, DR 10/good and silver in 
  Subtiers 5–6 and 7–8, and DR 15/good and silver in Subtier 
  10–11) or succeeding at a Hard Bluff check as a standard 
  action. Doing so causes her next hazard effect to fail, either 
  by disrupting her preparations, causing the attack to veer 
  off course, or causing her to attack someone else. If the 
  PCs deal damage equal to or greater than 5 × APL or exceed 
  the Bluff DC by 5 or more, they also disrupt Eshimka’s 
  attacks against a nearby group; the players can pass a copy 
  of Handout #2: Pathfinders’ Teamwork to a nearby table, 
  which helps their comrades also disrupt Eshimka’s assault. 
  Eshimka is not necessarily on the map, though treat her as 
  being 30 feet away for the purpose of calculating ranges and 
  range increments.
  Development: Once the PCs have defeated their first 
  encounter, they have 2 rounds in which to recover and 
  reposition before facing the other group of enemies—
  whichever they did not fight first. The players can also elect 
  to withdraw from the battle altogether, especially if their 
  personal resources are nearly spent. Once ready, begin the 
  second encounter with the enemies approaching from a 
  different area than before, beginning about 30–90 feet away.
  Reporting: If the PCs defeated the Eshimka’s Army or 
  the Nightshade encounter, report one special success to the 
  Overseer GM. If the PCs defeated Eshimka in Subtier 10–11, 
  report one Eshimka success.
  CONCLUSION
  After about 120 minutes—or once the House’s reported sum 
  of special successes and Eshimka successes equals 1-1/4 × 
  the number of tables—the Overseer GM should read the 
  
  PATHFINDER SOCIETY SCENARIO
  38
  following aloud to conclude Part 6. This concludes the event 
  as a whole, as this is the final part of the adventure.
  For a smaller event in which one PC has demonstrated 
  exceptional heroism, consider having that character be 
  described slaying Eshimka in place of Medda landing the 
  killing blow in the second paragraph.
  A screeching wail cuts across the battlefield as Eshimka falls to 
  her knees, her undead horde routed on all sides by the combined 
  Pathfinder and Twinhorn forces. The nightshade cries out in 
  anger and dismay, “No! How could mortal worms like these 
  strike me down?”
  As if answering the question, Medda strides forward, battered 
  and bleeding as her blessed armor begins to glow brighter and 
  brighter. Cast in the shadow of a nearby standing stone, the 
  dwarven apparition of the paladin warrior Ivvora seems to mirror 
  Medda’s movements and guide her steps. As one they respond, 
  “Eshimka, this battle began a millennium ago, and it ends tonight. 
  Vildeis has judged you and found you wanting. Producing a 
  dagger of white fire in one hand, Medda and Ivvora both plunge 
  their blades into the undead giant’s chest. Eshimka’s mouth 
  opens in a silent scream as light pours from her eyes, mouth, and 
  the wounds inflicted by the Pathfinders. The nightshade’s body 
  crumbles into ash that the wind scatters across the snow, and the 
  dying rift at last closes.
  The towering dwarven ghost salutes the gathered heroes 
  and announces, “You have all proved yourself worthy of Vildeis’ 
  attention. Pathfinders, you have defeated a great evil, so let the 
  tale of your bravery shatter your enemies’ courage while bolstering 
  your own. Medda and Anok, you have made me proud and finished 
  what I could not. Go with Vildeis’s blessing, and keep vigilant—evil 
  never rests.” Ivvora smiles and looks up to the stars as she fades 
  away and the blessed armor returns to its normal sheen.
  Medda looks to the champions surrounding her. “Everyone, I 
  cannot put into words how grateful I am to all of you. You have 
  stood by my side through all these hardships, and at last we have 
  triumphed! Eshimka is forever destroyed, and we the Twinhorn 
  following have found true allies in the Pathfinder Society. Call on 
  us in your hour of need, and we shall come to your aid. For now 
  though, the danger has passed.” She and Anok give one last look 
  to where the planar scar is already healing.
  “Let us celebrate at last.”
  The Overseer GM should close the event, thank the 
  Table GMs for their hard work, and thank the players for 
  their support of the Pathfinder Society Roleplaying Guild 
  campaign. Provide the GMs and players with instructions 
  for submitting reporting sheets and exiting the event. 
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 Prestige 
  Points. Each PC earns the Blood and Courage, Empyreal 
  Revenant, and Martyr’s Shard 4 boons on his or her 
  Chronicle sheet.
  
  39
  THE SOLSTICE SCAR
  Handout #1: Blessing of Vildeis
  Handout #2: Pathfinders’ Teamwork
  As Ivvora did so long ago, the PCs have the blessing of Vildeis, the empyreal lord of 
  devotion, sacrifice, and scars. Each PC begins Part 6 with one blessing that she can 
  expend in order to perform one of the feats below.
  Burning Radiance: As an immediate action when dealing damage to an evil 
  creature, the PC can cause her attack to ignore that target’s damage reduction and deal 
  an additional amount of damage equal to 1d6 plus twice the character’s level.
  Healing Sacrifice: As a standard action, a PC can touch another creature to heal 
  it. This functions either as breath of life or as restoration (CL 15th). The temporary 
  negative level from this blessing’s breath of life effect lasts only until the end of the next 
  encounter and is ignored for the purpose of determining whether a PC would die from 
  having too many negative levels. This ability can be used offensively against creatures 
  vulnerable to positive energy, but its damage does not exceed 4 × the character’s level.
  Unstoppable Wrath: As a swift action, the PC can choose one of the following 
  undead immunities: bleed, death effects, mind-affecting effects, paralysis, poison, sleep 
  effects, or stunning. For the duration of that encounter, the PC’s abilities, equipment, 
  and spells ignore that immunity for undead creatures. Additionally, the PC ignores the 
  impeded magic property of the Negative Energy Plane during that encounter.
  The powerful nightwalker Eshimka is laying waste to her enemies. However, your 
  Pathfinder Society comrades have distracted her, perhaps buying you additional time 
  to dodge her attacks or even disrupt her next assault. The next time that Eshimka 
  prepares and attempts an attack against your group, you each gain the following:
  • Increase any damage dealt to Eshimka by 50% for the purpose of disrupting her 
  attack.
  • Any time you attempt a Bluff check to distract Eshimka, roll 1d8 and add the result 
  to your check.
  • Any time you would attempt a saving throw against one of Eshimka’s hazards, you 
  can roll 1d6 and add the result to your saving throw. Decrease Eshimka’s caster 
  level checks by 2.
  Subtier 10–11 Only: If you are fighting Eshimka directly, you can instead treat this 
  handout as an Aid Token in the battle against her.
  Do not pass this handout to anyone else after using it.
  
  PATHFINDER SOCIETY SCENARIO
  40
  APPENDIX 1: SUBTIER 1–2 BESTIARY 
  (PART 5)
  ELK 
  CR 1
  Pathfinder RPG Bestiary 3 147
  N Medium animal
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +8, Will +2
  OFFENSE
  Speed 50 ft.
  Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
  STATISTICS
  Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Perception +7
  ETTERCAP 
  CR 3
  Pathfinder RPG Bestiary 129
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +6, Ref +4, Will +6
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
  Special Attacks traps, web (+6 ranged, DC 15, hp 4)
  STATISTICS
  Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +8, Perception +9, Stealth 
  +7; Racial Modifiers +8 on Craft (trapmaking)
  Languages Common
  SQ spider empathy +7
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 
  10 rounds; effect 1d2 Dex; cure 2 consecutive saves. 
  Spider Empathy (Ex) This ability functions as the druid’s wild 
  empathy, save that an ettercap can only use this ability on 
  spiders. An ettercap gains a +4 racial bonus on this check. 
  Spiders are mindless, but this empathic communication imparts 
  on them a modicum of implanted intelligence, allowing 
  ettercaps to train giant spiders and use them as guardians.
  Traps (Ex) The ettercap is particularly skilled at crafting cunning 
  traps with its webs. Deadfalls, nooses, and spear traps are 
  the most common traps ettercaps build with their webs. An 
  ettercap doesn’t require gold to build its traps, merely time.
  MOSS TROLL 
  CR 3
  Pathfinder RPG Bestiary 3 273
  CE Large humanoid (giant, shapechanger)
  Init +4 (+8 when climbing trees); Senses darkvision 60 ft., low-
  light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 30 (4d8+12); regeneration 5 (fire)
  Fort +7, Ref +5, Will +4
  Weaknesses fear of fire, vulnerable to fire
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee bite +5 (1d4+3), 2 claws +5 (1d4+3)
  Space 10 ft.; Reach 10 ft. (15 ft. with claws)
  STATISTICS
  Str 16, Dex 19, Con 16, Int 9, Wis 12, Cha 7
  Base Atk +3; CMB +7; CMD 21
  Feats Intimidating Prowess, Iron Will
  Skills Acrobatics +7, Climb +11, Intimidate +5, Perception +5, 
  Stealth +5 (+9 in vegetation); Racial Modifiers +2 Acrobatics, 
  +4 Stealth (+8 in vegetation)
  Languages Giant
  SQ change shape (mossy tree; tree shape), tree climber
  SPECIAL ABILITIES
  Fear of Fire (Ex) A moss troll is shaken as long as it is within 30 
  feet of a visible fire or an open flame of at least torch size.
  Tree Climber (Ex) When climbing trees and other foliage, a 
  moss troll’s climb speed increases to 30 feet. If a moss troll 
  falls while climbing in trees, it ignores the first 30 feet it falls 
  for the purposes of calculating total damage from the fall. 
  While climbing in trees, a moss troll gains a +4 racial bonus on 
  initiative checks.
  SPITTING GARDEN OOZE 
  CR 3
  Variant garden ooze (Pathfinder Bestiary 3 122)
  N Small ooze
  Init +3; Senses blindsight 60 ft.; Perception -5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +4, Will –4
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +4 (1d4 plus 1d8 acid)
  Ranged spit +7 touch (1d8 acid plus sickened)
  Special Attacks acid, spit, stink
  STATISTICS
  Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 2
  Base Atk +3; CMB +2; CMD 15 (can’t be tripped)
  Skills Climb +8
  SQ camouflage
  
  41
  THE SOLSTICE SCAR
  SPECIAL ABILITIES
  Acid (Ex) A garden ooze excretes digestive acid that can dissolve 
  flesh. Creatures made of harder materials or plant matter are 
  immune to the ooze’s acid.
  Camouflage (Ex) A garden ooze is difficult to spot when it is 
  at rest among plant growth of any type. A DC 16 Perception 
  check is required to notice the ooze is a separate entity and 
  not a diseased portion of the plant it rests upon. The ooze 
  automatically hits with a slam against any creature that fails 
  to notice the ooze and enters its square.
  Spit (Ex) As a standard action, a spitting garden ooze can spray 
  a jet of noxious acid as a ranged touch attack up to 60 feet. 
  A creature struck by this acid is also sickened for 1 round 
  (Fortitude DC 14 negates the sickened effect).
  Stink (Ex) Once every 24 hours, a garden ooze can release foul-
  smelling gases in a 5-foot-radius spread centered on the ooze. 
  The ooze usually does so after it is first injured. The stench of 
  these vapors is overpowering during the first round it exists, 
  causing living creatures within it to become sickened for 1d4 
  rounds (Fort DC 14 negates). This is a poison effect. The save 
  DC is Constitution-based.
  YELLOW MUSK CREEPER 
  CR 2
  Pathfinder RPG Bestiary 285
  N Medium plant
  Init +2; Senses tremorsense 30 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6, Ref +3, Will +1
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee tendril +5 (1d4+4)
  Space 5 ft.; Reach 10 ft.
  Special Attacks create yellow musk zombie, pollen spray
  STATISTICS
  Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
  Base Atk +2; CMB +5; CMD 17 (can’t be tripped)
  SPECIAL ABILITIES
  Create Yellow Musk Zombie (Su) As a full-round action, a 
  yellow musk creeper can bore dozens of tendrils into the 
  brain of a helpless creature within reach, such as a creature 
  entranced by its pollen. This attack inflicts 1d4 points of 
  Intelligence damage per round. When a creature is reduced 
  to 0 Intelligence, it dies, and the tendrils break off inside its 
  brain. One hour later, the creature animates as a yellow musk 
  zombie (see below).
  Pollen Spray (Ex) As a standard action, a yellow musk creeper 
  can spray a cloud of pollen at a single creature within 30 feet. 
  It must make a +4 ranged touch attack to strike the target, 
  who must then succeed on a DC 14 Will save or be entranced 
  for 1d6 rounds. An entranced creature can take no action 
  other than to move at its normal speed into a space within 
  the yellow musk creeper’s reach, at which point an entranced 
  creature remains motionless and allows the creeper to insert 
  tendrils into its brain. The save DC is Constitution-based.
  YELLOW MUSK ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 285, 288
  NE Medium plant
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  Special Qualities staggered
  SPECIAL ABILITIES
  Plant Traits (Ex) This zombie’s animation is provided not by 
  necromancy but by the plant that grows throughout its body. 
  Yellow musk zombies lack undead traits, but gain plant traits. 
  They are treated as plants, not undead, for the resolution of 
  magical effects and attacks. Channel energy cannot harm a 
  yellow musk zombie, for example, nor does negative energy 
  heal a yellow musk zombie.
  
  PATHFINDER SOCIETY SCENARIO
  42
  APPENDIX 2: SUBTIER 1–2 BESTIARY 
  (PART 6)
  ECTOPLASMIC HUMAN 
  CR 1/2
  Pathfinder RPG Bestiary 4 82
  N Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 7 (1d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +3 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  STATISTICS
  Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB
  SQ phase lurch
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 11 Will save or be 
  shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to 
  pass through walls or material obstacles. To use this ability, 
  the ectoplasmic creature must begin and end its turn 
  outside of whatever wall or obstacle it’s moving through. 
  An ectoplasmic creature cannot move through corporeal 
  creatures with this ability, and its movement speed is halved 
  while moving through a wall or obstacle. Any surface it 
  moves through is coated with a thin, silvery mucus that 
  lingers for 1 minute.
  FESTROG 
  CR 1
  Pathfinder RPG Bestiary 3 115
  NE Medium undead
  Init +1; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 9 (2d8)
  Fort +0, Ref +1, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft.; four-footed run
  Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3)
  Special Attacks charging trip, diseased pustules, feed
  STATISTICS
  Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11
  Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
  Feats Weapon Focus (claw)
  Skills Climb +8, Perception +6, Stealth +6, Survival +3
  Languages Common
  SPECIAL ABILITIES
  Charging Trip (Ex) A festrog that hits with its bite after making a 
  charge attack on all fours can attempt to trip its opponent (+4 
  bonus). This trip does not provoke attacks of opportunity.
  Diseased Pustules (Ex) When a festrog takes damage from 
  a piercing or slashing weapon, some of its boils rupture, 
  squirting the attacker with puslike fluids. The noxious 
  secretions carry a potent contact disease that causes those 
  infected to break out into painful necrotic boils.
  Necrotic Boils: Disease—contact; save Fort DC 11; onset 1 day; 
  frequency 1/day; effect 1d4 Con; cure 1 save.
  Feed (Su) Every time a festrog makes a successful bite attack, it 
  feeds on its opponent’s flesh and gains 5 temporary hit points. 
  The festrog cannot have more than 5 temporary hit points 
  gained by this ability at one time.
  Four-Footed Run (Ex) A festrog can run on all fours at speed of 
  50 feet if it doesn’t hold or carry anything in its hands. When 
  running on all fours, it is treated as if it had the Run feat.
  GHOUL 
  CR 1
  Pathfinder RPG Bestiary 146
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight. A humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It is not under 
  the control of any other ghouls, but it hungers for the flesh of 
  the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.
  
  43
  THE SOLSTICE SCAR
  GIANT PHANTOM ARMOR 
  CR 4
  Pathfinder RPG Bestiary 4 213
  NE Large undead
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
  hp 37 (5d8+15)
  Fort +3, Ref +1, Will +4
  Defensive Abilities channel resistance +4; Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee heavy flail +7 (2d8+7/19–20)
  Space 10 ft., Reach 10 ft.
  STATISTICS
  Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
  Base Atk +3; CMB +9; CMD 19
  Feats Improved Initiative, Power Attack, Toughness
  Skills Perception +8, Stealth +4
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  JUVENILE SPIRE DRAKE 
  CR 3
  Variant spire drake (Pathfinder RPG Bestiary 4 81)
  LE Large dragon
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
  hp 34 (4d12+8)
  Fort +6, Ref +4, Will +4
  Immune curses, energy drain, negative energy, paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 60 ft. (average)
  Melee bite +7 (1d8+4), tail slap +2 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks accursed breath
  STATISTICS
  Str 18, Dex 10, Con 14, Int 10, Wis 11, Cha 15
  Base Atk +4; CMB +9; CMD 19
  Feats Power Attack, Wingover
  Skills Climb +16, Fly +5, Knowledge (arcana) +7, Knowledge 
  (religion) +7, Perception +7, Spellcraft +7, Use Magic Device +8
  Languages Common, Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Accursed Breath (Su) As a standard action, a spire drake can spit 
  a compressed ball of jet-black dust that bursts into a spray of 
  clinging motes that sap the spiritual strength of creatures in an 
  area. The attack has a range of 60 feet and deals 2d6 points 
  of negative energy damage (Will DC 14 half) to all creatures 
  in a 10-foot radius. Affected creatures take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks for 
  1d4 rounds (or for 1 round on a successful Will save). As long 
  as these motes cling to a creature, the effect of any conjuration 
  (healing) effect used on that creature is halved. This is a curse 
  effect. The save DC is Constitution-based.
  Speed Surge (Su) Three times per day as a swift action, a spire 
  drake can draw on its draconic reserves for a boost of strength 
  and speed, allowing it to take an additional move action in 
  that round.
  KELLID WARRIOR 
  CR 1/2
  Human ranger 1
  N Medium humanoid (human)
  Init +3; Senses Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +3 (1d8+2/×3)
  Ranged composite longbow +4 (1d8/×3)
  Special Attacks favored enemy (animals +2)
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Point-Blank Shot, Precise Shot
  Skills Climb +6, Handle Animal +3, Knowledge (nature) +4, 
  Perception +5, Stealth +7, Survival +5, Swim +6
  Languages Common, Hallit
  SQ track +1, wild empathy +0
  Combat Gear potion of cure light wounds; Other Gear leather 
  armor, battleaxe, composite longbow with 20 arrows, 9 gp
  VUKODLAK 
  CR 3
  Pathfinder RPG Bestiary 5 272
  NE Large undead
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  Aura unnatural aura
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +3, Will +5
  DR 5/silver; Immune undead traits; Resist cold 5, electricity 5
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d2 Constitution), terrifying gaze
  STATISTICS
  Str 21, Dex 15, Con —, Int 6, Wis 12, Cha 14
  Base Atk +3; CMB +9 (+13 grapple); CMD 21 (25 vs. trip)
  Feats Improved Initiative, Run
  Skills Intimidate +8, Perception +10, Stealth +8; Racial Modifiers 
  +4 Perception, +4 Stealth
  Languages Common (can’t speak)
  
  PATHFINDER SOCIETY SCENARIO
  44
  SPECIAL ABILITIES
  Terrifying Gaze (Su) Paralyzed with fear for 1 round, 30 
  feet, Will DC 14 negates. This is a mind-affecting fear 
  effect. A creature that succeeds at its saving throw is 
  immune to the vukodlak’s gaze for 24 hours. The save DC 
  is Charisma-based.
  
  45
  THE SOLSTICE SCAR
  APPENDIX 3: SUBTIER 3–4 BESTIARY 
  (PART 5)
  ASSASSIN VINE 
  CR 3
  Pathfinder RPG Bestiary 22
  N Large plant
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +2
  Immune electricity, plant traits; Resist cold 10, fire 10
  OFFENSE
  Speed 5 ft.
  Melee slam +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), entangle
  STATISTICS
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
  SQ camouflage
  SPECIAL ABILITIES
  Camouflage (Ex) Since an assassin vine looks like a normal plant 
  when at rest, a DC 20 Perception check is required to notice 
  it before it attacks for the first time. Anyone with ranks in 
  Survival or Knowledge (nature) can use either of those skills 
  instead of Perception to notice the plant.
  Entangle (Su) An assassin vine can, as a free action, cause 
  plants within 30 feet of it to animate and grasp at foes. This 
  ability is otherwise similar to entangle (CL 4th, DC 13). The 
  save DC is Wisdom-based.
  DIRE WOLF 
  CR 3
  Pathfinder RPG Bestiary 278
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  OGRE SPIDER 
  CR 5
  Pathfinder RPG Bestiary 3 254
  N Huge vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d8+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks web (+5 ranged, DC 16, hp 7)
  STATISTICS
  Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
  Base Atk +5; CMB +12; CMD 24 (36 vs. trip)
  Skills Climb +29, Perception +5, Stealth –2; Racial Modifiers +16 
  Climb, +4 Perception, +4 Stealth
  SQ compression
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18 (includes +2 racial 
  bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 
  1d4 Dex; cure 1 save.
  SAVAGE PLANT SAGE 
  CR 3
  Pathfinder RPG NPC Codex 63
  Half-orc druid 4
  CN Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
  hp 32 (4d8+11)
  Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 20 ft.
  Melee mwk club +9 (1d6+4)
  Ranged spear +4 (1d8+4/×3)
  Special Attacks wild shape 1/day
  Domain Spell-Like Abilities (CL 4th; concentration +5)
  4/day—wooden fist
  Druid Spells Prepared (CL 4th; concentration +5)
  2nd—barkskinD, bull’s strength, summon swarm
  1st—entangleD (2, DC 12), faerie fire, shillelagh (2)
  0 (at will)—create water, know direction, light, stabilize
  D domain spell; Domain Plant
  TACTICS
  Before Combat The druid casts barkskin on himself.
  During Combat The druid casts entangle or summon swarm.
  Base Statistic Without barkskin, the druid’s statistics are AC 18, 
  touch 11, flat-footed 17.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 10
  Base Atk +3; CMB +7; CMD 18
  
  PATHFINDER SOCIETY SCENARIO
  46
  Feats Natural Spell, Weapon Focus (club)
  Skills Heal +7, Intimidate +2, Knowledge (nature) +8, Perception 
  +6, Survival +10
  Languages Common, Druidic, Orc
  SQ nature bond (Plant domain), nature sense, orc blood, trackless 
  step, weapon familiarity, wild empathy +4, woodland stride
  Combat Gear potion of cure moderate wounds; Other Gear 
  +1 dragonhide breastplate, mwk club, spears (4), holly and 
  mistletoe, 93 gp
  SPITTING GARDEN OOZE 
  CR 3
  Variant garden ooze (Pathfinder Bestiary 3 122)
  N Small ooze
  Init +3; Senses blindsight 60 ft.; Perception -5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +4, Will –4
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +4 (1d4 plus 1d8 acid)
  Ranged spit +7 touch (1d8 acid plus sickened)
  Special Attacks acid, spit, stink
  STATISTICS
  Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 2
  Base Atk +3; CMB +2; CMD 15 (can’t be tripped)
  Skills Climb +8
  SQ camouflage
  SPECIAL ABILITIES
  Acid (Ex) A garden ooze excretes digestive acid that can dissolve 
  flesh. Creatures made of harder materials or plant matter are 
  immune to the ooze’s acid.
  Camouflage (Ex) A garden ooze is difficult to spot when it is 
  at rest among plant growth of any type. A DC 16 Perception 
  check is required to notice the ooze is a separate entity and 
  not a diseased portion of the plant it rests upon. The ooze 
  automatically hits with a slam against any creature that fails 
  to notice the ooze and enters its square.
  Spit (Ex) As a standard action, a spitting garden ooze can spray 
  a jet of noxious acid as a ranged touch attack up to 60 feet. 
  A creature struck by this acid is also sickened for 1 round 
  (Fortitude DC 14 negates the sickened effect).
  Stink (Ex) Once every 24 hours, a garden ooze can release foul-
  smelling gases in a 5-foot-radius spread centered on the ooze. 
  The ooze usually does so after it is first injured. The stench of 
  these vapors is overpowering during the first round it exists, 
  causing living creatures within it to become sickened for 1d4 
  rounds (Fort DC 14 negates). This is a poison effect. The save 
  DC is Constitution-based.
  YOUNG AHUIZOTL 
  CR 5
  Pathfinder RPG Bestiary 3 291, 10
  NE Medium magical beast (aquatic)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 52 (8d10+8)
  Fort +7, Ref +11, Will +4
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +11 (1d8+3), claw +11 (1d6+3/19–20 plus grab)
  Space 10 ft.; Reach 5 ft. (10 ft. with claw)
  Special Attacks rake (2 claws +11, 1d3+3 plus grab)
  STATISTICS
  Str 16, Dex 21, Con 13, Int 9, Wis 14, Cha 16
  Base Atk +8; CMB +11 (+15 grapple); CMD 26 (30 vs. trip)
  Feats Blinding CriticalB, Combat Reflexes, Improved Critical (claw)
  B, Improved Initiative, Skill Focus (Stealth), Stand Still
  Skills Bluff +9, Stealth +15, Swim +18; Racial Modifiers +6 Bluff
  Languages Common
  SQ amphibious, tenacious grapple, voice mimicry
  SPECIAL ABILITIES
  Tenacious Grapple (Ex) An ahuizotl does not gain the grappled 
  condition when it grapples a foe.
  Voice Mimicry (Ex) An ahuizotl can perfectly mimic the sound 
  of humanoid sobbing and can even attempt to mimic voices 
  it has heard. When mimicking a voice, an ahuizotl must 
  make a Bluff check opposed by its listener’s Sense Motive 
  check. If the listener has never heard the voice the ahuizotl 
  is attempting to mimic, the listener takes a –8 penalty on 
  the Sense Motive check.
  
  47
  THE SOLSTICE SCAR
  APPENDIX 3: SUBTIER 3–4 BESTIARY 
  (PART 6)
  FESTROG 
  CR 1
  Pathfinder RPG Bestiary 3 115
  NE Medium undead
  Init +1; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 9 (2d8)
  Fort +0, Ref +1, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft.; four-footed run
  Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3)
  Special Attacks charging trip, diseased pustules, feed
  STATISTICS
  Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11
  Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
  Feats Weapon Focus (claw)
  Skills Climb +8, Perception +6, Stealth +6, Survival +3
  Languages Common
  SPECIAL ABILITIES
  Charging Trip (Ex) A festrog that hits with its bite after making a 
  charge attack on all fours can attempt to trip its opponent (+4 
  bonus). This trip does not provoke attacks of opportunity.
  Diseased Pustules (Ex) When a festrog takes damage from 
  a piercing or slashing weapon, some of its boils rupture, 
  squirting the attacker with puslike fluids. The noxious 
  secretions carry a potent contact disease that causes those 
  infected to break out into painful necrotic boils.
  Necrotic Boils: Disease—contact; save Fort DC 11; onset 1 day; 
  frequency 1/day; effect 1d4 Con; cure 1 save.
  Feed (Su) Every time a festrog makes a successful bite attack, it 
  feeds on its opponent’s flesh and gains 5 temporary hit points. 
  The festrog cannot have more than 5 temporary hit points 
  gained by this ability at one time.
  Four-Footed Run (Ex) A festrog can run on all fours at speed of 
  50 feet if it doesn’t hold or carry anything in its hands. When 
  running on all fours, it is treated as if it had the Run feat.
  FIENDISH SKAVELING 
  CR 6
  Pathfinder RPG Bestiary 2 292, 42
  CE Large undead
  Init +7; Senses blindsense 120 ft., darkvision 60 ft.; Perception +14
  DEFENSE
  AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 58 (9d8+18)
  Fort +5, Ref +6, Will +8
  DR 5/good; Immune undead traits; Resistances cold 10, fire 10
  OFFENSE
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +10 (2d8+7 plus disease and paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks paralysis (1d4+1 rounds, DC 16), screech, smite 
  good (1/day, +2 attack, +9 damage)
  STATISTICS
  Str 21, Dex 17, Con —, Int 8, Wis 15, Cha 14
  Base Atk +6; CMB +12; CMD 26
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill 
  Focus (Stealth)
  Skills Fly +13, Perception +14 (+18 when using blindsense), 
  Stealth +14; Racial Modifiers +4 Perception when using 
  blindsense
  Languages Undercommon
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. A humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight (see ghouls).
  Screech (Su) Once per day as a standard action, a skaveling can 
  produce an ear-splitting screech that stuns all creatures in a 
  20-foot-radius burst. All creatures within the area must make 
  a DC 16 Fortitude save or be stunned for 1d3 rounds. This is a 
  sonic mind-affecting effect. 
  GIANT PHANTOM ARMOR 
  CR 4
  Pathfinder RPG Bestiary 4 213
  NE Large undead
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
  hp 37 (5d8+15)
  Fort +3, Ref +1, Will +4
  Defensive Abilities channel resistance +4; Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee heavy flail +7 (2d8+7/19–20)
  Space 10 ft., Reach 10 ft.
  STATISTICS
  Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
  Base Atk +3; CMB +9; CMD 19
  Feats Improved Initiative, Power Attack, Toughness
  Skills Perception +8, Stealth +4
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  KELLID WARRIOR 
  CR 1
  Human ranger 2
  N Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 19 (2d10+4)
  Fort +4, Ref +6, Will +1
  OFFENSE
  
  PATHFINDER SOCIETY SCENARIO
  48
  Speed 30 ft.
  Melee battleaxe +4 (1d8+2/×3)
  Ranged composite longbow +5 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (animals +2)
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +2; CMB +4; CMD 17
  Feats Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Climb +7, Handle Animal +4, Knowledge (nature) +5, 
  Perception +6, Stealth +8, Survival +6, Swim +7
  Languages Common, Hallit
  SQ track +1, wild empathy +1
  Combat Gear potion of cure light wounds; Other Gear mwk 
  studded leather, battleaxe, composite longbow (+2 Str) with 
  20 arrows, 24 gp
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  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, masterwork longsword
  VOID-RAVAGED FOREST DRAKE 
  CR 5
  Pathfinder RPG Planar Adventurers 117, Pathfinder RPG Bestiary 
  2 107
  LE Large dragon (earth) 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 42 (5d12+10) 
  Fort +6, Ref +6, Will +4
  DR 5/—; Immune acid, death, energy drain, mind-affecting 
  effects, paralysis, sleep
  Defensive Abilities negative energy affinity
  OFFENSE
  Speed 30 ft., fly 60 ft. (average), swim 30 ft. 
  Melee bite +8 (1d8+4 plus energy drain), tail slap +3 (1d8+2) 
  Space 10 ft., Reach 10 ft. 
  Special Attacks acidic cloud, energy drain (1 level, DC 13)
  STATISTICS
  Str 19, Dex 14, Con 14, Int 9, Wis 11, Cha 12 
  Base Atk +5; CMB +10; CMD 22 
  Feats Improved Initiative, Power Attack, Skill Focus (Perception) 
  Skills Fly +8, Intimidate +9, Perception +11, Stealth +6, Swim +20 
  Languages Draconic 
  SQ aquatic adaptation, speed surge
  SPECIAL ABILITIES
  Acidic Cloud (Su) A forest drake can, as a standard action, spit 
  a ball of acid that bursts into a cloud on impact. This attack 
  has a range of 60 feet and deals 4d6 points of acid damage 
  (Reflex DC 14 half) to all creatures within the resulting 
  10-foot-radius spread. The cloud remains for 1d4 rounds 
  once created, acting as a 10-foot-radius obscuring mist (it 
  no longer causes damage), but a strong wind disperses it in 
  a single round. Once a forest drake has used its acidic cloud 
  breath, it cannot do so again for 1d6 rounds. The Reflex save 
  is Constitution-based. 
  Aquatic Adaptation (Ex) A forest drake can breathe underwater 
  indefinitely and can freely use its breath weapon and other 
  abilities while underwater. The acidic cloud created by that 
  attack dissipates after 1 round if used underwater.
  Negative Energy Affinity (Ex) A void-ravaged creature is alive 
  but is healed by negative energy and harmed by positive 
  energy, as if it were an undead creature.
  Speed Surge (Ex) Three times per day as a swift action, a forest 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round. 
  ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
  SPECIAL ABILITIES
  Staggered (Ex) Zombies have poor reflexes and can only 
  perform a single move action or standard action each round. 
  
  49
  THE SOLSTICE SCAR
  A zombie can move up to its speed and attack in the same 
  round as a charge action.
  ZUVEMBIE 
  CR 4
  Pathfinder RPG Bestiary 3 289
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +3, Will +6
  Defensive Abilities channel resistance +4; DR 5/piercing; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +4 (1d8+1/×3), claw –1 (1d4) or
  2 claws +4 (1d4+1)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—darkness
  3/day—ghoul touch, scare (DC 14)
  1/day—animate dead, ray of exhaustion, summon (level 
  3, 1d3 bat or bird swarms [use the same stats], 1d2 
  constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
  STATISTICS
  Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
  Base Atk +3; CMB +4; CMD 17
  Feats Ability Focus (corpse call), Dodge, Toughness
  Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth 
  +14; Racial Modifiers +4 Stealth
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Corpse Call (Su) Zuvembies cannot speak, but their strange calls 
  and whistles captivate the minds of those who hear them. 
  Once per day, a zuvembie may call out, and all living creatures 
  with an Intelligence score of 3 or higher within a 100-foot 
  spread must succeed at a DC 16 Will save or move toward the 
  zuvembie using the most direct means possible. If this path 
  leads them into a dangerous area such as through fire or off 
  a cliff, the creatures receive a second saving throw to end the 
  effect before moving into peril. Captivated creatures can take 
  no actions other than to defend themselves. A victim within 5 
  feet of the zuvembie simply stands and offers no resistance to 
  the zuvembie’s attacks. This effect continues for as long as the 
  zuvembie continues its call as a standard action each round. 
  This is a sonic mind-affecting charm effect, and has no effect 
  on deaf creatures. The save DC is Charisma-based.
  
  PATHFINDER SOCIETY SCENARIO
  50
  APPENDIX 4: SUBTIER 5–6 BESTIARY 
  (PART 5)
  BLIGHT WISP 
  CR 8
  Variant will-o’-wisp (Pathfinder RPG Bestiary 277)
  CE Small aberration
  Init +13; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 26, touch 26, flat-footed 16 (+5 deflection, +9 Dex, +1 dodge, 
  +1 size)
  hp 63 (12d8)
  Fort +6, Ref +13, Will +11
  Defensive Abilities blighted invisibility; Immune magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee touch +19 (3d8 acid plus wisp waste)
  STATISTICS
  Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
  Base Atk +9; CMB +3; CMD 28
  Feats Alertness, Blind-Fight, Dodge, Great Fortitude, Improved 
  Initiative, Weapon Finesse
  Skills Acrobatics +24, Bluff +14, Escape Artist +24, Fly +34, 
  Perception +22, Sense Motive +5, Stealth +28
  Languages Aklo, Common
  SQ feed on fear
  SPECIAL ABILITIES
  Blighted Invisibility (Ex) Blight wisps have the ability to 
  extinguish their natural glow as a move action, effectively 
  becoming invisible, as per the spell. However, any creature 
  affected by an affliction—such as a curse, disease, or poison—
  can see the ghostly image of the blight wisp, which only gains 
  the benefits of concealment.
  Feed on Fear (Su) Any time a blight wisp is within 15 feet of a 
  dying creature or creature subject to a fear effect, it gains fast 
  healing 5.
  Immunity to Magic (Ex) Blight wisps are immune to all spells 
  and spell-like abilities that allow spell resistance, except 
  magic missile and maze.
  Wisp Waste (Su) Disease—touch; save Fort DC 16; onset 
  instantaneous; frequency 1/day; effect 1d3 Con and 1d3 Cha; 
  cure 2 saves.
  DIRE BOAR 
  CR 4
  Pathfinder RPG Bestiary 36
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +4, Will +2
  Defensive Abilities ferocity
  OFFENSE
  Speed 40 ft.
  Melee gore +8 (2d6+9)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +10; CMD 20
  Feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  GOBLIN FROG-TALKER 
  CR 5
  Pathfinder RPG Monster Codex 110
  Goblin witch 6 (Pathfinder RPG Advanced Player’s Guide 65)
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, 
  +1 size)
  hp 47 (6d6+24)
  Fort +5, Ref +6, Will +7
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d3–2/19–20)
  Ranged javelin +7 (1d4–2)
  Special Attacks hexes (evil eye [–2, 6 rounds], misfortune [1 
  round], mud witch, poison steepUM, swamp hagUM)
  Witch Spells Prepared (CL 6th; concentration +9)
  3rd—blink, lightning bolt (DC 16), spit venomUM (DC 16)
  2nd—feast of ashesAPG (DC 15), frost fallUC (DC 15), invisibility, 
  vomit swarmAPG
  1st—command (DC 14), mage armor, obscuring mist, sleep 
  (DC 14)
  0 (at will)—dancing lights, daze (DC 13), detect magic, touch 
  of fatigue (DC 13)
  Patron deception
  TACTICS
  Before Combat The frog-talker casts mage armor.
  During Combat The frog-talker uses blink and invisibility to avoid 
  melee opponents, and attacks with hexes and ranged spells.
  Base Statistics Without mage armor, the frog-talker’s statistics 
  are AC 15, touch 15, flat-footed 12.
  STATISTICS
  Str 6, Dex 17, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +3; CMB +0; CMD 14
  Feats Brew Potion, Extra HexAPG, Toughness
  Skills Craft (alchemy) +9, Intimidate +8, Perception +7, Ride +7, 
  Spellcraft +12, Stealth +17, Swim +1; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Common, Giant, Goblin, Orc
  SQ witch’s familiar (frog)
  Combat Gear potion of air bubbleUC, potions of cure moderate 
  wounds (3), potion of fly, potion of hex wardUM, alchemist’s 
  fire (2), antitoxin (2), smokesticks (2), tanglefoot bags (2); 
  Other Gear dagger, javelin, cloak of resistance +1, ring of 
  protection +1, delicious poisoned food (1 lb.), 79 gp
  SPECIAL ABILITIES
  
  51
  THE SOLSTICE SCAR
  Mud Witch (Su) As a standard action, the frog-talker can assume 
  the form of viscous brown mud. Her type changes to ooze 
  and she is able to squeeze through even the smallest cracks, 
  but she can’t make attacks or cast spells with verbal, somatic, 
  material, or focus components while in this form, and she 
  loses her supernatural abilities. If she has a touch spell ready 
  to use, that spell is discharged harmlessly when she uses this 
  hex. While the witch is in mud form, her speed becomes 10 
  feet and she gains a swim speed of 20 feet. She also gains DR 
  10/slashing and cold resistance 10. The frog-talker can use 
  this ability for 6 minutes per day. The duration doesn’t need to 
  be consecutive, but it must be spent in 1-minute increments. 
  This hex affects only the witch.
  GRIZZLED AHUIZOTL 
  CR 8
  Variant ahuizotl (Pathfinder RPG Bestiary 3 10)
  NE Large magical beast (aquatic)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE
  AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
  hp 105 (10d10+50)
  Fort +12, Ref +12, Will +9
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +16 (2d6+7), claw +16 (1d8+7/19–20 plus grab)
  Space 10 ft.; Reach 5 ft. (10 ft. with claw)
  Special Attacks rake (2 claws +16, 1d4+7 plus grab)
  STATISTICS
  Str 24, Dex 21, Con 21, Int 13, Wis 18, Cha 20
  Base Atk +10; CMB +18 (+22 grapple); CMD 33 (37 vs. trip)
  Feats Blinding CriticalB, Combat Reflexes, Improved Critical (claw)
  B, Improved Initiative, Iron Will, Skill Focus (Stealth), Stand Still
  Skills Bluff +11, Climb +15, Perception +17, Stealth +20, Swim 
  +23; Racial Modifiers +6 Bluff
  Languages Common
  SQ amphibious, tenacious grapple, voice mimicry
  SPECIAL ABILITIES
  Tenacious Grapple (Ex) An ahuizotl does not gain the grappled 
  condition when it grapples a foe.
  Voice Mimicry (Ex) An ahuizotl can perfectly mimic the sound of 
  humanoid sobbing and can even attempt to mimic voices it has 
  heard. When mimicking a voice, an ahuizotl must make a Bluff 
  check opposed by its listener’s Sense Motive check. If the listener 
  has never heard the voice the ahuizotl is attempting to mimic, 
  the listener takes a –8 penalty on the Sense Motive check.
  HODAG 
  CR 6
  Pathfinder RPG Bestiary 3 148
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +5
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +11 (1d8+4), 2 claws +11 (1d6+4), tail slap +11 
  (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spiked tail, toss
  STATISTICS
  Str 19, Dex 14, Con 15, Int 7, Wis 12, Cha 10
  Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
  Feats Improved Iron Will, Iron Will, Power Attack, Vital Strike
  Skills Climb +10, Perception +7, Stealth +2, Swim +8
  Languages Common (cannot speak)
  SQ trackless
  SPECIAL ABILITIES
  Spiked Tail (Ex) A hodag’s tail spikes allow the creature’s tail 
  slap to deal both bludgeoning and piercing damage. A hodag’s 
  tail slap is a primary attack.
  Toss (Ex) A hodag charging 20 feet or more that damages a 
  foe with an attack can throw its foe with a special combat 
  maneuver check. The opponent must be corporeal and at 
  least one size category smaller than the hodag. If the combat 
  maneuver check succeeds, the hodag’s opponent is thrown 10 
  feet through the air in a direction chosen by the hodag and 
  falls prone. The hodag can only toss its opponent in a straight 
  line. If an obstacle prevents the creature’s movement, both 
  the creature tossed and the object struck take 1d6 points of 
  damage, and the creature falls prone in the space adjacent to 
  the obstacle. A hodag can also toss an opponent 10 feet up 
  into the air. The victim lands in the same square it started in, 
  falls prone, and takes 1d6 points of damage.
  Trackless (Ex) A hodag sweeps its tail behind itself in a way 
  that obscures its tracks. Attempts to track a hodag have their 
  normal DC increased by +10.
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  
  PATHFINDER SOCIETY SCENARIO
  52
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  TREANT 
  CR 7
  Pathfinder RPG Bestiary 266
  NG Huge plant
  Init –1; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 114 (12d8+60)
  Fort +13, Ref +3, Will +9
  Immune plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (2d6+9/19–20)
  Ranged rock +7 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +9; CMB +20; CMD 29
  Feats Alertness, Improved Critical (slam), Improved Sunder, Iron 
  Will, Power Attack, Weapon Focus (slam)
  Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, 
  Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); 
  Racial Modifiers +16 Stealth in forests
  Languages Common, Sylvan, Treant
  SQ animate trees, double damage against objects, treespeech
  SPECIAL ABILITIES
  Animate Trees (Sp) A treant can animate any trees within 
  180 feet at will, controlling up to two trees at a time. It 
  takes 1 full round for a tree to uproot itself, after which 
  it moves at a speed of 10 feet and fights as a treant 
  (although it has only one slam attack and lacks the 
  treant’s animation and rock-throwing abilities), gaining the 
  treant’s vulnerability to fire. If the treant that animated 
  it terminates the animation, moves out of range, or is 
  incapacitated, the tree immediately takes root wherever it 
  is and returns to its normal state.
  Double Damage Against Objects (Ex) A treant or animated tree 
  that makes a full attack against an object or structure deals 
  double damage.
  Treespeech (Ex) A treant has the ability to converse with plants 
  as if subject to a continual speak with plants spell, and most 
  plants greet them with an attitude of friendly or helpful.
  
  53
  THE SOLSTICE SCAR
  APPENDIX 6: SUBTIER 5–6 BESTIARY 
  (PART 6)
  ADVANCED MUMMY 
  CR 5
  Pathfinder RPG Bestiary 294, 210
  LE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +18
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 18 negates)
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
  hp 76 (8d8+40)
  Fort +6, Ref +4, Will +10
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +16 (1d8+13 plus mummy rot)
  STATISTICS
  Str 28, Dex 14, Con —, Int 10, Wis 19, Cha 19
  Base Atk +6; CMB +15; CMD 27
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Climb +20, Intimidate +15, Perception +18, Stealth +13
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must make a DC 18 Will save or be paralyzed by fear 
  for 1d4 rounds. Whether or not the save is successful, that 
  creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 18; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. Mummy rot is both a curse and disease and 
  can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must 
  succeed on a DC 20 caster level check, or the spell is wasted 
  and the healing has no effect. Anyone who dies from mummy 
  rot turns to dust and cannot be raised without a resurrection 
  or greater magic.
  ADVANCED SPIRE DRAKE 
  CR 8
  Pathfinder RPG Bestiary 4 288, 81
  LE Large dragon
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE
  AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
  hp 100 (8d12+48)
  Fort +12, Ref +9, Will +8
  Immune curse effects, energy drain, negative energy, 
  paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 60 ft. (average)
  Melee bite +15 (2d6+8 plus 1d6 negative energy), tail slap +10 
  (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks accursed breath
  STATISTICS
  Str 26, Dex 16, Con 23, Int 14, Wis 15, Cha 19
  Base Atk +8; CMB +17; CMD 30
  Feats Flyby Attack, Power Attack, Vital Strike, Wingover
  Skills Climb +22, Fly +12, Intimidate +12, Knowledge (arcana) 
  +13, Knowledge (planes) +13, Knowledge (religion) +13, 
  Perception +13, Spellcraft +13, Use Magic Device +15
  Languages Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Accursed Breath (Su) As a standard action, a spire drake can spit 
  a compressed ball of jet-black dust that bursts into a spray of 
  clinging motes that sap the spiritual strength of creatures in an 
  area. The attack has a range of 60 feet and deals 5d6 points 
  of negative energy damage (Will DC 20 half) to all creatures 
  in a 20-foot radius. Affected creatures take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks for 
  1d4 rounds (or for 1 round on a successful Will save). As long 
  as these motes cling to a creature, the effect of any conjuration 
  (healing) effect used on that creature is halved. This is a curse 
  effect. The save DC is Constitution-based.
  Speed Surge (Su) Three times per day as a swift action, a spire 
  drake can draw on its draconic reserves for a boost of speed, 
  allowing it to take an additional move action in that round.
  DEATHWEB 
  CR 6
  Pathfinder RPG Bestiary 3 65
  N Large undead
  Init +6; Senses darkvision 60 ft.; Perception +15
  Aura infestation (5 ft., 1d6 plus poison)
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 71 (11d8+22)
  Fort +5, Ref +5, Will +8
  Immune undead traits
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +15 (2d8+12)
  Space 10 ft., Reach 10 ft.
  Special Attacks web (+9 ranged, DC 15, 11 hp)
  STATISTICS
  Str 26, Dex 14, Con —, Int 7, Wis 13, Cha 15
  Base Atk +8; CMB +17; CMD 29 (41 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack, Vital Strike
  
  PATHFINDER SOCIETY SCENARIO
  54
  Skills Climb +16, Perception +15, Stealth +16; Racial Modifiers 
  +4 Stealth
  SQ compression
  SPECIAL ABILITIES
  Poison (Ex) Infestation—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive 
  saves. The save DC is Charisma-based.
  Infestation (Su) An infestation of poisonous spiders, which 
  nest within this creature’s exoskeleton, constantly surrounds 
  a deathweb, to a radius of 5 feet. Any creature within the 
  infestation takes 1d6 points of damage at the end of each 
  round it remains in the area. A creature that takes this 
  damage must make a DC 17 Fortitude save or be nauseated 
  for 1 round. In addition, those damaged by this infestation are 
  poisoned as well. Any area effect attack that deals 10 or more 
  points of damage to a deathweb destroys its infesting spiders, 
  removing its aura for 3 rounds, after which a new batch of 
  spiders swarms out of the undead’s body to replenish the 
  infestation. The save DC is Charisma-based.
  KELLID WARRIOR 
  CR 3
  Human ranger 4
  N Medium humanoid (human)
  Init +4; Senses Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 34 (4d10+8)
  Fort +5, Ref +8, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +7 (1d8+2/×3)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (animals +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  STATISTICS
  Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, 
  Rapid Shot
  Skills Climb +9, Handle Animal +6, Knowledge (nature) +7, 
  Perception +8, Stealth +11, Survival +8, Swim +9
  Languages Common, Hallit
  SQ favored terrain (forest +2), hunter’s bond (companions), track 
  +2, wild empathy +3
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds; Other Gear +1 studded leather, mwk battleaxe, 
  mwk composite longbow (+2 Str) with 20 arrows, 64 gp
  REVENANT 
  CR 6
  Pathfinder RPG Bestiary 2 235
  LE Medium undead
  Init +7; Senses darkvision 60 ft., sense murderer; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 76 (9d8+36)
  Fort +7, Ref +6, Will +7
  DR 5/slashing; Immune cold, undead traits; SR 17
  Weaknesses self-loathing
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d8+7 plus grab)
  Special Attacks baleful shriek, constrict (1d6+7)
  STATISTICS
  Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
  Base Atk +6; CMB +13 (+17 grapple); CMD 26
  Feats Cleave, Improved Initiative, Power Attack, Step Up, Weapon 
  Focus (claw)
  Skills Intimidate +16, Perception +13
  Languages Common
  SQ reason to hate
  SPECIAL ABILITIES
  Baleful Shriek (Su) Once every 1d4 rounds, a revenant can 
  shriek as a standard action. All creatures within a 60-foot 
  spread must make a DC 18 Will save or cower in fear for 1d4 
  rounds. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Reason to Hate (Su) A revenant’s existence is fueled by its hatred 
  for its murderer. As long as the murderer exists, the revenant 
  exists. If the murderer dies, the revenant is immediately slain. 
  A murderer who becomes undead does not trigger a revenant’s 
  destruction. When a revenant encounters its murderer, it gains 
  the benefits of a haste spell (CL 20th) that lasts as long as its 
  murderer remains in sight. Against its murderer, the revenant 
  also gains a +4 profane bonus on attack rolls, weapon damage 
  rolls, grapple checks, and saving throws.
  Self-Loathing (Ex) When confronted with its reflection or any 
  object that was important to it in life, a revenant must make 
  a DC 20 Will save to avoid becoming overwhelmed with 
  self-pity. This condition renders the revenant helpless, and 
  lasts until the revenant is attacked or sees its murderer. If 
  a revenant resists becoming overwhelmed, the revenant 
  becomes obsessed with the source that triggered the saving 
  throw and does everything it can to destroy it, reacting to the 
  trigger as if the trigger were its murderer and gaining bonuses 
  from its reason to hate ability.
  Sense Murderer (Su) A revenant knows the direction but not 
  the distance to its murderer—this sense can be blocked by any 
  effect that blocks scrying. Against its murderer, a revenant has 
  true seeing and discern lies in effect at all times (CL 20th); 
  these abilities cannot be dispelled.
  
  55
  THE SOLSTICE SCAR
  UMBRAL HOUND 
  CR 9
  Variant nessian warhound (Pathfinder RPG Bestiary 173)
  LE Large outsider (evil, extraplanar, fire, lawful)
  Init +6; Senses darkvision 60 ft., scent; Perception +12
  DEFENSE
  AC 24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, 
  –1 size)
  hp 126 (12d10+60)
  Fort +13, Ref +10, Will +5
  Defensive Abilities negative energy affinity; Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft.
  Melee bite +20 (2d6+12/19–20 plus 2d6 fire plus trip)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-ft. cone, once every 1d4 
  rounds, 8d6 fire damage, Reflex DC 21 half)
  STATISTICS
  Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
  Base Atk +12; CMB +21; CMD 33 (37 vs. trip)
  Feats Alertness, Improved Critical (bite), Improved Initiative, Skill 
  Focus (Stealth, Survival), Weapon Focus (bite)
  Skills Acrobatics +16, Perception +12, Stealth +21, Survival +18; 
  Racial Modifiers +5 Stealth
  Languages Infernal
  VUKODLAK 
  CR 3
  Pathfinder RPG Bestiary 5 272
  NE Large undead
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  Aura unnatural aura
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +3, Will +5
  DR 5/silver; Immune undead traits; Resist cold 5, electricity 5
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d2 Constitution), terrifying gaze
  STATISTICS
  Str 21, Dex 15, Con —, Int 6, Wis 12, Cha 14
  Base Atk +3; CMB +9 (+13 grapple); CMD 21 (25 vs. trip)
  Feats Improved Initiative, Run
  Skills Intimidate +8, Perception +10, Stealth +8; Racial Modifiers 
  +4 Perception, +4 Stealth
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Terrifying Gaze (Su) Paralyzed with fear for 1 round, 30 feet, 
  Will DC 14 negates. This is a mind-affecting fear effect. A 
  creature that saves is immune to the gaze for 24 hours.
  
  PATHFINDER SOCIETY SCENARIO
  56
  APPENDIX 7: SUBTIER 7–8 BESTIARY 
  (PART 5)
  BLIGHT WISP 
  CR 8
  Variant will-o’-wisp (Pathfinder RPG Bestiary 277)
  CE Small aberration
  Init +13; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 26, touch 26, flat-footed 16 (+5 deflection, +9 Dex, +1 dodge, 
  +1 size)
  hp 63 (12d8)
  Fort +6, Ref +13, Will +11
  Defensive Abilities blighted invisibility; Immune magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee touch +19 (3d8 acid plus wisp waste)
  STATISTICS
  Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
  Base Atk +9; CMB +3; CMD 28
  Feats Alertness, Blind-Fight, Dodge, Great Fortitude, Improved 
  Initiative, Weapon Finesse
  Skills Acrobatics +24, Bluff +14, Escape Artist +24, Fly +34, 
  Perception +22, Sense Motive +5, Stealth +28
  Languages Aklo, Common
  SQ feed on fear
  SPECIAL ABILITIES
  Blighted Invisibility (Ex) Blight wisps have the ability to 
  extinguish their natural glow as a move action, effectively 
  becoming invisible, as per the spell. However, any creature 
  affected by an affliction—such as a curse, disease, or poison—
  can see the ghostly image of the blight wisp, which only gains 
  the benefits of concealment.
  Feed on Fear (Su) Any time a blight wisp is within 15 feet of a 
  dying creature or creature subject to a fear effect, it gains fast 
  healing 5.
  Immunity to Magic (Ex) Blight wisps are immune to all spells 
  and spell-like abilities that allow spell resistance, except 
  magic missile and maze.
  Wisp Waste (Su) Disease—touch; save Fort DC 16; onset 
  instantaneous; frequency 1/day; effect 1d3 Con and 1d3 Cha; 
  cure 2 saves.
  CRYPT FLOWER 
  CR 7
  Pathfinder RPG Bestiary 6 67
  N Large plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 78 (12d8+24)
  Fort +10, Ref +5, Will +5
  Immune plant traits; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+5 plus grab), 2 vines +13 (1d8+5 plus grab)
  Ranged toxin splash +9 (poison)
  Space 10 ft.; Reach 10 ft. (20 ft. with vine)
  Special Attacks poison, swallow whole (1d6 acid plus poison, AC 
  15, 7 hp)
  STATISTICS
  Str 20, Dex 12, Con 14, Int —, Wis 13, Cha 6
  Base Atk +9; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  SQ excavate, gushing wound
  SPECIAL ABILITIES
  Excavate (Ex) A crypt flower can use its shoots to dig rapidly 
  through soil, dirt, sand, or other loose ground. As a result 
  of this constant excavation activity, the ground in a 20-foot 
  radius around a crypt flower is treated as difficult terrain for all 
  creatures except crypt flowers.
  Gushing Wound (Ex) Whenever an opponent scores a critical 
  hit on a crypt flower with a slashing or piercing weapon, the 
  flower’s toxic fluids squirt out. The attacker and all creatures 
  adjacent to the attacker must attempt a DC 18 Reflex save 
  or be doused in toxic fluids and thus exposed to the crypt 
  flower’s poison. The save DC is Constitution-based.
  Poison (Ex) Contact; save Fort DC 18; frequency 1/round for 6 
  rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
  Toxin Splash (Ex) As a standard action, a crypt flower can dip 
  its vines into the toxic fluids within its pitcher and fling the 
  liquid as a splash weapon with a range increment of 20 feet. 
  A target struck, as well as all targets in the splash radius, are 
  exposed to the crypt flower’s poison (although creatures in 
  the splash radius gain a +4 bonus on Fortitude saves to resist 
  the poison). A crypt flower can use its toxin splash once every 
  1d4 rounds. The save DC is Dexterity-based.
  Vines (Ex) A crypt flower’s vines are primary natural attacks that 
  deal bludgeoning damage.
  FEN MAULER 
  CR 10
  Pathfinder RPG Bestiary 6 127
  NE Large monstrous humanoid
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  Aura stench (DC 15, 10 rounds)
  DEFENSE
  AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 136 (13d10+65)
  Fort +11, Ref +12, Will +11
  Defensive Abilities shadowy pelt; Immune disease; Resist cold 10
  OFFENSE
  Speed 30 ft.
  Melee bite +20 (1d8+8), 2 claws +20 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pounce, rend (2 claws, 1d8+12)
  STATISTICS
  Str 27, Dex 18, Con 20, Int 7, Wis 17, Cha 8
  
  57
  THE SOLSTICE SCAR
  Base Atk +13; CMB +22; CMD 37
  Feats Dodge, Great Fortitude, Improved Initiative, Intimidating 
  Prowess, Mobility, Power Attack, Skill Focus (Stealth)
  Skills Intimidate +16, Perception +17, Stealth +11 (+19 in 
  swamps), Survival +18; Racial Modifiers +4 Perception, +8 
  Stealth in swamps, +4 Survival
  Languages Sasquatch
  SQ swamp stride, trophy hunter
  SPECIAL ABILITIES
  Shadowy Pelt (Su) A fen mauler can swathe itself in shadows, 
  allowing it to become nearly invisible while standing 
  motionless. A fen mauler gains partial concealment on any 
  round it does not move from its current space.
  Swamp Stride (Ex) A fen mauler can move through any sort of 
  undergrowth and difficult terrain (such as briars, deep mud, 
  and similar terrain) in swamps at normal speed and without 
  taking damage or suffering any other impairment.
  Trophy Hunter (Su) As part of a 10-minute ritual, a fen mauler 
  can harvest bones, teeth, flesh, or hide from an animal, 
  humanoid, magical beast, or monstrous humanoid it has slain, 
  creating a trophy. This trophy is a permanent magic item that 
  functions only for the fen mauler that created it, granting 
  some measure of the slain creature’s power to the fen mauler 
  while carried or worn on its body. The fen mauler chooses 
  which of the following powers the trophy grants: blindsense 
  30 feet, climb 30 feet, evasion, ferocity, grab, pounce, 
  uncanny dodge, or a single energy immunity. Alternatively, 
  a trophy can grant a +4 competence bonus to a single skill. 
  The skill or ability modified must be one the trophy creature 
  had in life, and a trophy imparting a skill bonus allows the 
  fen mauler to attempt checks with that skill untrained. A 
  fen mauler can maintain a number of trophies equal to its 
  Wisdom modifier (3 for the standard fen mauler). The fen 
  mauler presented here has not assigned any of its trophies.
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  SPITTING HYDRA 
  CR 10
  Variant hydra (Pathfinder RPG Bestiary 178)
  N Huge magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 94 (9d10+45); fast healing, fast healing 9
  Fort +11, Ref +9, Will +6
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 9 bites +13 (1d8+5 plus poison)
  Ranged 9 spits +8 touch (1d8 acid plus blind)
  Space 15 ft.; Reach 10 ft.
  Special Attacks pounce, spit
  STATISTICS
  Str 20, Dex 13, Con 20, Int 2, Wis 13, Cha 9
  Base Atk +9; CMB +16; CMD 27 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Lightning Reflexes, Point-Blank 
  Shot, Weapon Focus (bite)
  Skills Perception +15, Swim +13; Racial Modifiers +2 Perception
  SQ hydra traits, regenerate head
  SPECIAL ABILITIES
  Fast Healing (Ex) A hydra’s fast healing ability is equal to its 
  current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body.
  Hydra Traits (Ex) A hydra can be killed by severing all of its 
  heads or slaying its body. Any attack that is not an attempt to 
  sever a head affects the body, including area attacks or attacks 
  that cause piercing or bludgeoning damage. To sever a head, 
  an opponent must make a sunder attempt with a slashing 
  weapon targeting a head. A head is considered a separate 
  weapon with hardness 0 and hit points equal to the hydra’s 
  HD. To sever a head, an opponent must inflict enough damage 
  to reduce the head’s hit points to 0 or less. Severing a head 
  deals damage to the hydra’s body equal to the hydra’s current 
  HD. A hydra can’t attack with a severed head, but takes no 
  other penalties.
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 
  6 rounds; effect 1d3 Strength damage; cure 1 save.
  
  PATHFINDER SOCIETY SCENARIO
  58
  Regenerate Head (Ex) When a hydra’s head is destroyed, two 
  heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent 
  new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) 
  before they appear. Acid or fire damage from area attacks can 
  affect stumps and the body simultaneously. A hydra doesn’t 
  die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
  Spit (Ex) In place of a bite attack, a hydra can spit its caustic poison 
  up to 60 feet with no range increment. A creature damaged by 
  this attack is blinded for 1 round (Reflex DC 19 negates).
  TROLL FURY 
  CR 8
  Pathfinder RPG Monster Codex 229
  Troll druid (troll fury) 6 (Monster Codex 224)
  CE Large humanoid (giant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +24
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+5 armor, +2 Dex, +5 natural, 
  –1 size)
  hp 156 (12d8+102); regeneration 5 (acid or fire)
  Fort +19, Ref +7, Will +13
  Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks chosen prey (humans +2), fire bolt (1d6+3 fire, 
  6/day), rend (2 claws, 1d6+7), wild shape 2/day
  Druid Spells Prepared (CL 6th; concentration +9)
  3rd—call lightning (DC 18), fireballD (DC 18), poison (2, DC 16)
  2nd—barkskin, bull’s strength, flaming sphere (DC 17), hold 
  animal (DC 15), produce flameD
  1st—burning handsD (DC 16), entangle (DC 14), magic fang, 
  obscuring mist, pass without trace
  0 (at will)—detect magic, guidance, read magic, resistance
  D domain spell; Domain Fire
  TACTICS
  During Combat The fury attacks her foes with fire and electricity 
  spells, typically starting with fireball. She avoids melee 
  combat until her offensive spells are exhausted. She then 
  casts bull’s strength on herself and starts attacking.
  STATISTICS
  Str 23, Dex 14, Con 27, Int 8, Wis 16, Cha 4
  Base Atk +8; CMB +15; CMD 27
  Feats Combat Casting, Greater Spell Focus (evocation), Improved 
  Initiative, Iron Will, Skill Focus (Perception), Spell Focus 
  (evocation)
  Skills Intimidate +5, Knowledge (nature) +6, Perception +24, 
  Survival +10
  Languages Druidic, Giant
  SQ inspire fervor +2, nature bond (Fire domain), nature sense, 
  trackless step, woodland stride
  Combat Gear pearl of power (1st), scroll of fog cloud, scroll of 
  protection from energy (fire); Other Gear +1 hide armor, cloak 
  of resistance +1, headband of inspired wisdom +2, 110 gp
  SPECIAL ABILITIES
  Inspire Fervor (Ex) Once per day as a standard action, a troll 
  fury can chant over another troll within 30 feet, bolstering it 
  against fear and improving its combat abilities. This works like 
  the inspire courage bard ability, but affects only one troll and 
  lasts 1 minute. The troll fury uses her druid level as her bard 
  level to determine the effects of this ability.
  Chosen Prey (Ex) A troll fury can select one creature type from 
  the ranger’s favored enemy list and gains a favored enemy 
  bonus against that creature type with an effective ranger 
  level equal to her druid level. This ability never grants the troll 
  fury favored enemy bonuses against a second favored enemy 
  creature type.
  YAOGUAI 
  CR 7
  Pathfinder RPG Bestiary 4 284
  N Huge magical beast
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 84 (8d10+40); fast healing 5
  Fort +11, Ref +6, Will +4; +4 vs. mind-affecting effects
  Defensive Abilities fortification (50%); DR 5/—; Immune 
  nauseated, sickened; SR 18
  Weaknesses polymorph susceptibility
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12(1d8+6)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 23, Dex 10, Con 21, Int 2, Wis 11, Cha 8
  Base Atk +8; CMB +16; CMD 26
  Feats Blind-Fight, Cleave, Iron Will, Power Attack
  Skills Climb +11, Perception +7, Swim +11
  SQ maker’s gift (grab and constrict)
  SPECIAL ABILITIES
  Maker’s Gift (Ex) Each yaoguai gains one additional ability 
  that is based on its specific form. Typical additional yaoguai 
  abilities include the following.
  Flight: The yaoguai gains a fly speed of 30 feet (clumsy).
  Grab and Constrict: The yaoguai’s tentacle attack gains grab and 
  constrict. The creature’s constrict damage is equal to its slam 
  damage plus its Strength bonus.
  Poison: One claw or tentacle attack is replaced with a sting 
  attack (same damage as the replaced attack) plus poison. 
  Poison Sting—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC 
  is Constitution-based.
  
  59
  THE SOLSTICE SCAR
  Pounce and Rake: The yaoguai gains pounce and rake (2 claws 
  +14, 1d8+7).
  Quills: A creature attacking the yaoguai with a melee weapon, 
  an unarmed strike, or a natural weapon takes 1d8+7 points 
  of piercing damage from the yaoguai’s quills. Melee weapons 
  with reach do not endanger their users in this way.
  Trample: The yaoguai gains a trample attack that deals an 
  amount of damage equal to its claw damage plus 1-1/2 times 
  its Strength modifier.
  Polymorph Susceptibility (Su) A yaoguai is immune to 
  polymorph effects or effects that otherwise change its shape, 
  but the attempt to alter its shape causes it great pain and it 
  must attempt a saving throw if the effect allows it. If it fails its 
  save or the effect doesn’t allow a saving throw, the yaoguai is 
  staggered and loses its damage reduction and fast healing for 
  1d4 rounds.
  
  PATHFINDER SOCIETY SCENARIO
  60
  APPENDIX 8: SUBTIER 7–8 BESTIARY 
  (PART 6)
  ADVANCED DULLAHAN 
  CR 8
  Pathfinder RPG Bestiary 2 292, 111
  LE Medium undead
  Init +2; Senses blindsight 60 ft.; Perception +16
  Aura frightful presence (30 ft., DC 21)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural)
  hp 105 (10d8+60); fast healing 5
  Fort +9, Ref +7, Will +14
  Defensive Abilities channel resistance +4; Immune undead 
  traits; SR 18
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 keen longsword +16/+11 (1d8+8/17–20 plus 1d6 cold)
  Special Attacks chilling blade, death’s calling, summon mount
  STATISTICS
  Str 24, Dex 18, Con —, Int 18, Wis 20, Cha 22
  Base Atk +7; CMB +14; CMD 28
  Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, 
  Weapon Focus (longsword)
  Skills Handle Animal +16, Intimidate +19, Knowledge (religion) 
  +17, Perception +18, Ride +9, Sense Motive +18, Spellcraft 
  +17, Stealth +12
  Languages Common, Sylvan
  Gear +1 full plate, +1 longsword
  SPECIAL ABILITIES
  Chilling Blade (Su) A dullahan is proficient with all simple and 
  martial slashing weapons. When it wields a slashing weapon, 
  the blade inflicts +1d6 cold damage and gains the keen 
  weapon property.
  Death’s Calling (Su) Once per day as a standard action, a 
  dullahan may place death’s calling on a target within 60 
  feet (DC 24 Fortitude negates). If the dullahan knows and 
  speaks the target’s name, the target takes a –2 penalty on 
  the save. If the victim fails the save, he becomes staggered 
  for 1d6 rounds. For the next 24 hours (or until the dullahan is 
  slain), all critical hits against the victim automatically confirm. 
  Finally, the victim automatically fails all Constitution checks to 
  stabilize while dying. This is a mind-affecting curse effect. The 
  save DC is Charisma-based.
  Summon Mount (Su) As a standard action, a dullahan can 
  summon a war-trained heavy horse with the fiendish creature 
  simple template. This horse remains until it is slain or the 
  dullahan dismisses it. He can only have one such horse in his 
  service at a time.
  ADVANCED MOHRG 
  CR 9
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +10; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
  hp 119 (14d8+56)
  Fort +8, Ref +12, Will +11
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (2d8+7 plus grab), tongue +12 melee 
  touch (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 23)
  STATISTICS
  Str 25, Dex 23, Con —, Int 15, Wis 14, Cha 18
  Base Atk +10; CMB +17 (+21 grapple); CMD 34
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Skill Focus (Perception), Spring Attack
  Skills Climb +24, Intimidate +21, Knowledge (religion) +19, 
  Perception +25, Stealth +23, Swim +21
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife when a mohrg’s victim dies and 
  becomes a zombie causes a surge of negative energy to flow 
  through the mohrg. Whenever a mohrg creates a zombie 
  in this manner, it is healed 1d6 hit points per HD possessed 
  by the slain creature and acts as if hasted for the round 
  immediately following the spawn’s creation.
  DEATHWEB 
  CR 6
  Pathfinder RPG Bestiary 3 65
  N Large undead
  Init +6; Senses darkvision 60 ft.; Perception +15
  Aura infestation (5 ft., 1d6 plus poison)
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 71 (11d8+22)
  Fort +5, Ref +5, Will +8
  Immune undead traits
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +15 (2d8+12)
  Space 10 ft., Reach 10 ft.
  Special Attacks web (+9 ranged, DC 15, 11 hp)
  STATISTICS
  Str 26, Dex 14, Con —, Int 7, Wis 13, Cha 15
  Base Atk +8; CMB +17; CMD 29 (41 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack, Vital Strike
  Skills Climb +16, Perception +15, Stealth +16; Racial Modifiers 
  +4 Stealth
  SQ compression
  SPECIAL ABILITIES
  Poison (Ex) Infestation—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive 
  
  61
  THE SOLSTICE SCAR
  saves. The save DC is Charisma-based.
  Infestation (Su) An infestation of poisonous spiders, which 
  nest within this creature’s exoskeleton, constantly surrounds 
  a deathweb, to a radius of 5 feet. Any creature within the 
  infestation takes 1d6 points of damage at the end of each 
  round it remains in the area. A creature that takes this 
  damage must make a DC 17 Fortitude save or be nauseated 
  for 1 round. In addition, those damaged by this infestation are 
  poisoned as well. Any area effect attack that deals 10 or more 
  points of damage to a deathweb destroys its infesting spiders, 
  removing its aura for 3 rounds, after which a new batch of 
  spiders swarms out of the undead’s body to replenish the 
  infestation. The save DC is Charisma-based.
  GUECUBU 
  CR 8
  Pathfinder RPG Bestiary 3 145
  CE Medium undead (earth)
  Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
  Aura broken ground (30 ft., DC 20)
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 104 (11d8+55); fast healing 5
  Fort +8, Ref +7, Will +11
  Defensive Abilities channel resistance +2; DR 5/bludgeoning; 
  Immune electricity, undead traits; Resist cold 10
  OFFENSE
  Speed 30 ft., burrow 15 ft.; earth glide
  Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 
  plus misfortune)
  Spell-Like Abilities (CL 8th; concentration +13)
  At will—stone shape
  3/day—soften earth and stone, spike growth (DC 18)
  1/day—spike stones (DC 19), transmute mud to rock (DC 20), 
  transmute rock to mud (DC 20)
  STATISTICS
  Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
  Base Atk +8; CMB +14; CMD 29
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Whirlwind Attack
  Skills Acrobatics +15, Knowledge (nature) +12, Perception +18, 
  Sense Motive +18, Stealth +18
  Languages Abyssal, Common
  SPECIAL ABILITIES
  Broken Ground (Su) The ground in a 30-foot radius around a 
  guecubu ripples and shudders unnaturally. This transforms the 
  area surrounding a guecubu into difficult terrain. A guecubu 
  can move through this area with no penalty. Consecrated 
  ground cannot be affected by this ability, nor can any area 
  warded by a magic circle against chaos or a magic circle 
  against evil.
  Misfortune (Su) A creature struck by a guecubu must make a DC 
  20 Will save or become permanently cursed with misfortune. 
  The victim of this curse takes a –4 penalty on all attack rolls, 
  saving throws, and skill checks, and any critical threat against 
  the victim automatically confirms. If a guecubu hits a creature 
  already suffering from this curse, the victim must make a DC 
  20 Will save or be staggered for 1 round. This is a curse effect. 
  The save DC is Charisma-based.
  KELLID WARRIOR 
  CR 3
  Human ranger 4
  N Medium humanoid (human)
  Init +4; Senses Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 34 (4d10+8)
  Fort +5, Ref +8, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +7 (1d8+2/×3)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (animals +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  STATISTICS
  Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, 
  Rapid Shot
  Skills Climb +9, Handle Animal +6, Knowledge (nature) +7, 
  Perception +8, Stealth +11, Survival +8, Swim +9
  Languages Common, Hallit
  SQ favored terrain (forest +2), hunter’s bond (companions), track 
  +2, wild empathy +3
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds; Other Gear +1 studded leather, mwk battleaxe, 
  mwk composite longbow (+2 Str) with 20 arrows, 64 gp
  NIGHTPROWLER 
  CR 10
  Pathfinder #102: Breaking the Bones of Hell 90
  CE Large undead (extraplanar, nightshade)
  Init +9; Senses darksense 30 ft., darkvision 60 ft., detect magic, 
  low-light vision, scent; Perception +20
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 25, touch 15, flat-footed 19 (+5 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 136 (13d8+78)
  Fort +10, Ref +11, Will +14
  DR 10/good and silver; Immune cold, undead traits; SR 21
  Weaknesses light aversion
  OFFENSE
  Speed 50 ft.
  Melee bite +18 (3d6+10/19–20 plus creeping dark and grab), 2 
  claws +18 (1d8+10 plus creeping dark)
  
  PATHFINDER SOCIETY SCENARIO
  62
  Space 10 ft., Reach 10 ft.
  Special Attacks channel negative energy (DC 20, 5d6, 7/day), 
  creeping dark, rake (2 claws +18, 1d6+10), shadowpounce
  Spell-Like Abilities (CL 10th; concentration +14)
  Constant—detect magic, magic fang
  At will—deeper darkness, unholy blight (DC 18)
  3/day—dispel magic, contagion (DC 18), invisibility
  1/day—air walk, confusion (DC 18), cone of cold (DC 19), 
  haste, hold monster (DC 19), summon (level 4, 2 shadows)
  STATISTICS
  Str 25, Dex 20, Con —, Int 14, Wis 19, Cha 19
  Base Atk +9; CMB +17; CMD 33
  Feats Combat Reflexes, Command Undead, Dodge, Improved Critical 
  (bite), Improved Initiative, Power Attack, Skill Focus (Stealth)
  Skills Acrobatics +18, Climb +23, Knowledge (religion) 
  +18, Perception +20, Stealth +23 (+31 in dim light and 
  darkness), Survival +17; Racial Modifiers +8 Stealth in dim 
  light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Creeping Dark (Su) The nightprowler’s natural attacks leave a 
  stain of dark shadows that linger in and around the wounds, 
  known as the creeping dark—this condition can be resisted 
  with a successful DC 20 Fortitude save. If the victim fails, it 
  becomes staggered for 1 round, after which the creeping 
  dark affects the victim further by preventing healing and 
  hampering vision. A character attempting to use magical 
  healing on a creature damaged by the nightprowler’s creeping 
  dark must succeed at a DC 26 caster level check, or the 
  healing has no effect on the injured creature. As long as a 
  creature suffers the creeping dark, its vision is obscured with 
  shadows as well—all creatures gain a 20% miss chance from 
  attacks by the victim. The creeping dark is a curse effect that 
  lasts until removed or until all damage afflicting the victim is 
  healed. The save DC is Charisma-based.
  Desecrating Aura (Su) All nightshades have a 30-foot- radius 
  emanation equivalent to a desecrate spell centered on a 
  shrine of evil power. Undead within this radius (including the 
  nightshade) gain a +2 profane bonus on attack and damage 
  rolls and saving throws, as well as +2 hit points per die, and 
  the save DC of channeled negative energy is increased by 
  +6 (these adjustments are included for the nightshades in 
  their entries). This aura can be negated by dispel evil, but 
  a nightshade can reactivate it on its turn as a free action. A 
  desecrating aura suppresses and is suppressed by consecrate 
  or hallow; both effects are negated within any overlapping 
  area of effect.
  Darksense (Ex) Nightshades gain true seeing in dim light and 
  darkness. Regardless of light conditions, they can detect living 
  creatures and their health within 60 feet, as blindsense with 
  deathwatch continuously active. Mind blank and nondetection 
  prevent the latter effect but not the nightshade’s true seeing.
  Light Aversion (Ex) A nightshade in bright light becomes 
  sickened—the penalties from this condition are doubled when 
  the nightshade is in natural sunlight.
  Shadowpounce (Su) Nightprowlers have the pounce ability, and 
  when they use this ability, they can also make rake attacks. 
  Up to three times per day when a nightprowler pounces from 
  an area of dim illumination, it generates a shimmering aura of 
  false images that grants it a 50% miss chance, as if under the 
  effects of a displacement spell, for 1d4 rounds.
  Summon (Sp) Nightshades can summon undead creatures. 
  They can be summoned only within areas of darkness, and 
  summoned undead cannot create spawn. The exact type and 
  number of undead they can summon vary according to the 
  nightshade in question, as detailed in each nightshade’s entry.
  REVENANT 
  CR 6
  Pathfinder RPG Bestiary 2 235
  LE Medium undead
  Init +7; Senses darkvision 60 ft., sense murderer; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 76 (9d8+36)
  Fort +7, Ref +6, Will +7
  DR 5/slashing; Immune cold, undead traits; SR 17
  Weaknesses self-loathing
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d8+7 plus grab)
  Special Attacks baleful shriek, constrict (1d6+7)
  STATISTICS
  Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
  Base Atk +6; CMB +13 (+17 grapple); CMD 26
  Feats Cleave, Improved Initiative, Power Attack, Step Up, Weapon 
  Focus (claw)
  Skills Intimidate +16, Perception +13
  Languages Common
  SQ reason to hate
  SPECIAL ABILITIES
  Baleful Shriek (Su) Once every 1d4 rounds, a revenant can 
  shriek as a standard action. All creatures within a 60-foot 
  spread must make a DC 18 Will save or cower in fear for 1d4 
  rounds. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Reason to Hate (Su) A revenant’s existence is fueled by its hatred 
  for its murderer. As long as the murderer exists, the revenant 
  exists. If the murderer dies, the revenant is immediately slain. 
  A murderer who becomes undead does not trigger a revenant’s 
  destruction. When a revenant encounters its murderer, it gains 
  the benefits of a haste spell (CL 20th) that lasts as long as its 
  murderer remains in sight. Against its murderer, the revenant 
  also gains a +4 profane bonus on attack rolls, weapon damage 
  rolls, grapple checks, and saving throws.
  Self-Loathing (Ex) When confronted with its reflection or any 
  object that was important to it in life, a revenant must make 
  
  63
  THE SOLSTICE SCAR
  a DC 20 Will save to avoid becoming overwhelmed with 
  self-pity. This condition renders the revenant helpless, and 
  lasts until the revenant is attacked or sees its murderer. If 
  a revenant resists becoming overwhelmed, the revenant 
  becomes obsessed with the source that triggered the saving 
  throw and does everything it can to destroy it, reacting to the 
  trigger as if the trigger were its murderer and gaining bonuses 
  from its reason to hate ability.
  Sense Murderer (Su) A revenant knows the direction but not 
  the distance to its murderer—this sense can be blocked by any 
  effect that blocks scrying. Against its murderer, a revenant has 
  true seeing and discern lies in effect at all times (CL 20th); 
  these abilities cannot be dispelled.
  SPECTRE 
  CR 7
  Pathfinder RPG Bestiary 256
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +17
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
  hp 52 (8d8+16)
  Fort +4, Ref +5, Will +9
  Defensive Abilities incorporeal, channel resistance +2
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +10 (1d8 plus energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 16)
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
  Base Atk +6; CMB +6; CMD 21
  Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), 
  Weapon Focus (touch)
  Skills Fly +11, Intimidate +13, Knowledge (history) +10, 
  Knowledge (religion) +13, Perception +17, Stealth +14, 
  Survival +11
  Languages Common
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a spectre become 
  spectres themselves in 1d4 rounds. Spawn so created are less 
  powerful than typical spectres, and suffer a –2 penalty on all 
  d20 rolls and checks, receive –2 hp per HD, and only drain 
  one level on a touch. Spawn are under the command of the 
  spectre that created them and remain enslaved until its death, 
  at which point they lose their spawn penalties and become 
  full-fledged and free-willed spectres. They do not possess any 
  of the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless in natural 
  sunlight (not merely a daylight spell) and flee from it. A 
  spectre caught in sunlight cannot attack and is staggered.
  Unnatural Aura (Su) Animals, whether wild or domesticated, can 
  sense the unnatural presence of a spectre at a distance of 30 
  feet. They do not willingly approach nearer than that and panic 
  if forced to do so unless a master succeeds at a DC 25 Handle 
  Animal, Ride, or wild empathy check. A panicked animal 
  remains so as long as it is within 30 feet of the spectre.
  VAMPIRE SAVAGE 
  CR 10
  Pathfinder RPG Monster Codex 241
  Half-orc vampire barbarian 9
  CE Medium undead (augmented humanoid, human, orc)
  Init +8; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 21, touch 14, flat-footed 16 (+1 deflection, +4 Dex, +1 dodge, 
  +7 natural, –2 rage)
  hp 136 (9d12+72); fast healing 5
  Fort +13, Ref +10, Will +8
  Defensive Abilities channel resistance +4, improved uncanny 
  dodge, orc ferocity, trap sense +3; DR 10/magic and silver and 
  DR 1/—; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 40 ft.
  Melee +1 greataxe +20/+15 (1d12+16/×3), bite +14 (1d4+5 plus 
  energy drain), slam +15 (1d4+5 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 20), energy drain (2 levels, DC 20), rage (24 
  rounds/day), rage powers (animal fury, bleeding blow, no 
  escape, powerful blow +3)
  TACTICS
  Base Statistics When he’s not raging, the savage’s statistics are 
  AC 23, touch 16, flat-footed 18; hp 118; Fort +11, Will +6; 
  Melee +1 greataxe +18/+13 (1d12+13/×3), slam +13 (1d4+4 
  plus energy drain), bite +12 (1d4+4 plus energy drain); Str 26, 
  Cha 18; CMB +17 (+21 bull rush).
  STATISTICS
  Str 30, Dex 18, Con —, Int 10, Wis 14, Cha 22
  Base Atk +9; CMB +19 (+23 bull rush); CMD 33 (35 vs. bull rush)
  Feats AlertnessB, Cleave, Combat ReflexesB, DodgeB, Greater Bull 
  Rush, Improved Bull Rush, Improved InitiativeB, Lightning 
  ReflexesB, Power Attack, ToughnessB, Weapon Focus (slam)
  Skills Acrobatics +16 (+20 when jumping), Intimidate +20, 
  Knowledge (nature) +12, Perception +24, Sense Motive +12; 
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, 
  +8 Stealth
  Languages Common, Orc
  SQ change shape (dire bat or wolf, beast shape II), fast 
  movement, gaseous form, orc blood, shadowless, spider climb
  Combat Gear potion of blur, potion of haste, potion of resist 
  energy (fire); Other Gear +1 greataxe, amulet of natural 
  armor +1, belt of giant strength +2, cloak of resistance +1, 
  ring of protection +1, 80 gp
  
  PATHFINDER SOCIETY SCENARIO
  64
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire can suck blood from a grappled 
  opponent; if the vampire establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of Constitution damage. The 
  vampire heals 5 hit points or gains 5 temporary hit points for 
  1 hour (up to a maximum number of temporary hit points 
  equal to its full normal hit points) each round it drains blood.
  Change Shape (Su) A vampire can use change shape to assume 
  the form of a dire bat or wolf, as beast shape II.
  Children of the Night (Su) Once per day, a vampire can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as 
  a standard action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire for up 
  to 1 hour.
  Create Spawn (Su) A vampire can create spawn out of those it 
  slays with blood drain or energy drain, provided that the slain 
  creature is of the same creature type as the vampire’s base 
  creature type. The victim rises from death as a vampire in 1d4 
  days. This vampire is under the command of the vampire that 
  created it, and remains enslaved until its master’s destruction. 
  A vampire may have enslaved spawn totaling no more than 
  twice its own Hit Dice; any spawn it creates that would exceed 
  this limit become free-willed undead. A vampire may free an 
  enslaved spawn in order to enslave a new spawn, but once 
  freed, a vampire or vampire spawn cannot be enslaved again.
  Dominate (Su) A vampire can crush a humanoid opponent’s 
  will as a standard action. Anyone the vampire targets must 
  succeed on a Will save or fall instantly under the vampire’s 
  influence, as though by a dominate person spell (caster level 
  12th). The ability has a range of 30 feet.
  Energy Drain (Su) A creature hit by a vampire’s slam gains two 
  negative levels. This ability only triggers once per round, 
  regardless of the number of attacks a vampire makes.
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Undead Barbarian An undead creature with the ability to enter 
  a rage gains the morale bonuses from rage despite being 
  immune to morale effects. The bonus to Constitution from the 
  rage applies to an undead creature’s Charisma instead.
  Weaknesses Vampires cannot tolerate the strong odor of garlic 
  and will not enter an area laced with it. Similarly, they recoil 
  from mirrors or strongly presented holy symbols. These 
  things don’t harm the vampire—they merely keep it at bay. 
  A recoiling vampire must stay at least 5 feet away from 
  the mirror or holy symbol and cannot touch or make melee 
  attacks against that creature. Holding a vampire at bay takes 
  a standard action. After 1 round, a vampire can overcome its 
  revulsion of the object and function normally each round it 
  makes a DC 25 Will save.
  Vampires cannot enter a private home or dwelling unless 
  invited in by someone with the authority to do so.
  Reducing a vampire’s hit points to 0 or lower incapacitates 
  it but doesn’t always destroy it (see fast healing). However, 
  certain attacks can slay vampires. Exposing any vampire 
  to direct sunlight staggers it on the first round of exposure 
  and destroys it utterly on the second consecutive round of 
  exposure if it does not escape. Each round of immersion in 
  running water inflicts damage on a vampire equal to one-third 
  of its maximum hit points—a vampire reduced to 0 hit points 
  in this manner is destroyed. Driving a wooden stake through 
  a helpless vampire’s heart instantly slays it (this is a full-round 
  action). However, it returns to life if the stake is removed, 
  unless the head is also severed and anointed with holy water.
  
  65
  THE SOLSTICE SCAR
  APPENDIX 9: SUBTIER 10–11 BESTIARY 
  (PART 5)
  ADVANCED AMAROK 
  CR 13
  Pathfinder RPG Bestiary 5 288, 17
  LN Huge magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent, see in 
  darkness, true seeing; Perception +30
  DEFENSE
  AC 32, touch 15, flat-footed 25 (+7 Dex, +17 natural, -2 size)
  hp 202 (15d10+120)
  Fort +17, Ref +16, Will +15
  OFFENSE
  Speed 50 ft.
  Melee bite +25 (4d6+18/19–20 plus grab and trip)
  Space 15 ft.; Reach 10 ft.
  Special Attacks grab, soul bite, trip
  Spell-Like Abilities (CL 12th; concentration +17)
  Constant—discern lies, true seeing
  3/day—remove curse
  STATISTICS
  Str 34, Dex 25, Con 26, Int 19, Wis 27, Cha 20
  Base Atk +15; CMB +29 (+37 grapple); CMD 46 (48 vs. grapple, 
  50 vs. trip)
  Feats Alertness, Cleave, Combat Reflexes, Greater Grapple, 
  Improved Critical (bite), Improved Grapple, Improved Vital 
  Strike, Iron Will, Power Attack, Vital Strike
  Skills Acrobatics +25, Perception +30, Sense Motive +27, Stealth 
  +21, Survival +23, Swim +30; Racial Modifiers +4 Stealth
  Languages Common, Sylvan; speak with animals
  SPECIAL ABILITIES
  Soul Bite (Su) As a standard action, an amarok can bite directly 
  into the soul of any creature it can see. A shadowy image 
  of the bitten creature appears next to the amarok, and the 
  amarok makes its bite attack as if the creature were within 
  reach. A soul bite deals the same amount of damage as 
  a normal bite attack, and ignores hardness and damage 
  reduction. If its bite attack hits, the amarok can attempt to 
  trip and grab the target. When the amarok grabs a creature in 
  this way, the creature doesn’t move, but the amarok visibly 
  wrestles with the shadowy image and the creature appears 
  to be grappling with thin air. This ability doesn’t work against 
  creatures that don’t have souls (like most constructs) or that 
  don’t have a separate body and soul (like outsiders).
  ADVANCED CATOBELPAS 
  CR 13
  Pathfinder RPG Bestiary 2 292, 52
  N Large magical beast
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +27
  Aura stench (30 ft., DC 25, 10 rounds)
  DEFENSE
  AC 31, touch 10, flat-footed 30 (+1 Dex, +21 natural, –1 size)
  hp 189 (14d10+112)
  Fort +17, Ref +10, Will +10
  SR 23
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +20 (3d6+7), gore +20 (2d8+7/19–20), 2 hooves +18 
  (1d8+3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (60 ft. cone, poison, Fortitude DC 
  25, usable every 1d4 rounds), trample (4d6+10, DC 24)
  STATISTICS
  Str 24, Dex 12, Con 26, Int 9, Wis 19, Cha 14
  Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
  Feats Diehard, Endurance, Improved Critical (gore), Improved Iron 
  Will, Iron Will, Multiattack, Skill Focus (Perception)
  Skills Perception +27, Swim +15
  Languages Aklo
  SPECIAL ABILITIES
  Poison Breath (Ex) A catoblepas’s horrid, stinking breath is 60-
  foot cone of poison gas. Breath—contact; save Fort DC 23; 
  frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 
  3 consecutive saves.
  CORPSE LOTUS 
  CR 13
  Pathfinder RPG Bestiary 5 60
  N Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 
  30 ft.; Perception +21
  Aura preserving mists (30 ft.)
  DEFENSE
  AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, -2 size)
  hp 178 (17d8+102)
  Fort +16, Ref +11, Will +6
  Defensive Abilities all-around vision; DR 10/slashing; Immune 
  plant traits; Resist acid 10, electricity 10
  OFFENSE
  Speed 10 ft.
  Melee 4 vines +22 (1d8+12 plus grab)
  Space 15 ft.; Reach 25 ft.
  Special Attacks constrict (1d8+12), swallow whole (4d6 acid 
  damage, AC 17, 17 hp)
  STATISTICS
  Str 34, Dex 19, Con 23, Int 2, Wis 13, Cha 14
  Base Atk +12; CMB +26 (+28 bull rush); CMD 40 (42 vs. bull 
  rush, can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, 
  Great Cleave, Improved Bull Rush, Lightning Reflexes, Power 
  Attack, Weapon Focus (vine)
  Skills Perception +21
  SQ camouflage, digest corpse, preserving mists
  SPECIAL ABILITIES
  Camouflage (Ex) A corpse lotus can blend in exceptionally well 
  with vegetated areas when not taking any actions. In such 
  an area, a creature must make a successful DC 30 Perception 
  
  PATHFINDER SOCIETY SCENARIO
  66
  check to recognize a corpse lotus for what it is before the 
  corpse lotus attacks the first time.
  Digest Corpse (Su) A corpse lotus can consume a corpse to 
  quickly heal damage it has taken. As a standard action, a 
  corpse lotus can swallow any corpse within reach that still has 
  flesh attached to grant itself fast healing 10 for 1 minute. Any 
  living creature killed by a corpse lotus’s swallow whole ability 
  automatically triggers this ability. A corpse lotus must wait 
  until 1 minute after its fast healing has ended before it can 
  use this ability again.
  Preserving Mists (Su) Corpse lotuses emanate a fine mist that 
  spreads across the ground to a range of 30 feet. Any corpse 
  within this area is affected as if by gentle repose (CL 1st).
  Vines (Ex) A corpse lotus’s vines are primary natural attacks 
  with the grab ability. A corpse lotus doesn’t gain the grappled 
  condition when grappling enemies with its vines and can 
  maintain grapples with any number of its vines with the same 
  standard action.
  FROGHEMOTH 
  CR 13
  Pathfinder RPG Bestiary 136
  N Huge aberration
  Init +5; Senses all-around vision, blindsight 30 ft., darkvision 60 
  ft.; Perception +16
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
  hp 184 (16d8+112)
  Fort +12, Ref +8, Will +11
  Immune electricity (partial); Resist fire 10
  Weaknesses slowed by electricity
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +20 (2d6+10/19–20 plus grab), 4 tentacles +18 
  (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks constrict (tentacle, 1d6+10), swallow whole 
  (3d6+10 damage, AC 19, hp 18)
  STATISTICS
  Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
  Base Atk +12; CMB +24 (+28 grapple); CMD 35
  Feats Cleave, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill 
  Focus (Stealth)
  Skills Perception +16, Stealth +14 (+22 in marshes), Swim +18; 
  Racial Modifiers +8 Perception, +8 Stealth in marshes
  SPECIAL ABILITIES
  All-Around Vision (Ex) A froghemoth’s stalked eyes allow it to 
  see in all directions at once. It cannot be flanked.
  Slowed by Electricity (Ex) Although a froghemoth is immune to 
  damage from electricity, whenever it would otherwise take 
  such damage it is instead slowed for 1 round.
  GOLIATH SPIDER 
  CR 11
  Pathfinder RPG Bestiary 4 252
  N Colossal vermin
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, –8 size)
  hp 147 (14d8+84)
  Fort +15, Ref +5, Will +4
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (6d8+22 plus poison)
  Space 30 ft.; Reach 30 ft.
  Special Attacks poison, poisoned web (+13 ranged, DC 23, 14 
  hp), trample (4d8+22, DC 32)
  STATISTICS
  Str 41, Dex 13, Con 22, Int —, Wis 10, Cha 2
  Base Atk +10; CMB +33; CMD 44 (56 vs. trip)
  Skills Climb +23, Perception +4, Stealth –7 (+1 in forests); Racial 
  Modifiers +8 Climb, +4 Perception, +8 Stealth (+16 in forests)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d6 Str and paralysis 1 round; cure 2 
  consecutive saves.
  Poisoned Web (Ex) This ability works like the web ability, but 
  affects all creatures in a 10-foot-radius burst. In addition, any 
  creature hit by the web must save against the spider’s poison.
  ORC WITCH DOCTOR 
  CR 8
  Pathfinder RPG Monster Codex 171
  Orc witch (scarred witch doctor) 9 (Pathfinder RPG Advanced 
  Race Guide 140)
  CE Medium humanoid (orc)
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
  hp 94 (9d6+60)
  Fort +7, Ref +6, Will +10; +2 vs. pain
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4+1/19–20)
  Ranged sling +6 (1d4+1)
  Special Attacks hexes (blight [90 feet], cackle, evil eye [–4, 4 
  rounds], misfortune [2 rounds], slumber [9 rounds])
  Witch Spells Prepared (CL 9th; concentration +10)
  5th—cloudkill (DC 17)
  4th—enervation, shout (DC 16)
  3rd—fly, lightning bolt (DC 15), pain strikeAPG (DC 15), 
  screechAPG (DC 15)
  2nd—blindness/deafness (DC 14), false life, glitterdust (DC 
  14), hold person (DC 14), touch of idiocy
  
  67
  THE SOLSTICE SCAR
  1st—burning hands (DC 13), chill touch (DC 13), enlarge 
  person (DC 13), mage armor, ray of enfeeblement (DC 13)
  0 (at will)—arcane mark, detect magic, read magic, sparkAPG
  Patron vengeance
  TACTICS
  Before Combat The witch doctor casts false life and mage armor 
  on herself before combat.
  During Combat Before enemies reach her, the witch doctor 
  casts cloudkill. She then casts fly on herself so she can cast 
  additional spells and use hexes from above her enemies’ 
  melee reach. The witch doctor typically spends a couple of 
  rounds weakening her strongest foes using enervation and 
  ray of exhaustion, then begins blasting with evocation spells.
  Base Statistics Without false life and mage armor, the witch 
  doctor’s statistics are AC 13, touch 13, flat-footed 11; hp 79.
  STATISTICS
  Str 12, Dex 14, Con 16, Int 12, Wis 12, Cha 8
  Base Atk +4; CMB +5; CMD 18
  Feats Accursed Hex, Combat Casting, Extra HexAPG, Iron Will, 
  Toughness
  Skills Heal +7, Intimidate +12, Perception +10, Spellcraft +13
  Languages Common, Orc
  SQ fetish mask, fierce intelligence, hex scar, scarshield (+4, 9 
  min./day), weapon familiarity
  Combat Gear potion of cure serious wounds, wand of ray of 
  exhaustion (4 charges); Other Gear mwk dagger, sling with 
  20 stones, belt of incredible dexterity +2, bracers of armor +1, 
  cloak of resistance +1, ring of protection +1, 98 gp
  SPECIAL ABILITIES
  Errata Adjustments These statistics first appeared in Pathfinder 
  RPG Monster Codex, shortly after which the scarred witch doctor 
  archetype received adjustments in a new printing of Pathfinder 
  RPG Advanced Race Guide. The special abilities printed below 
  reflect the updated abilities, and the statistics above have 
  received minor adjustments to match these changes. In some 
  places, there may be minor inconsistencies that result and can 
  be waived (e.g. the witch doctor’s low Intelligence would now 
  prevent her casting 5th-level spells). To minimize the number 
  of books needed to run this encounter, the spells prepared have 
  replaced several Advanced Race Guide spells with those that 
  appear in the Pathfinder Core Rulebook.
  It is also okay to use the original statistics as they appear in 
  the Monster Codex.
  Fetish Mask (Su) When wearing her fetish mask, a scarred witch 
  doctor gains a +2 circumstance bonus on Heal and Intimidate 
  checks and gains a +2 bonus on saving throws against effects 
  that specifically cause pain or have the pain descriptor.
  Fierce Intelligence A scarred witch doctor treats her Intelligence 
  score as 2 points higher when determining the highest level of 
  spells she can cast, the number of spells she can cast per day, 
  her spell save DCs, her number of spells known at 1st level, and 
  any effects of her hexes determined by her Intelligence.
  Hexes (Su) The scarred witch doctor’s save DCs for her hexes is 16.
  Scarshield (Su) At 1st level, a scarred witch doctor learns how 
  to harden her mutilated skin, gaining a +4 enhancement 
  bonus to her natural armor. She can use this ability for a 
  number of minutes per day equal to her class level. These 
  minutes do not need to be consecutive, but she must spend 
  them in 1-minute increments.
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  
  PATHFINDER SOCIETY SCENARIO
  68
  APPENDIX 10: SUBTIER 10–11 BESTIARY 
  (PART 6)
  ADULT UMBRAL DRAGON 
  CR 14
  Pathfinder RPG Bestiary 2 102
  CE Huge dragon (extraplanar)
  Init +4; Senses dragon senses; Perception +25
  Aura frightful presence (180 ft., DC 23)
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 195 (17d12+85)
  Fort +15, Ref +10, Will +15
  DR 5/magic; Immune cold, death effects, energy drain, 
  paralysis, sleep; SR 25
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+12/19–20), 2 claws +23 (2d6+8), tail slap 
  +21 (2d6+12), 2 wings +21 (1d8+4)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 23, 12d8 
  negative energy, DC 23), crush, shadow breath (6 Str)
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—darkness, shadow walk, vampiric touch
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, inflict serious wounds (DC 18)
  2nd (7/day)—command undead (DC 17), invisibility, web 
  (DC 17)
  1st (8/day)—grease (DC 16), inflict light wounds (DC 16), 
  magic missile, reduce person (DC 16), shield
  0 (at will)—bleed (DC 15), detect magic, detect poison, disrupt 
  undead (DC 15), mage hand, ray of frost, read magic
  STATISTICS
  Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
  Feats Hover, Improved Critical (bite), Improved Initiative, 
  Improved Vital Strike, Multiattack, Power Attack, Skill Focus 
  (Stealth), Snatch, Vital Strike
  Skills Bluff +25, Diplomacy +25, Fly +16, Knowledge (arcana, 
  local, planes) +25, Perception +25, Sense Motive +25, Stealth 
  +18, Survival +25
  Languages Abyssal, Aklo, Common, Draconic, Necril, Undercommon
  SQ ghost bane, umbral scion
  SPECIAL ABILITIES
  Ghost Bane (Su) A young or older umbral dragon’s physical 
  attacks deal damage to incorporeal creatures normally.
  Shadow Breath (Su) Three times per day, an adult umbral 
  dragon can breathe a cone of shadows. Creatures who fail 
  a DC 23 Fortitude save are blinded for 1d4 rounds and take 
  6 points of Strength drain. A successful save negates the 
  blindness and reduces Strength drain to 1d4 points.
  Umbral Scion (Ex) Umbral dragons have negative energy affinity 
  and are immune to energy drain and death effects.
  ESHIMKA 
  CR 16
  Nightwalker (Pathfinder RPG Bestiary 2 201)
  CE Huge undead (extraplanar, nightshade)
  Init +2; Senses darksense, darkvision 60 ft., detect magic, low-
  light vision; Perception +29
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
  hp 241 (21d8+147)
  Fort +14, Ref +11, Will +19
  DR 15/good and silver; Immune cold, undead traits; SR 27
  Weaknesses light aversion
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, 
  swift sundering
  Spell-Like Abilities (CL 16th; concentration +21)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 19), deeper darkness, greater dispel 
  magic, unholy blight (DC 19)
  3/day—confusion (DC 19), haste, hold monster (DC 20), 
  invisibility, quickened unholy blight (DC 19)
  1/day—cone of cold (DC 20), finger of death (DC 22), plane 
  shift (DC 22), summon (level 7, 4 greater shadows)
  STATISTICS
  Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21
  Base Atk +15; CMB +29; CMD 41
  Feats Combat Expertise, Command Undead, Greater Sunder, 
  Greater Vital Strike, Improved Critical (claws), Improved 
  Disarm, Improved Sunder, Improved Vital Strike, Power Attack, 
  Quicken Spell-Like Ability (unholy blight), Vital Strike
  Skills Intimidate +29, Knowledge (arcana) +29, Knowledge 
  (planes) +26, Knowledge (religion) +29, Perception +29, 
  Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in 
  darkness), Swim +33; Racial Modifiers +8 Stealth in dim light 
  and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Darksense (Ex) Nightshades gain true seeing in dim light and 
  darkness. Regardless of light conditions, they can detect living 
  creatures and their health within 60 feet, as blindsense with 
  deathwatch continuously active. Mind blank and nondetection 
  prevent the latter effect but not the nightshade’s true seeing.
  Desecrating Aura (Su) All nightshades have a 30-foot- radius 
  emanation equivalent to a desecrate spell centered on a 
  shrine of evil power. Undead within this radius (including the 
  nightshade) gain a +2 profane bonus on attack and damage 
  rolls and saving throws, as well as +2 hit points per die, and 
  the save DC of channeled negative energy is increased by 
  +6 (these adjustments are included for the nightshades in 
  their entries). This aura can be negated by dispel evil, but 
  
  69
  THE SOLSTICE SCAR
  a nightshade can reactivate it on its turn as a free action. A 
  desecrating aura suppresses and is suppressed by consecrate 
  or hallow; both effects are negated within any overlapping 
  area of effect.
  Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 
  negates. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Light Aversion (Ex) A nightshade in bright light becomes 
  sickened—the penalties from this condition are doubled when 
  the nightshade is in natural sunlight.
  Summon (Sp) Nightshades can summon undead creatures. 
  They can be summoned only within areas of darkness, and 
  summoned undead cannot create spawn.
  Swift Sundering (Su) A nightwalker can make a sunder attempt 
  as a swift action with one of its claws.
  HARIONAGO 
  CR 11
  Pathfinder RPG Bestiary 4 149
  NE Medium undead
  Init +9; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
  hp 147 (14d8+84)
  Fort +10, Ref +9, Will +12
  Defensive Abilities channel resistance +2; DR 10/magic; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +15 (1d6+4/19–20 plus paralysis), 4 hair barbs 
  +12 (1d6+2/19–20 plus bleed)
  Space 5 ft.; Reach 5 ft. (10 ft. with hair barbs)
  Special Attacks bleed (5), infectious laughter, paralysis (1d4+1 
  rounds, DC 23)
  Spell-Like Abilities (CL 14th; concentration +20)
  3/day—feather fall, levitate, ray of enfeeblement (DC 17), 
  unnatural lust (DC 18)
  1/day—charm monster (DC 19), vampiric touch (DC 19)
  STATISTICS
  Str 19, Dex 20, Con —, Int 15, Wis 17, Cha 22
  Base Atk +10; CMB +14; CMD 29
  Feats Combat Reflexes, Improved Critical (claw), Improved 
  Critical (hair barb), Improved Initiative, Improved Natural 
  Attack (hair barb), Multiattack, Weapon Finesse
  Skills Bluff +20, Disguise +23, Intimidate +16, Knowledge 
  (nobility) +5, Perception +20, Perform (sing) +10, Sense 
  Motive +20, Stealth +22
  Languages Common, Elven, Sylvan
  SPECIAL ABILITIES
  Infectious Laughter (Su) As a full-round action, a harionago 
  can emit a scornful laugh ringing out in a 60-foot burst. A 
  creature that hears the laughter must succeed at a DC 23 Will 
  saving thrown or be affected as the hideous laughter spell (CL 
  14th), except that a laughing creature is considered helpless 
  to the harionago. A creature that successfully saves against a 
  harionago’s scornful laughter can’t be affected by that same 
  harionago’s laughter for 24 hours. This is a mind-affecting 
  effect that can be countered with the countersong class 
  feature. Its save DC is Charisma-based.
  JARL BLOODFIST 
  CR 12
  Frost giant vampire rogue 2 (Pathfinder RPG Bestiary 270, 149)
  CE Large undead (augmented humanoid, cold, giant)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +30
  DEFENSE
  AC 31, touch 13, flat-footed 27 (+3 armor, +3 Dex, +1 dodge, +15 
  natural, –1 size)
  hp 154 (16d8+82); fast healing 5
  Fort +13, Ref +12, Will +10
  Defensive Abilities channel resistance +4, evasion, rock 
  catching; DR 10/magic and silver; Immune cold, undead 
  traits; Resist electricity 10
  Weaknesses vampire weaknesses, vulnerability to fire
  OFFENSE
  Speed 40 ft.
  Melee +1 morningstar +24/+19/+14 (2d6+14), slam +18 
  (1d6+6 plus energy drain)
  2 slams +23 (1d8+13 plus energy drain)
  Ranged rock +13 (1d8+19 plus 6d6 negative energy)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 22), energy drain (2 levels, DC 22), rock 
  throwing (120 ft.), sneak attack +1d6
  STATISTICS
  Str 37, Dex 17, Con —, Int 10, Wis 18, Cha 19
  Base Atk +11; CMB +25 (+27 overrun, +27 sunder); CMD 39 (41 
  vs. overrun, 41 vs. sunder)
  Feats AlertnessB, Cleave, Combat ReflexesB, DodgeB, Great Cleave, 
  Improved InitiativeB, Improved Iron Will, Improved Overrun, 
  Improved Sunder, Iron Will, Lightning ReflexesB, Power Attack, 
  Skill Focus (Stealth), ToughnessB
  Skills Acrobatics +10, Bluff +12, Climb +20, Craft (weapons) +5, 
  Intimidate +17, Perception +30, Sense Motive +14, Stealth 
  +27; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense 
  Motive, +8 Stealth
  Languages Common, Giant
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, rogue talent (stand up), shadowless, spider climb, 
  trapfinding +1
  Combat Gear potions of invisibility (2); Other Gear +1 leather 
  armor, +1 morningstar, 5 rocks
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire can suck blood from a grappled 
  opponent; if the vampire establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of Constitution damage. The 
  vampire heals 5 hit points or gains 5 temporary hit points for 
  1 hour (up to a maximum number of temporary hit points 
  
  PATHFINDER SOCIETY SCENARIO
  70
  equal to its full normal hit points) each round it drains blood.
  Change Shape (Su) A vampire can use change shape to assume 
  the form of a dire bat or wolf, as beast shape II.
  Children of the Night (Su) Once per day, a vampire can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as 
  a standard action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire for up 
  to 1 hour.
  Create Spawn (Su) A vampire can create spawn out of those it 
  slays with blood drain or energy drain, provided that the slain 
  creature is of the same creature type as the vampire’s base 
  creature type. The victim rises from death as a vampire in 1d4 
  days. This vampire is under the command of the vampire that 
  created it, and remains enslaved until its master’s destruction. 
  A vampire may have enslaved spawn totaling no more than 
  twice its own Hit Dice; any spawn it creates that would exceed 
  this limit become free-willed undead. A vampire may free an 
  enslaved spawn in order to enslave a new spawn, but once 
  freed, a vampire or vampire spawn cannot be enslaved again.
  Dominate (Su) A vampire can crush a humanoid opponent’s 
  will as a standard action. Anyone the vampire targets must 
  succeed on a Will save or fall instantly under the vampire’s 
  influence, as though by a dominate person spell (caster level 
  12th). The ability has a range of 30 feet.
  Energy Drain (Su) A creature hit by a vampire’s slam gains two 
  negative levels. This ability only triggers once per round, 
  regardless of the number of attacks a vampire makes.
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Weaknesses Vampires cannot tolerate the strong odor of garlic 
  and will not enter an area laced with it. Similarly, they recoil 
  from mirrors or strongly presented holy symbols. These 
  things don’t harm the vampire—they merely keep it at bay. 
  A recoiling vampire must stay at least 5 feet away from 
  the mirror or holy symbol and cannot touch or make melee 
  attacks against that creature. Holding a vampire at bay takes 
  a standard action. After 1 round, a vampire can overcome its 
  revulsion of the object and function normally each round it 
  makes a DC 25 Will save.
  Vampires cannot enter a private home or dwelling unless 
  invited in by someone with the authority to do so.
  Reducing a vampire’s hit points to 0 or lower incapacitates 
  it but doesn’t always destroy it (see fast healing). However, 
  certain attacks can slay vampires. Exposing any vampire 
  to direct sunlight staggers it on the first round of exposure 
  and destroys it utterly on the second consecutive round of 
  exposure if it does not escape. Each round of immersion in 
  running water inflicts damage on a vampire equal to one-third 
  of its maximum hit points—a vampire reduced to 0 hit points 
  in this manner is destroyed. Driving a wooden stake through 
  a helpless vampire’s heart instantly slays it (this is a full-round 
  action). However, it returns to life if the stake is removed, 
  unless the head is also severed and anointed with holy water.
  KELLID WARRIOR 
  CR 9
  Human ranger 10
  N Medium humanoid (human)
  Init +4; Senses Perception +14
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
  hp 99 (10d10+40)
  Fort +10, Ref +12, Will +7
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +13/+8 (1d8+2/×3)
  Ranged +1 composite longbow +16/+11 (1d8+3/×3)
  Special Attacks combat style (archery), favored enemies 
  (animals +6, evil outsiders +2, undead +2)
  Ranger Spells Prepared (CL 7th; concentration +8)
  2nd—barkskin
  1st—aspect of the falconAPG, longstrider, resist energy
  STATISTICS
  Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +10; CMB +12; CMD 26
  Feats Deadly Aim, Endurance, Improved Precise Shot, Iron 
  Will, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Toughness, Weapon Focus (longbow)
  Skills Climb +15, Handle Animal +12, Knowledge (nature) +13, 
  Perception +14, Stealth +17, Survival +14, Swim +15
  Languages Common, Hallit
  SQ favored terrains (forest +4, plains +2), hunter’s bond 
  (companions), swift tracker, track +5, wild empathy +9, 
  woodland stride
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds; Other Gear +2 studded leather, +1 composite 
  longbow (+2 Str) with 40 arrows, sizzling arrowAPG, mwk 
  battleaxe, cloak of resistance +1
  VAMPIRE
  Pathfinder RPG Bestiary 270
  Female human vampire sorcerer 8
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, 
  +6 natural)
  hp 102 (8d6+72); fast healing 5
  Fort +13, Ref +11, Will +12
  
  71
  THE SOLSTICE SCAR
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 22), energy drain (2 levels, DC 22)
  Bloodline Spell-Like Ability (CL 8th, +7 touch)
  11/day—grave touch
  Sorcerer Spells Known (CL 8th, concentration +16)
  4th (5/day)—greater invisibility
  3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch
  2nd (8/day)—false life, invisibility, scorching ray, web (DC 20)
  1st (8/day)—burning hands (DC 19), chill touch (DC 19), 
  disguise self, expeditious retreat, mage armor, magic missile
  0—acid splash, detect magic, light, mage hand, mending, 
  message, open/close, read magic
  Bloodline undead
  STATISTICS
  Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26
  Base Atk +4; CMB +7; CMD 24
  Feats AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, 
  DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, 
  Lightning ReflexesB, Silent Spell, Still Spell, ToughnessB, 
  Weapon Finesse
  Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) 
  +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth 
  +12, Use Magic Device +19; Racial Modifiers +8 Bluff,+8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Draconic
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb
  Gear cloak of resistance +3, headband of alluring charisma +4, 
  ring of protection +2
  SPECIAL ABILITIES
  For vampire special abilities, see Jarl Bloodfrost on page 69.
  VOID BEAR 
  CR 10
  Advanced void-ravaged polar bear (Pathfinder RPG Bestiary 5 
  288, 41, Pathfinder RPG Planar Adventures 117)
  N Large animal
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE
  AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
  hp 135 (10d8+90)
  Fort +16, Ref +12, Will +10
  Defensive Abilities negative energy affinity; DR 5/—; Immune 
  death effects, energy drain, mind-affecting effects
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +17 (1d8+11 plus energy drain), claw +17 (1d6+11 
  plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy drain (1 level, DC 19)
  STATISTICS
  Str 33, Dex 21, Con 29, Int 2, Wis 20, Cha 18
  Base Atk +7; CMB +19 (+23 grapple); CMD 34
  Feats Diehard, Endurance, Improved Initiative, Iron Will, Skill 
  Focus (Perception)
  Skills Perception +16, Survival +9, Swim +23
  SPECIAL ABILITIES
  Negative Energy Affinity (Ex) A void-ravaged creature is alive 
  but is healed by negative energy and harmed by positive 
  energy, as if it were an undead creature.
  
  PATHFINDER SOCIETY SCENARIO
  72
  APPENDIX 11: TABLE GM REFERENCE 
  SHEET—PART 5
  The following appendix compiles the Table GM information 
  that appears in Part 5.
  During Part 5, the PCs make their way into Northern 
  Fangwood, fight against blighted creatures, seek aid from 
  spirits bound to the forest, and might attempt a trial set up 
  by a fey called Grimpfkin. Finally, the PCs confront the heart 
  of the blight and its corrupted guardians.
  New Material: A new encounter called Lost Pathfinders 
  has been added to Part 5 as part of the Version D update. 
  This encounter can be played in two different ways, both 
  providing plenty of added content for ambitious groups and 
  offering some new experiences for players who are already 
  familiar with the events of Part 5.
  Pacing: All of Part 5 except the final encounter is intended 
  to take about 80 minutes to play, providing each table enough 
  time to complete 3–4 encounters. At that time, the Overseer 
  GM announces the transition to area R; do not move to that 
  area earlier. Once that announcement occurs, wrap up any 
  ongoing encounters with some quick narrative to ensure the 
  players get plenty of time to tackle the last encounter.
  Reporting: Almost all encounters have a reporting entry 
  at the very end that notes how to handle successes. Most 
  encounters involve the Table GM reporting one success to 
  the HQ Staff. If the PCs convince the spirits to aid them, the 
  Table GM should report one or more spirit successes. If the 
  PCs destroy the heart of the blight or a seedpod, the Table 
  GM should report one special success.
  Travel Time: Navigating the Fangwood is difficult, 
  and it takes about 20 minutes to travel from encounter 
  to encounter in Part 5 for a group with a speed of 30 feet 
  (about 30 minutes with a speed of 20 feet or 15 minutes for 
  a speed of 40 feet). Treat any PCs who are able to ignore 
  natural obstacles (such as with the woodland stride ability) 
  as though their speed were four times greater for the 
  purpose of this travel time.
  Fey Challenge: The encounter with Grimpfkin does not 
  involve reporting any successes or conditions that affect 
  the entire House. Instead, see the Development sections on 
  pages 37 and 39 for resolving that encounter.
  PART 5 CONDITIONS
  These conditions feature in Part 5.
  Helpful Spirits: This condition triggers and affects the 
  entire House once the tables have reported enough spirit 
  successes. This affects the placement of the PCs in the 
  encounter in area Q, and the House gains access to a new aid 
  token benefit for the final encounter; see the Guardians and 
  Spirits sidebar on page 39.
  Unaware Guardians: This condition triggers and a ects 
  the entire House once the tables have reported enough 
  successes. This affects the encounter in area Q; see the 
  Guardians and Spirits sidebar on page 39.
  Weakening Blight: This condition triggers and a ects 
  the entire House once the tables have reported enough 
  special successes. All blighted creatures must immediately 
  succeed at an Easy Will save or become dazed for 1 round. 
  Additionally, the blighted creatures take a −1 penalty to AC 
  and a –1 penalty on attack rolls and saving throws.
  
  73
  THE SOLSTICE SCAR
  APPENDIX 12: TABLE GM REFERENCE 
  SHEET—PART 6
  The following appendix compiles the Table GM information 
  that appears in Part 6.
  Pacing: All of Part 6 except the final encounter is 
  intended to take about 80 minutes to play, providing each 
  table enough time to complete several encounters. After 80 
  minutes (or slightly before, if the House is reporting many 
  successes), the Overseer GM announces the transition to 
  encounter W; do not begin that encounter earlier. Once 
  the announcement occurs, it’s okay to wrap up an ongoing 
  encounter with some quick narrative to ensure the players 
  get plenty of time to tackle the last encounter.
  Healing: The PCs have enough time to do some quick 
  healing between the different encounters, such as using 
  healing spells, potions, or wands.
  Light: Part 6 takes place in the late afternoon and evening, 
  but the Negative Energy Plane’s encroaching influence 
  restricts the region to dim light.
  Terrain: Forest areas are considered difficult terrain, 
  except in the final encounter (see page 35). The standing 
  stones are 10 feet high. The river’s water flows swiftly and 
  requires a DC 15 Swim check to traverse. The water is also 
  numbingly cold, and a PC who ends their turn in the water 
  is staggered for 1 round (Easy Fortitude save negates).
  Reporting: All encounters have a reporting entry at the 
  very end that notes how to handle successes. Most encounters 
  involve the Table GM reporting one success to the HQ Staff. 
  If the PCs succeed at the ritual (see page 34), the Table GM 
  should report one or two ritual successes. If the PCs defeat 
  their enemies in the final encounter, the Table GM should 
  report one special success. If the PCs defeat Eshimka, the 
  Table GM should report two special successes.
  PART 6 CONDITIONS
  These conditions feature in Part 6.
  Dangerous Drake: This condition triggers and affects 
  the entire House once enough tables have reported dragon 
  successes. Pathfinders have defeated a violent drake, either 
  slaying it so that more allies are available during the 
  final encounter or convincing the dragon to fight at the 
  Pathfinders’ side. If a table personally killed or negotiated 
  with the drake, this benefit should reflect their choices—
  such as by having the drake appear as reinforcements in the 
  PCs’ hour of need.
  During the final encounter in area W, each table gains a 
  bonus use of the Allied Offensive benefit as if provided by 
  an Aid Token.
  Empyreal Approval: This condition triggers and affects the 
  entire House once enough tables have reported successes. As 
  the Pathfinders push on, Vildeis’s approval grows, and she 
  renews the PCs’ vigor.
  Each PC regains any spent Blessing of Vildeis. A PC 
  cannot have more than one blessing.
  Eshimka Defeated: This condition triggers and affects the 
  entire House once enough tables report nightshade successes 
  and Eshimka successes. Pathfinders have dealt a devastating 
  blow to Eshimka, weakening her to the point that she can 
  neither direct the battle nor threaten large groups.
  Negate the hazard in area W. A table can expend any 
  Pathfinders’ Teamwork handout it has to restore a number 
  of hit points to each PC equal to 2 × the APL (minimum 5).
  Weakened Rift: This condition triggers and affects the 
  entire House once enough tables report ritual successes. 
  Shielded and aided by the Pathfinders, the Twinhorn mystics 
  have begun a powerful ritual to seal the Solstice Scar, the rift 
  to the Negative Energy Plane. The positive energy generated 
  by this process partially restores the PCs.
  Each PC regains hit points equal to 2 × the APL. In addition, 
  each PC regains one of the following of their choice.
  • Regain a single use of an ability the PC can use four or 
  fewer times per day or two uses of an ability the PC can 
  use at least five times a day.
  • Regain one or more spells or spell slots whose total levels 
  are equal to your character level (minimum 2).
  • Remove a temporary negative level or a disease.
  • Heal 1d3 points of damage to all ability scores.
  • Gain a +1 sacred bonus on all attack rolls and saving 
  throws either for the duration of your combat encounter 
  of for the duration of your next combat encounter.
  
  PATHFINDER SOCIETY SCENARIO
  74
  APPENDIX 13: OVERSEER GM REFERENCE 
  SHEET—PART 5
  The following appendix compiles the Overseer GM 
  information that appears in Part 5.
  During Part 5, the Overseer GM tallies reported successes, 
  special successes, and spirit successes. The Overseer GM is 
  also responsible for making announcements to the House, 
  tracking time, and concluding the adventure.
  After 80 Minutes: Once the House has had about 80 
  minutes to explore the blighted forest, the Overseer GM 
  should make the following announcement to indicate that 
  area Q is now accessible.
  It is difficult to tell how much time has passed through the 
  smothering canopy as Medda addresses the regrouped Pathfinder 
  and Twinhorn forces. “The ancient battlefield is just beyond those 
  trees. There, Ivvora and her comrades scattered an undead army, 
  but the necromantic taint never left this land. Instead, the plants 
  and animals have gradually absorbed the evil, encouraged by 
  someone calling herself Mother Bloodleaf.
  “We must strike as one, simultaneously attacking the 
  corruption’s heart as well as the seedpods spread out around the 
  swamp. Their destruction will unleash harmful energies, so we of 
  the Twinhorn following shall head toward the center to ritually 
  disperse that energy to keep it from festering anew! Each team 
  should follow its Twinhorn mystic to an intended target, and from 
  there, three blasts of a horn shall signal our attack. May Vildeis 
  bless us as she did Ivvora before us!”
  Medda, the Twinhorns, and the Pathfinders spread out and 
  make their way through the woods to their striking positions.
  In addition, read one of the two announcements in the 
  Successes entry below, based on the number of successes the 
  House has reported.
  Successes: The number of successes (not including spirit 
  successes) reported affects what extra condition is in effect 
  after 80 minutes when the House can enter area Q. If the 
  House has reported at least a number of successes equal 
  to 2-1/3 × the number of tables, the Unaware Guardians 
  condition is in play, and the Overseer GM should read the 
  first of the announcements below. If not, read the second 
  announcement instead.
  For the Unaware Guardians condition, read the 
  following aloud.
  Three blasts of a war-horn echo across the heavily forested 
  battleground. As the Pathfinders rush toward their targets, startled 
  figures with purple glowing eyes hurry toward the seedpods and 
  the enormous dark flower at the heart of the swamp. A shriek 
  carries over the battleground. “What treachery is this? My minions 
  have fallen without so much as warning me? No matter, I shall rip 
  out any trespassers’ souls and feed them to the blight!”
  Table GMs, the Unaware Guardians condition is now in effect, 
  and the way to area Q is now open. Please move to that encounter 
  area quickly.
  If the House has not earned enough successes to trigger 
  the Unaware Guardians condition, read the following instead.
  Three blasts of a war-horn echo across the battlefield. As the 
  Pathfinders rush toward their targets, malicious laughter echoes 
  over the marsh. “Ah, the main course has arrived at last! Our 
  flowers shall drink up your souls and spread across the land.” 
  Across the clearing, glowing purple eyes open in anticipation, and 
  an enormous flower near the center sways as if in anticipation. It 
  seems the creatures here are aware of your attack.
  Table GMs, please move to the encounter in area Q swiftly.
  Special Successes: Runners report special successes 
  following the destruction of the heart of the blight or a 
  seedpod in the encounter in area Q, and these contribute 
  to activating the Weakening Blight condition. Once the 
  House has reported a number of special successes equal to 
  one-third (1/3) the number of tables, rounded up, read the 
  following aloud.
  Several blasts of purple energy momentarily light up the 
  battlefield. The initial shouts of celebration are quickly drowned 
  out by the agonized screech emitted by the heart of the blight.
  Table GMs, the Weakening Blight effect is in play.
  Spirit Successes: Runners report either one or two spirit 
  successes whenever a table successfully concludes the Grove 
  of Faces encounter, and these contribute to activating the 
  Helpful Spirits condition. Once the House has reported a 
  number of spirit successes equal to the number of tables, 
  read the following aloud.
  Even though much of the forest withers from some evil curse, 
  eager faces flow from tree to tree as the friendly, whispering 
  spirits encourage their would-be saviors onward.
  Table GMs, the Helpful Spirits effect is in play.
  CONCLUDING PART 5
  After about 120 minutes, the Overseer GM should read the 
  following aloud to conclude Part 5.
  Strands of purple energy whip across the battleground and begin 
  to swirl above the remains of the giant flower. The continuous 
  chant of the Twinhorn shamans reaches a fever pitch and then 
  suddenly stops. After a breathless moment of silence, a loud 
  reverberating boom echoes across the swamp as a column of 
  purple energy pierces through the clouds, dissipating into the 
  starry sky. Shouts of celebration begin to sound across the field 
  as Medda makes her way to the heart of the blight. A shaft of 
  
  75
  THE SOLSTICE SCAR
  moonlight shines on the site through the parted clouds as she rips 
  through the withered roots of the blighted flower. Medda reaches 
  in and draws out the shriveled remains of a female crusader. In 
  stark contrast to the rest of the remains, her silvery breastplate 
  glimmers in the moonlight. A grievous blow has scarred its surface 
  where a golden engraved figure spreads out her wings. Trails of 
  blood seep out from scars running across the figure. Medda lowers 
  the remains gently upon a white cloak that a Twinhorn warrior has 
  placed on the ground.
  With a heavenly glow, the ghostly form of Ivvora appears in 
  the clouds above. “She was my sister-in-arms against the vile Tar-
  Baphon. I now know that her sacrifice spared me all those years 
  ago, as it will all of you in the days to come. Go with Vildeis’ grace 
  and use this blessed plate to vanquish my hated adversary. Hurry 
  back north, for the moment of Eshimka’s reckoning draws near!”
  Medda looks up to the sky as the visage of Ivvora dissipates, 
  the red phantom hand of Anok floating above her shoulder. After 
  a moment, she kneels next to the crusader’s remains and carefully 
  wraps them up in the white cloak, which is slowly soaked with 
  red. She looks at the crowd gathered around her and speaks up. 
  “We stand here triumphant, having rid this land of corruption. 
  But this is a mere shade of the darkness that awaits us at the 
  Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons 
  to strike true and eradicate Eshimka for good!” Medda motions 
  for the Twinhorn warriors to raise the bundled remains on their 
  shields as one of the honored dead. “Path nders, you have done 
  much for my tribe and our lands, but I ask you once more to 
  lend us your weapons so that we might end the evil that haunts 
  Solstice Scar. What say you?”
  Now is a good time to provide a brief break before 
  beginning Part 6.
  
  PATHFINDER SOCIETY SCENARIO
  76
  APPENDIX 14: OVERSEER GM REFERENCE 
  SHEET—PART 6
  The following appendix compiles the Overseer GM 
  information that appears in Part 6.
  During part 6, the Overseer GM tallies reported successes, 
  ritual successes, special successes, and Eshimka successes. 
  The Overseer GM is also responsible for making 
  announcements to the House, tracking time, and concluding 
  the adventure.
  Before this Part: One of the scoring mechanics below is 
  based on the number of tables that are playing Subtiers 1–2, 3–4, 
  or 5–6. As part of mustering, be sure to have an approximate 
  count of how many tables are playing in these subtiers.
  After 80 minutes: The PCs should have about 80 minutes 
  in which to fight Eshimka’s vanguard, neutralize the drake, 
  and skirmish in the Negative Energy Plane. After that 
  time—or before, if the House reports enough successes 
  (see below)—the Overseer GM should make the following 
  announcement to indicate that the final encounter in area 
  W is now accessible.
  The combined Pathfinder and Twinhorn forces have beaten back 
  the worst of Eshimka’s vanguard, and their spellcasters are hard at 
  work repairing the damage around the planar rift. It seems there 
  is at last a lull when a pair of blade-like arms stab through the rift 
  and tear it wider. The wound releases a wave of negative energy 
  that crashes into the mystics’ wards, though the shock causes the 
  trees for hundreds of feet around to wither, their limbs snapping 
  off and turning to ash before hitting the ground. Through the 
  widened rift steps a towering giant with sinister horns, shaking 
  the ground with every step as her army follows her: vampires, 
  towering suits of armor, hungry corpses, and even a powerful 
  dragon! Medda’s shout carries over the din. “Eshimka is here! 
  Strike now!”
  The giant laughs thunderously as it regards the mortals around 
  it and tears of pieces of her own flesh that turn into nightmarish 
  beasts. “The living are no match for my might. Spread out, and 
  reduce every one of these mortals to dust!”
  Table GMs, please begin the encounter Eshimka’s Assault within 
  the next few minutes.
  Successes: The number of successes reported—including 
  normal successes, dragon successes, and ritual successes—
  determines how soon Eshimka attacks as well as whether the 
  PCs regain a use of their Blessing of Vildeis handout. Once 
  the House has reported a number of successes equal to 2-2/3 
  × the number of tables, read the following aloud.
  The combined Pathfinder and Twinhorn forces shatter undead 
  bones and topple the walking dead, even while sustaining wounds 
  of their own. However, their momentum seems unstoppable. 
  The holy approval of the empyreal lord Vildeis grows stronger, 
  as if recognizing the Pathfinders’ righteousness by causing their 
  weapons, armor, and even blood to shimmer with angelic power.
  Table GMs, the Empyreal Approval condition is now in effect, 
  restoring the PCs’ expended blessings of Vildeis.
  Once the house has reported a number of successes equal 
  to 3-1/3 × the number of tables, you can begin the Eshimka’s 
  Assault event by reading aloud the text (see “After 80 minutes”).
  Dragon Successes: The number of dragon successes 
  reported determines whether the Pathfinders have defeated 
  or even recruited the drake Zurhriga. Once the House has 
  reported a number of dragon successes equal to 2/3 the 
  number of tables playing Subtier 1–2, 3–4, or 5–6 (rounded 
  up), read the following aloud.
  An anguished draconic roar echoes across the landscape. Within 
  minutes, reports begin circulating that some of the Society’s 
  newest agents single-handedly defeated a powerful drake, 
  ensuring that will be no threat during the final assault. Competing 
  rumors suggest these agents actually convinced the drake to fight 
  by there side! Whatever the case, it is a great boon in the fights 
  to come.
  Table GMs, the Dangerous Drake condition is in effect, providing 
  an edge in the final battle.
  Ritual Successes: Runners report ritual successes 
  following the completion of the Planar Ritual encounter, 
  and these contribute to activating the Weakened Rift 
  condition. Once the House has reported a number of ritual 
  successes equal to 2/3 the number of tables (rounded up), 
  read the following aloud.
  Smoke, pale flames, and incantations rise as one around the 
  Kellids’ stone circle as a combined force of Twinhorn and 
  Pathfinder mystics reach the climax of their ritual. As the magic 
  takes hold, the rift into the Negative Energy Plane weakens and 
  begins to shrink. A burst of positive energy ripples out from the 
  site, washing over combatants for miles around.
  Table GMs, the Weakened Rift condition is now in effect, 
  healing the PCs.
  Nightshade Successes and Eshimka Successes: Runners 
  report nightshade successes following the successful 
  completion of a Nightshade encounter (area W). They 
  report Eshimka successes whenever a Subtier 10–11 group 
  successfully defeats the nightwalker Eshimka. Treat each 
  Eshimka success as if it were two nightshade successes. Once 
  the House has reported a number of nightshade successes 
  equal to 2/3 the number of tables (rounded down), read the 
  following aloud.
  Her dark armor riddled with arrows and sliced by a dozen blades, 
  Eshimka staggers back from the nearby Pathfinders attacking 
  her. With one blade-arm she beckons for more of her shadowy 
  
  77
  THE SOLSTICE SCAR
  minions to reunite with her body and heal her wounds, but other 
  Pathfinders have slain too many for any to answer her call. For the 
  first time, Eshimka seems worried, fighting for her survival rather 
  than leading her army.
  Table GMs, the Eshimka Defeated condition is now in effect, 
  ending the ongoing hazard.
  Concluding Part 6: This part should end after about 120 
  minutes, or earlier if the House reports a number of nightshade 
  successes equal to 1-1/3 × the number of tables. Ideally, let each 
  table have the opportunity to finish one combat. 
  For a smaller event in which one PC has demonstrated 
  exceptional heroism, consider having that character be 
  described slaying Eshimka in place of Medda landing the 
  killing blow in the second paragraph.
  A screeching wail cuts across the battlefield as Eshimka falls to 
  her knees, her undead horde routed to all sides by the combined 
  Pathfinder and Twinhorn forces. The nightshade cries out in 
  anger and dismay, “No! How could mortals worms like these 
  strike me down?”
  As if answering the question, Medda strides forward, battered 
  and bleeding before her blessed armor begins to glow brighter 
  and brighter. Cast in the shadow of a nearby standing stone, the 
  dwarven apparition of the paladin warrior Ivvora seems to mirror 
  Medda’s movements and guide her steps. As one they respond, 
  “Eshimka, this battle began a millennium ago, and it ends tonight. 
  Vildeis has judged you and found you wanting. Producing a 
  dagger of white fire in one hand, Medda and Ivvora both plunge 
  their blades into the undead giant’s chest. Eshimka’s mouth 
  opens in a silent scream as light pours from her eyes, mouth, and 
  the wounds inflicted by the Pathfinders. The nightshade’s body 
  crumbles into ash that the wind scatters across the snow, and the 
  dying rift at last closes.
  The towering dwarven ghost salutes the gathered heroes 
  and announces, “You have all proved yourself worthy of Vildeis’ 
  attention. Pathfinders, you have defeated a great evil, so let 
  your tale of your bravery shatter your enemies’ courage while 
  bolstering your own. Medda and Anok, you have made me proud 
  and finished what I could not. Go with Vildeis’s blessing, and 
  keep vigilant—evil never rests.” Ivvora smiles and looks up to 
  the stars as she fades away and the blessed armor returns to its 
  normal sheen.
  Medda looks to the champions surrounding her. “Everyone, I 
  cannot put into words how grateful I am to all of you. You have 
  stood by my side through all these hardships, and at last we have 
  triumphed! Eshimka is forever destroyed, and we the Twinhorn 
  following have found true allies in the Pathfinder Society. Call on 
  us in your hour of need, and we shall come to your aid. For now 
  though, the danger has passed.” She and Anok give one last look 
  to where the planar scar is already healing.
  “Let us celebrate at last.”
  The Overseer GM should close the event, thank the 
  Table GMs for their hard work, and thank the players for 
  their support of the Pathfinder Society Roleplaying Guild 
  campaign. Provide the GMs and players with instructions 
  for submitting reporting sheets and exiting the event.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 
  Prestige Points. Each PC earns the Blod and Courage, 
  Empyreal Revenant, and Martyr’s Shard 4 boons on their 
  Chronicle sheet.
  
  PATHFINDER SOCIETY SCENARIO
  78
  
  79
  THE SOLSTICE SCAR
  Aid Token
  In this event, an aid token can provide any one of the effects below. At the end of an encounter after using the token, pass it to 
  another table. Before passing the token, you can perform a particular action to boost the effect. You can only attempt an action to 
  boost an aid token once before passing it. Some effects reference the table below for their benefits.
  Allied Offensive: Other Pathfinders aid your attack, increasing the damage you deal by the listed amount. After the attack, anyone 
  attacking the target is considered to be flanking until the beginning of your next turn.
  To Boost: Succeed at an attack roll (Average difficulty).
  Boosted Effect: Increase the damage dealt by 1d8, and cross out the boost.
  Burst of Healing: A fellow Pathfinder heals all of the PCs by the listed amount.
  To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor whose spell level is at least half 
  your level (rounded down).
  Boosted Effect: Increase the healing by 2d6, and cross out the boost.
  Timely Inspiration: A fellow Pathfinder grants the benefits of a bard’s inspire courage performance for 3 rounds, granting a bonus 
  equal to the listed amount.
  To Boost: Expend 3 rounds of bardic performance or a similar ability.
  Boosted Effect: Increase the competence bonus by 1, and cross out the boost.
  Provide Knowledge (Boosted Only): Gain the benefits of an Easy, Average, or Hard Knowledge check or an Easy, Average, or Hard 
  Spellcraft check to identify a magic item. Then cross out the boost.
  To Boost: Attempt a Knowledge or Spellcraft check. Record whether your check met the DC for an Easy, Average, or Hard skill check 
  based on your subtier.
  Provide Spellcasting (Boosted Only): Gain the benefits of a spell cast by a fellow Pathfinder.
  To Boost: Cast lesser restoration, neutralize poison, remove curse, or remove disease. Note the spell, your caster level, and your 
  PC’s name on the aid token. Then cross out the boost.
  Benefits
   
   
   
   
   
  Subtier
  Effect  
   
  1–2 
  3–4 
  5–6 
  7–8 
  10–11
  Allied Offensive 
   
  1d8 
  1d8 
  2d8 
  2d8 
  3d8
  Burst of Healing 
   
  1d6 
  1d6 
  3d6 
  3d6 
  5d6
  Timely Inspiration +1 
  +1 
  +2 
  +2 
  +3
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  Boosted Effect: _______________________________ 
  Character Name: _________________________________________
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  Boosted Effect: _______________________________ 
  Character Name: _________________________________________
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  Boosted Effect: ______________________________ 
  Character Name: _________________________________________
  
  80
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  includes the methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
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  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
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  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
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  Open Game Content, You represent that Your Contributions are Your original creation and/or 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You can 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.
  Froghemoth 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 Gary Gygax.
  Yellow Musk Creeper 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 Albie Fiore. 
  Yellow Musk Zombie 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 Albie Fiore. 
  Pathfinder Society Scenario #8–99D: The Solstice Scar, Version D © 2019, Paizo Inc.; 
  Author: Kalervo Oikarinen.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-99: 
  The Solstice Scar, Version D
  
  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 #8-99: 
  The Solstice Scar, Version D
  ▫▫▫ Blood and Courage: As long as your current hit point total is less than half your maximum hit points, 
  you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. 
  While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil 
  creatures in a 15-foot cone as a standard action.
  ▫ Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you 
  can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal 
  determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 
  minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in 
  the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage 
  or remove enough ability drain to return that ability score to 8 (though no higher than your original ability 
  score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal 
  to half your level (rounded up).
  At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death 
  is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any 
  spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each 
  unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of 
  the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr’s Shard boon 
  this character has earned.
  ▫ Martyr’s Shard 4: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. 
  By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s 
  assistance in a time of need—particularly when battling evil.
  If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check 
  the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the 
  weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that 
  granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction of undead 
  creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to 
  overcome the spell resistance of evil creatures.
  Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a 
  +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus 
  on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks 
  with this weapon also ignore the first 5 points of undead creatures’ damage reduction.
  Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but a 
  dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned 
  two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 
  90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that 
  would reduce the price further, you gain additional gp equal to the difference between the two costs (as though 
  you had purchased the dagger at the lower cost).
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-99 - The Soltice Scar D.pdf