TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 3–7
  Pathfinder Society Scenario #3–08
  By Michael Kenway
  Among the gods
  Among the gods
  
   
  Among the gods
  Pathfinder Society Scenario #3–08
  Author • Michael Kenway
  Contributing Artists • Dmitry Burmak and Michele Chang
  Cartographers • Sean Macdonald and Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Christopher Carey
  Editorial Assistance • Judy Bauer, Jason Bulmahn,  
  Rob McCreary, Stephen Radney-MacFarland, 
  Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG Bestiary 3. These rules can be found online as part of the 
  Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario #3–08: Among the Gods is a Pathfinder Society Scenario designed for 3rd- to 7th-level 
  characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License 
  (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 19 of this product.
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
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  Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of 
  Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
     
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  3
  WHERE ON GOLARION?
  Among the Gods takes place on Mount Antios, a tall peak at 
  the southern tip of the World’s Edge Mountains in Taldor, 
  just north of the Porthmos Gap. This mountain is famous 
  for the statuaries, mausoleums, and gaudy memorials 
  to past Taldans that decorate its peak—a location known 
  as Antios’s Crown. For more information on the land of 
  Taldor, check out Pathfinder Player Companion: Taldor, 
  Echoes of Glory, available in game and hobby stores and 
  online at paizo.com.
  Tal
  dor
  Tand
  ak P
  lains
  • oPPara
  • MounT anTios
  word of the cult’s activities. Once again, the Society was 
  able to foil the Zyphens’ plans by wading through the 
  countless traps—the “planned accidents” left by the now-
  dead priests—and defeating the wight messenger.
  While this success against the servants of the god of 
  accidental deaths is something to be celebrated, it has 
  not come without its costs. The Pathfinder Society’s 
  activities have drawn the eye of Harvestman Quint, the 
  head of the Zyphen faith in Taldor. Not only is Quint 
  outraged at the Society’s continued involvement in 
  the obstruction of his faith’s holy goals, but he seeks 
  revenge against the Pathfinder agents who struck down 
  his son, Deanaris Quint, in the House of the Immortal 
  Son. Seeking revenge for his god and his lost son, the 
  Harvestman has ensured that the Pathfinder lodge in 
  Oppara hears word of a powerful ancient item thought 
  Z
  yphus, god of accidental death, graveyards, and 
  tragedy—known as the Grim Harvestman—is not 
  a kind being. His followers seek to augment his 
  power by causing unexpected deaths whenever possible. 
  It is their belief that their preplanned “accidents” prevent 
  those souls from finding rest by passing on to Pharasma’s 
  Boneyard. For this reason, the faithful of Zyphus and 
  Pharasma are bitter enemies, just as are the deities they 
  venerate. The followers of Zyphus do not see their traps 
  and guidance as implements of murder. Instead, they 
  simply see them as a means to increase their god’s power.
  Within the last several years, the citizens of Taldor 
  have seen their share of Zyphen cult activity. Three 
  years ago, under the leadership of cleric Fel Bustrani, 
  Zyphen cultists killed hundreds of Oppara’s most well-
  to-do citizens in an elaborate attack upon the famed 
  opera house known as the House of the Immortal Son. 
  Thankfully, Pathfinder agents foiled Bustrani’s plans 
  before he could turn the entirety of Oppara’s upper class 
  into Zyphus-tainted zombies—a plan that could have led 
  to the downfall of the entire city.
  Within a year’s time, Zyphen activity in Oppara and 
  Taldor had been all but eliminated. Unfortunately, many 
  of the cultists involved in the opera house incident fled 
  the scene and went into hiding to reformulate their 
  plans. Those who avoided Pathfinder swords fled to 
  an encampment on the Porthmos River known as the 
  Grandbridge Vagabond Camp. There they set about 
  squabbling over how best to strike back at the citizens 
  of Oppara and the Pathfinder Society. Unbeknownst to 
  them, a powerful Zyphen cleric learned of their failure 
  at the opera house and decided to teach them a lesson 
  of faith. He sent a Zyphus-tainted wight as an emissary 
  of his disappointment. Its goal was simple: to reinitiate 
  those that had failed in Oppara, and begin the rebuilding 
  of the cell. Upon its arrival, the wight ordered those 
  clergy who still remained to fill the hideaway with traps, 
  until finally there was but one priest left, the rest having 
  fallen victim to their own traps. The surviving priest was 
  tasked with rebuilding the local Zyphen cult. Luckily 
  for the Society, a debased Taldan magistrate, Sebastus 
  Hustavan—the most recent addition to the cell—sent 
   
  Among the gods
  By Michael Kenway
  
  PATHFINDER SOCIETY SCENARIO
  4
  lost. While the information itself is true, Quint hopes 
  it will lure agents to the summit of the World’s Edge 
  Mountains known as Antios’s Crown, a grand mausoleum 
  full of statues and monuments to the glories of past 
  Taldans, where Quint will be waiting. Quint looks to 
  make an example of whomever the Society sends, to send 
  a message to the lodge in Taldor, and possibly even their 
  masters in Absalom, that the cult of Zyphus is a powerful 
  and dangerous organization that should be left to its 
  own devices.
  ADVENTURE SUMMARY
  In an attempt to dissuade the Pathfinder Society meddling 
  in his faith’s unholy goals, Harvestmaster Quint, head of 
  the cult of Zyphus in Taldor, has baited a trap for the PCs. 
  Through his underworld connections, he has ensured 
  that the Pathfinder lodge in Oppara gets word of an 
  ancient Azlanti relic that must be retrieved if possible—a 
  mithril rod owned by the late Lord Tulwin. Quint chose 
  the iconic summit known as Antios’s Crown—a grand 
  necropolis full of statues, crypts, and plenty of places 
  for a hapless explorer to meet with an unfortunate 
  accident—as the setting for his elaborate plot. The 
  Harvestman has set two traps for the PCs along the way to 
  the summit: one designed to lure local predators to them 
  like sharks to chum, and the other to sweep them off the 
  edge of the mountain. The first night after encountering 
  Quint’s luring trap, a native predator targets those 
  PCs unfortunate enough to have been exposed to the 
  Harvestman’s manipulation of fate. 
  After setting his traps, Quint created a rockslide 
  to limit the PCs’ means of approaching the crown, 
  redirecting their path through the lair of a formidable 
  undead threat—a creature known as a berbalang. If 
  the PCs were to stumble into this creature’s lair and be 
  destroyed, what link would remain to Zyphus and his 
  loyal followers? 
  Finally, the Harvestmaster chose the late Lord Tulwin’s 
  tomb as the location of his endgame because the late lord 
  made sure his belongings would be safe by having a golem 
  placed in his tomb. Foolish adventurers and unlucky 
  tomb raiders are laid low all the time by the guardians 
  of old, and if this were to happen again, it would be an 
  unfortunate course of fate, and certainly nothing to do 
  with the Harvestmaster. 
  Should the PCs survive all the obstacles Quint—or 
  fate, as he would have them believe—has put in their way, 
  the Harvestmaster intends to step in personally to ensure 
  events go as planned, one way or another. If the PCs have 
  not realized that the entire story was a fabrication by 
  the time they face the Harvestmaster, they will likely 
  discover the ruse upon inspecting of the rod itself, for 
  it is nothing more than an expertly crafted—and very 
  expensive—scepter with a large emerald set in its end.
  GETTING STARTED
  The PCs begin the adventure in the Taldan capital 
  of Oppara, a teeming metropolis where decadence 
  overshadows the decline of a once-great empire. They 
  find themselves in the Pathfinder Society lodge—a 
  modest building disguised as a bait and tackle shop—
  before the local venture-captain, an aging man named 
  Muesello (N male human expert 3/sorcerer 5). Read the 
  following to get the adventure under way.
  “Greetings, and welcome to Oppara. Thank you for coming 
  on such short notice. We have recently received reports that 
  an item of extreme antiquity has been found. The late Lord 
  Tulwin of Oppara is—was—the patriarch of a clamoring host 
  of children, and none of them were believed to care much for 
  the miser. Toward the end of his life, he supposedly poured 
  all of what was to be their inheritance into the acquisition of 
  an item of extreme value—an Azlanti scepter recovered by 
  a Taldan Army of Exploration centuries ago. Such was his 
  disdain for his offspring that he arranged for his body and 
  most valuable belongings—the scepter among them—to be 
  spirited away within an hour of his passing so the ‘vultures’ 
  couldn’t squabble over his treasures. The scepter was believed 
  lost to time, until now. 
  “Our reports suggest that the scepter and the late Lord 
  Tulwin lie entombed somewhere on Antios’s Crown. I need 
  you to find the scepter and return it to me here in Oppara. If 
  it truly is as powerful as the rumors suggest, then it must be 
  brought to the Grand Lodge for safekeeping. You are among 
  the few to whom we have given this information, and we 
  expect it to remain secret. The last thing I need is a bunch 
  of squabbling lordlings crowding Antios’s Crown with hired 
  tomb raiders! 
  “You will know the tomb by the crest of House Tulwin. Look 
  for a winged boar and the scepter should be nearby. When you 
  are ready, we will transport you to the base of Mount Antios 
  via magical means. Admittedly, it would be more expedient 
  to send you directly to the summit, but sadly, no one here 
  has a great enough familiarity with the area to do so without 
  significant risk. Besides, with all the wards, shields, and other 
  magical protections placed upon, in, and around the tombs of 
  so many self-important, paranoid Taldans, who knows what 
  sort of interference would be wrought!”
  Give the PCs time to gather whatever they need before 
  leaving Oppara for Antios’s Crown. Below are the answers 
  to some questions they may ask of the venture-captain, or 
  information they may already know, depending on their 
  skill in Knowledge (geography, history, and nobility).
  
  INTO THIN AIR
  Mountaineering isn’t easy, and the dangers of high altitude 
  are covered extensively on page 430 of the Pathfinder RPG 
  Core Rulebook. Since making hourly Fortitude saves can 
  quickly destroy the pacing of an adventure, the process 
  has been simplified for this scenario. Each encounter is 
  assumed to occur a certain number of hours after the 
  previous one, and provides a single Fortitude save to 
  ignore the effects of the mountain’s thin air, each getting 
  progressively more difficult. Once a PC fails her save, she 
  is fatigued and remains so until the end of the scenario. 
  Note that sleeping does not remove this condition as 
  normal, since the condition stems from thin air, not lack 
  of rest. Some magical methods, such as a paladin’s mercy 
  or a potion of lesser restoration, can temporarily remove the 
  condition for at least 1 hour, or until the PC fails her next 
  hourly save. Since PCs are unlikely to be able to make the 
  requisite saves in later encounters, it is likely that most PCs 
  will be fatigued in the second half of the scenario. But such 
  is part of adventuring at the top of a mountain.
  Player characters can negate the effects of thin air 
  altogether with magic items such as a necklace of adaptation 
  or a bottle of air, and characters dependent on not being 
  fatigued in combat (such as barbarians) should consider 
  taking with them at least one potion of lesser restoration to 
  give them an hour’s reprieve before their next save.
  AMONG THE GODS
  5
  room, where a crudely drawn chalk circle erupts in bright 
  amber light then fades to a glimmering outline. “Step 
  there and find yourselves at the foot of the mountain,” the 
  man says, then vanishes in a puff of smoke.
  This teleportation circle lasts just under 3 hours, allowing 
  PCs additional time to prepare if they’ve forgotten 
  anything. A creature standing in the circle while the 
  spell remains active is immediately teleported to the 
  foot of Mount Antios, 150 miles northeast of Oppara. If 
  the PCs refuse to use the teleportation circle or miss the 
  3-hour window in which it remains active, the overland 
  journey across the Tandak Plains takes 5 days and costs 
  each PC 125 gp for road tolls, horse renting and stabling, 
  and other travel costs.
  ACT 1: THE ASCENT
  When they arrive at the foot of Mount Antios, the PCs may 
  immediately begin their ascent. Though the mountain 
  is tall and rarely traveled, serviceable paths up the steep 
  edifice can be located with a DC 15 Survival check. The 
  adventure assumes the PCs use these paths, so permit the 
  party multiple attempts, describing the difficult climbing 
  What is Antios’s Crown? “In order to ensure his own 
  immortality, Taldor’s tenth emperor, Antios, constructed 
  an enormous burial site atop the nation’s third-tallest 
  peak (which now bears his name), including dozens of 
  gigantic statues representing himself, as well as statues 
  of eagles, lions, and the ancient gods of Old Taldor. Since 
  then, countless other Taldans of import have bought, 
  begged, cheated, and killed to have their final resting 
  place be the magnificent summit.”
  Where is Antios’s Crown? “Antios’s Crown stands 
  atop the craggy peak known as Mount Antios, named for 
  Taldor’s tenth emperor. Mount Antios is the third-tallest 
  mountain in Taldor, and overlooks the Tandak Plains in 
  the southern part of the World’s Edge Mountains, just 
  above the break in the range known as the Porthos Gap. 
  Again, it’s at the top of a mountain, a mountain that’s 
  always covered in snow. Plan accordingly. ”
  What known dangers make the World’s Edge 
  Mountains their home? “Legends and past Pathfinder 
  Chronicles tell of an ancient white dragon that makes 
  its home on Mount Kaltafarr, far from where you’ll be 
  heading. Other dangers throughout the range include 
  rocs, ice trolls, a few small clans of frost giants, and the 
  dreaded koscimo—blue-shelled ice scorpions that can 
  grow to be 10 feet long. Long story short: be prepared for 
  anything!”
  What is this Azlanti scepter? “We know that Taldor’s 
  Armies of Exploration retrieved a number of Azlanti 
  artifacts from across Avistan and Garund, and these 
  recent reports indicate that Lord Tulwin got his hands 
  on a mithril scepter from one such expedition. Whether 
  it held magical power, we aren’t sure, but even a mundane 
  relic from ancient Azlant is worth investigation by 
  the Pathfinder Society, so retrieving it is a foregone 
  conclusion.”
  Who was Lord Tulwin? “Lord Tulwin was a minor lord 
  of Taldor’s nobility. He never gained much influence 
  because of his harsh exterior, miserly ways, and obsessive 
  fascination with necromancy. He caught a wasting 
  sickness that he was unable to have treated because he 
  had invested his sizable wealth in a few, portable items of 
  antiquity and power to keep the bulk of his assets from 
  his hated children. Upon his death, his noble line dried 
  up, bereft of the wealth they needed to maintain their 
  influence and power.”
  When the PCs have made their necessary arrangements 
  and gathered any information they may wish regarding 
  their mission, Venture-Captain Muesello directs them to 
  the back room of the lodge, where a hooded man sits by a 
  small fireplace. Introduced only as “a man who owes the 
  Society a favor,” the man whispers to the PCs to stand back, 
  then draws a scroll from within his cloak. The man reads 
  the scroll and gestures to the floor in the center of the 
  
  PATHFINDER SOCIETY SCENARIO
  6
  conditions prior to finally locating the easy route up. If 
  they travel the path of least resistance, the ascent should 
  take the party two full 8-hour days of climbing.
  For the first day of their climb, the trail is clear of 
  snow or ice, but scree litters the gradual slope, and the 
  temperature is cool but never dangerously cold. The 
  combination of incline and loose footing increases all 
  Acrobatics and Stealth DCs by 2. The second day, the 
  PCs encounter a shallow snowpack and the increased 
  altitude brings with it colder temperatures and thinner 
  air. The slopes become even steeper from this point on, 
  increasing Acrobatics DCs by 5 and Stealth DCs by 2.
  On the PCs’ second day on Mount Antios, the 
  temperature drops below 40° F but never below 0° 
  F, requiring a Fortitude save each hour (DC 15, +1 per 
  previous check) to resist 1d6 points of nonlethal damage. 
  A creature in cold-winter clothing or under the effects of 
  endure elements need not save against temperatures above 
  0° F. See page 442 of the Pathfinder RPG Core Rulebook for 
  more information.
  A. Bait and Pit (CR 3 or CR 6)
  Four hours into the PCs’ climb on the first day, they come 
  to a sharp turn in the trail where a sheer cliff directly abuts 
  the edge of the path as it hugs the twisting mountain face. 
  A recent rockslide here left only a 10-foot-wide gap between 
  the impassable rock fall and the outward-facing precipice. 
  Quint, seeing the benefit of such a natural chokepoint, 
  placed a series of traps to waylay the PCs and make their 
  first night on the mountain even more eventful.
  The sun glares off the speckled stone of the mountain, 
  unobstructed by clouds or plants more dense than low 
  mountain scrub. A rockslide ahead covers much of the natural 
  pathway, narrowing the trail to less than two arm spans wide. 
  Opposite the rockslide, a sheer drop falls away, giving a clear 
  view of the mountainside below and the vast Tandak Plains to 
  the west and south.
  Traps: Seeing the narrow trail as a sign from his god, 
  Quint stopped here long enough to excavate and spike 
  a pit trap, and to set an axe to swing down from a crack 
  in the rubble to injure any PCs who might lag behind 
  those who trigger the pit trap. In Subtier 6–7, Quint 
  took more care disguising the pit trap and replaced the 
  axe with a heavy pick. While Quint would not be upset if 
  these traps were lethal, he is more interested in getting 
  PCs into the pit so that they may be coated with a potent 
  animal pheromone.
  The pit trap is rigged with waterskin membranes that 
  are set to explode. Anyone who falls into the trap or fails 
  a Disable Device check to disarm it is coated in the fluid 
  contained within the membranes. The pungent, cream-
  colored liquid is a potent mixture of various animal 
  humors, meant to attract predators. The monster-
  attracting nature of this substance lasts for 24 hours, 
  after which it naturally dissolves.
  Subtier 3–4 (CR 3)
  Spiked Pit Trap 
    
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 
  20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  Swinging Axe Trap 
    
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in 
  a 10-ft. line)
  Subtier 6–7 (CR 6)
  Camouflaged Spiked Pit Trap   
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 
  20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  Swinging Pick Trap 
    
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +16 melee (1d6+1/×4); multiple targets (all targets in 
  a 10-ft. line)
  Development: Note any PCs affected by the pheromone 
  solution for the next encounter. A DC 25 Craft (alchemy) 
  check allows a PC to identify the mixture. Once the 
  liquid has been identified, a further DC 25 Craft 
  (alchemy) check allows a PC to determine how to mask 
  the substance’s scent. 
  B. Abandoned Campsite (CR 5 or CR 8)
  The path widens here into a mostly level field of scree between 
  steep slopes up and down from this altitude. A rock formation 
  juts out of the mountain thirty feet overhead, creating a 
  
  AMONG THE GODS
  7
  natural shelter some fifteen feet deep and forty feet wide 
  where the remnants of at least one past campsite remain, 
  protected from the harsh elements.
  Time Elapsed Since Last Encounter: 6 hours
  Altitude Fatigue Save: Fortitude DC 16
  A DC 10 Survival check is sufficient to recognize this 
  as the best potential overnight campsite the PCs have yet 
  uncovered, and the lowing sun should urge them to set 
  up camp here. 
  Creatures: Many beasts that count humanoids among 
  their prey live among the peaks of the World’s Edge 
  Mountains, and many such creatures prowl open fields 
  such as this on the hunt. An hour after the PCs make 
  camp, one such predator catches the PCs’ scent and 
  moves in for a meal. In Subtier 3–4, this predator is a 
  roving manticore that takes several flying passes at the 
  PCs, launching its tail spikes on each pass before landing 
  and attacking in melee. In Subtier 6–7, a green-headed 
  chimera catches the PCs’ scent and attacks, opening with 
  its breath weapon.
  The monster focuses its initial attacks on PCs that were 
  marked by the animal lure in the previous encounter, or 
  a random PC if none were affected. The creature shifts 
  its attention from its original targets when attacked by 
  another creature with a melee attack.
  Subtier 3–4 (CR 5)
  Manticore 
  CR 5
  hp 57 (Pathfinder RPG Bestiary 199)
  Subtier 6–7 (CR 8)
  Advanced Chimera 
  CR 8
  (Pathfinder RPG Bestiary 44, 294)
  CE Large magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
  hp 103 (9d10+54)
  Fort +11, Ref +9, Will +8
  OFFENSE
  Speed 30 ft., fly 50 ft. (poor)
  Melee bite +14 (2d6+6), bite +14 (1d8+6), gore +14 (1d8+6), 2 claws 
  +14 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (20-ft. cone, 6d8 acid damage, 
  Reflex DC 19 half, usable every 1d4 rounds)
  STATISTICS
  Str 23, Dex 16, Con 21, Int 8, Wis 17, Cha 14
  Base Atk +9; CMB +16; CMD 29
  Feats Hover, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Fly +4, Perception +12, Stealth +6 (+10 in scrubland 
  or brush); Racial Modifiers +2 Perception, +4 Stealth in 
  scrubland or brush
  Languages Draconic
  Treasure: A PC searching the camp who makes a DC 25 
  Perception check discovers a long-buried satchel under 
  the remains of one of the handful of fire pits cluttered 
  beneath the overhang, it’s leather brittle and burnt from 
  the heat of a past fire. In Subtier 3–4, the satchel contains 
  a masterwork silver dagger and 12 bloodstones worth 50 gp 
  each. In Subtier 6–7, the dagger is a +1 silver dagger and the 
  gems are 12 chrysoberyls worth 125 each. In both tiers, the 
  satchel also contains a series of journals written in Varisian 
  detailing the journeys of a family of caravan drivers. The 
  final entry in the journals details the first 2 days of a venture 
  by the caravan’s most skilled hunters up Antios’s Crown.
  Mission Notes: Lantern Lodge faction PCs who 
  purposefully put themselves in harm’s way to protect a 
  fellow Pathfinder receive 1 Prestige Point. Note that this 
  mission may be completed during any combat encounter 
  over the course of the scenario.
  Sczarni faction PCs should be interested in the journals 
  in the satchel. Finding the pages of the books containing 
  references to the Sczarni smuggling ring is simple, but 
  the pages must be removed without any members of other 
  factions seeing. If the pages can be removed in secret, 
  members of the Sczarni faction earn 1 Prestige Point.
  Rewards: If the PCs discover the buried satchel and the 
  treasure within, award each subtier thusly:
  Subtier 3–4:
  Give each PC 126 gp.
  Subtier 6–7:
  Give each PC 443 gp.
  C. Over the Edge (CR 4 or CR 7)
  Midday on their second day climbing Mount Antios, the 
  PCs get their first glimpse of the crown when the clouds 
  part and visibility increases. The slope from here on 
  is noticeably steeper (increasing the DC of Acrobatics 
  checks by 5 and Stealth checks by 2). Here the path is only 
  5 feet wide, limiting the procession to a single-file line. 
  The clear air provides the first unobstructed view of the 
  massive statues and mausoleums on the mountain’s peak, 
  still a good half-day’s travel away. Now more than halfway 
  up the mountain, the air is thin and the wind bitterly cold. 
  The narrow path clings closely to the near-vertical rock face 
  as it winds around crags and outcroppings, slowly climbing 
  the massive edifice.
  
  PATHFINDER SOCIETY SCENARIO
  8
  Time Elapsed Since Last Encounter: 16 hours
  Altitude Fatigue Save: Fortitude DC 32
  Out of the PCs’ view, a second ledge extends from the 
  cliff face 20 feet below the footpath, wide enough that 
  a falling PC is not in true danger of plummeting the 
  thousands of feet down the precipice.
  Trap: Harvestmaster Quint laid a second, more natural-
  seeming trap along this section of the trail—a sizable 
  rockslide. Not only does he hope the cascade of scree will 
  kill or maim at least one of the PCs, but he knows this 
  position is visible from the Crown. If the sound of the 
  rockslide is insufficient to warn him of the PCs’ approach, 
  he plans to look periodically to see if the rocks have fallen 
  to warn him of the impending interlopers.
  In addition to direct damage the falling rocks may 
  deal, the rockslide may also push PCs off the narrow 
  path to the hidden ledge below. Any PC caught in the 
  rockslide’s path must make a Reflex save (Subtier 3–4: DC 
  15; Subtier 6–7: DC 17) to avoid being swept over the edge 
  of the cliff. A creature swept off the ledge falls 20 feet to 
  the lower ledge, taking 2d6 points of damage. If the PCs 
  are tethered to one another with less than 20 feet of slack 
  between characters, any PCs left on the top ledge must 
  make a Strength check to stop themselves from being 
  pulled over the edge by the weight of their companions 
  (DC 14 + 2 per PC pushed over the edge). If more than 
  one tethered PC remains on the trail, each standing PC 
  grants a +2 circumstance bonus to any other PC making a 
  Strength check to keep her footing.
  Subtier 3–4 (CR 4)
  Rockslide Trap 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect rockslide (4d6 bludgeoning damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft. line)
  Subtier 6–7 (CR 7)
  Rockslide Trap 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset none
  Effect rockslide (6d6 bludgeoning damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft. line)
  D. Corrupted Temple (CR 5 or CR 8)
  An arc of tall, flat-topped columns surrounds what appears 
  to be a cyclopean altar in this natural hollow. Centuries of 
  exposure have not been kind to this once-regal structure, and 
  spider-webbed cracks run the lengths of the bleached marble 
  columns, their coroneted tops reduced to piles of crumbled 
  and broken stone surrounding their bases. The altar, while still 
  massive, has fallen into such disrepair that the deity or person it 
  once honored is no longer easily distinguishable in the carvings 
  on its surface. Behind the altar, a raised tier of earth stands 
  twenty feet off the ground, a steep path up to the summit rising 
  from there. The smell of rotten flesh fills the air.
  Time Elapsed Since Last Encounter: 4 hours
  Altitude Fatigue Save: Fortitude DC 36
  This open-air temple was once a shrine to Sarenrae, 
  cleverly disguised as a memorial to the matriarch of 
  a Taldan family, where those venturing to Antios’s 
  Crown could stop and rest before reaching the glorious 
  pinnacle. A DC 15 Knowledge (religion) or DC 20 
  Knowledge (history or nobility) check reveals the temple 
  to be a shrine to Sarenrae, her holy symbols and icons 
  cleverly disguised as family crests and elements of 
  artistic flair among the carvings on the columns and 
  altar. Worshipers of the goddess, who knew full well the 
  price for their faith, built this shrine inconspicuously, 
  because to do otherwise would have gotten them killed, 
  their heirs’ titles revoked, and all assets seized from 
  their family vaults. Instead, it was touted as a great 
  shrine to the matriarch of the family that commissioned 
  it, albeit a memorial unworthy of standing on Antios’s 
  Crown itself.
  Creatures: A pack of ghasts has taken up residence 
  here, comprising former treasure hunters who fell victim 
  to the dangers of the mountain. A winged berbalang 
  lords over the pack, though the vile beast is away from the 
  lair hunting the mountain’s lower reaches in Subtier 3–4. 
  If the ghasts hear the PCs approaching, they hide 
  behind the columns and attack when the PCs have fully 
  entered the hollow. The berbalang uses its projection 
  ability, becoming incorporeal while leaving its body on 
  the hollow’s upper tier (as indicated on the map). Note the 
  changes to its stats when incorporeal, as outlined in the 
  special abilities section of its stat block. The undead are 
  hungry and fight ruthlessly until destroyed.
  Subtier 3–4 (CR 5)
  Ghasts (3) 
  CR 2
  Advanced ghouls (Pathfinder RPG Bestiary 146)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +9
  Aura stench (10-foot radius, Fort DC 15 negates, sickened for 
  1d6+4 minutes)
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 17 each (2d8+8)
  
  Corrupted Temple
  1 square = 5 feet
  B
  G
  G
  G
  G
  B = Berbalang
  G = Ghast
  +20 feet
  to Antios’s 
  Crown
  AMONG THE GODS
  9
  Subtier 6–7 (CR 8)
  Berbalang 
  CR 6
  (Pathfinder RPG Bestiary 3 40)
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +14 
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 68 (8d8+32)
  Fort +6, Ref +6, Will +9
  DR 10/good or silver; Immune undead traits
  Defensive Abilities projection 
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +10 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus 
  paralysis) or 
  incorporeal touch +10 (1d4 Con damage)
  Special Attacks paralysis (1d4+1 rounds, DC 18)
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—bleed (DC 14), ghost sound
  3/day—alter self, charm person (DC 15)
  STATISTICS
  Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
  Base Atk +6; CMB +9; CMD 26
  Fort +4, Ref +4, Will +7
  Defensive Abilities channel resistance +2; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+3 plus disease and paralysis), 2 claws +5 
  (1d6+3 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 15)
  STATISTICS
  Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
  Base Atk +1; CMB +4; CMD 18
  Feats Weapon Finesse
  Skills Acrobatics +6, Climb +8, Knowledge (religion) +8, 
  Perception +9, Stealth +9, Survival +6, Swim +5
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; 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.
  
  Berbalang
  PATHFINDER SOCIETY SCENARIO
  10
  Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
  Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge 
  (local) +5, Knowledge (religion) +6, Perception +14, 
  Stealth +15
  Languages Common
  SPECIAL ABILITIES
  Projection (Su) Once per day as a full-round action, a 
  berbalang can enter a trance that separates the creature’s 
  spirit from its body. This splits the berbalang’s current 
  hit points in half between its body and its spirit. The 
  berbalang’s spirit body gains the incorporeal subtype and 
  special ability; otherwise, it retains the same statistics as 
  its physical self with the following changes: AC 19, touch 
  19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single 
  incorporeal touch attack that deals 1d4 Constitution 
  damage on a hit as its sole attack.
  This spirit projection can travel no more than 1 mile 
  away from the berbalang’s body. Because the creature is 
  only partially in existence when in this state, its body gains 
  displacement as the spell. When separated in this way, 
  the berbalang’s body is unconscious and helpless. If the 
  berbalang’s body is injured while in this state, the separated 
  projection immediately returns to its body, and the body 
  loses displacement. If the physical body is slain, the spirit 
  body immediately dies as well. If the spirit is reduced to 0 
  or fewer hit points, it returns to the body immediately. A 
  berbalang in spirit form can end the effect at any time as 
  a standard action, at which point the spirit immediately 
  returns to the body. When a berbalang’s spirit form returns 
  to the body, add both the spirit body’s hit points and the 
  physical body’s hit points back together to determine the 
  creature’s current hit point total.
  Ghasts (4) 
  CR 2
  hp 17 each (use the stats in Subtier 3–4)
  Mission Notes: Qadira faction PCs should wish to 
  sanctify the area, which they can do by burning the 
  remains of the undead that sullied the temple, 
  followed by the casting of a consecrate 
  spell. PCs unable to cast such a 
  spell may instead perform a ritual 
  honoring Sarenrae, requiring a 
  DC 20 Knowledge (religion) check 
  to complete properly. As long as 
  the hollow is cleansed through 
  either means, Qadira faction PCs 
  each earn 1 Prestige Point.
  Three of the ruined columns feature 
  glyphs left by Shadow Lodge agents who visited 
  the area prior to the PCs’ visit. A DC 15 Perception check 
  allows a PC to locate the glyphs among the crumbling 
  relief sculptures that populate the columns, and a further 
  DC 15 Sense Motive check allows a PC aware of them to 
  recognize them for what they are. A Shadow Lodge PC that 
  removes the glyphs from the columns without revealing 
  his motivations for doing so earns 1 Prestige Point.
  Silver Crusade faction PCs will likely want to ensure 
  all undead in this encounter are destroyed. Doing so 
  (as well as destroying the ghouls under Harvestmaster 
  Quint’s control in area 2b) earns each member of the 
  Silver Crusade faction 1 Prestige Point. 
  ACT 2: THE SUMMIT
  Antios’s Crown is a sprawling network of cyclopean statues, 
  towering obelisks, opulent shrines, and mausoleums large 
  enough the house the dead of entire cities. A layer of snow 
  coats nearly every horizontal surface, and the decorative 
  fountains and pools spread throughout the peak’s many 
  
  AMONG THE GODS
  11
  the entry chamber, the stairs open into a thirty-foot-by-forty-
  foot chamber of cold gray stone, its fifteen-foot-high ceiling 
  supported by four granite columns flanking a single stone 
  sarcophagus. Despite the austere decor in the crypt, the lid of 
  the sarcophagus is carved in the form of an obese man with 
  a gaunt face, his bony hands clutching an intricate scepter of 
  interwoven mithril filigree.
  Creature: Lord Tulwin knew full well the types 
  of people his children had grown to be, and did not 
  care to share his considerable wealth with any of 
  them. Unbeknownst even to those who learned of his 
  commission of a tomb atop Mount Antios, the bitter lord 
  also commissioned the creation of a golem to protect his 
  final resting place—and the wealth he planned to have 
  interred beside him. This monstrous conglomeration 
  of parts from other creatures has stood watch for 
  centuries, patiently guarding the tomb, keeping special 
  vigilance for a greedy heir of Lord Tulwin’s line. There 
  is a 20% chance that the golem mistakes any character 
  of Taldan descent as one of the late lord’s unscrupulous 
  descendants, after which point it concentrates all 
  its attacks on that PC until the PC is unconscious, or 
  another combatant deals 15 or more points of damage to 
  the golem with a single attack.
  The golem’s primary task was to guard Lord Tulwin’s 
  remains and the wealth with which he was buried, and 
  the golem fights until destroyed to prevent anyone 
  entering the tomb from leaving with the scepter or any 
  other treasure located therein. If the PCs do manage to 
  get out the door, the golem follows them relentlessly as 
  long as they possess any treasure from the mausoleum. If 
  the PCs return the scepter or any other stolen treasure to 
  the golem, it takes no further action against them unless 
  it has gone berserk or it has identified a PC as one of the 
  late lord’s descendants.
  Subtier 3–4 (CR 4)
  Carrion Golem 
  CR 4
  (Pathfinder RPG Bestiary 2 136)
  N Medium construct
  Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light 
  vision; Perception +0
  Aura foul stench (DC 12, 1 round)
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +1
  DR 5/bludgeoning or slashing; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +7 (1d8+3 plus disease)
  plazas are all frozen solid. From this altitude, the view over 
  the Tandak Plains to the west and south extends nearly two 
  hundred miles.
  The vast maze of memorials and burial sites present 
  the PCs with the problem of locating the mausoleum 
  believed to hold the late Lord Tulwin’s remains and the 
  Azlanti scepter. They face no specific challenges as they 
  search the many looted, ruined, or magically barred 
  tombs and structures that litter the nearly mile-square 
  summit of the mountain. A DC 25 Perception check 
  allows the PCs to find a mausoleum (opulent by typical 
  standards, but modest compared to many others on 
  Antios’s Crown) adorned with a large heraldic coat-of-
  arms bearing the image of a winged boar above the door 
  after 1d4 hours of searching. 
  Two rows of three columns each flank the solid 
  gold doors beneath House Tulwin’s crest. The doors 
  themselves are unbarred, left vulnerable by Quint when 
  he laid the final element of his elaborate trap. 
  Mission Notes: Cheliax faction PCs will likely wish 
  to find the tomb of Angatar Dralneen, which they can 
  locate with a DC 18 Perception check and 1 hour of 
  searching. Inside, they find two sarcophagi, one labeled 
  Angatar Dralneen, and the other engraved with the name 
  Eunethia Davian Dralneen. Destroying the latter of the 
  two engravings—removing any evidence of Angatar’s 
  wife’s maiden name—earns Cheliax faction PCs 1 
  Prestige Point.
  Upon reaching the summit of Antios’s Crown, a 
  Grand Lodge faction PC may attempt a DC 18 Knowledge 
  (geography) check to complete a map detailing the route 
  of their ascent, earning 1 Prestige Point.
  Osirion faction PCs who spend at least 1 hour 
  searching the necropolis can find examples of Osirian 
  craftsmanship among the many statues and mausoleums 
  that fill Antios’s Crown with a DC 15 Knowledge (history) 
  check. A further DC 15 Appraise, Craft (sculptures or 
  stonemasonry), or Knowledge (engineering) check allows 
  a PC to note the techniques employed by the ancient 
  builders to report back to his faction, earning members 
  of the Osirion faction 1 Prestige Point. 
  A. Crypt of House Tulwin (CR 4 or 
  CR 7)
  Time Elapsed Since Last Encounter: 5 hours
  Altitude Fatigue Save: Fortitude DC 41
  The golden double doors enter into a wide hallway, ten feet 
  wide and twenty feet long, with a decorated ceiling twenty 
  feet high. At the east end of the hallway, a five-foot-wide 
  doorway leads to a stone stairway down. Two stories beneath 
  
  Crypt of House Tulwin
  1 square = 5 feet
  N
  GameMastery Map Pack: Crypts
  PATHFINDER SOCIETY SCENARIO
  12
  Special Attacks plague carrier
  STATISTICS
  Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +7; CMD 18
  SPECIAL ABILITIES
  Foul Stench (Ex) This functions as the stench ability, but causes 
  affected creatures to be nauseated rather than sickened.
  Immune to Magic (Ex) A carrion golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  •	 Gentle repose causes a carrion golem to become stiff and 
  helpless for 1d4 rounds if it fails a Will save against the spell.
  •	 Animate dead causes the various parts of the golem’s body 
  to shudder and tear, dealing 1d6 points of damage per 
  caster level to the golem (no save).
  •	 Any	magical	attack	that	deals	cold	or	fire	damage	slows	a	
  carrion golem (as the slow spell) for 2d6 rounds (no save).
  •	 Any	magical	attack	that	deals	electricity	damage	hastes	a	
  carrion golem (as the haste spell) for 2d6 rounds.
  Plague Carrier (Ex) When a carrion golem is created, its 
  creator infects it with a specific disease. The carrion golem 
  can then infect those it strikes with its slams with this 
  disease—most carrion golems inflict filth fever. The save 
  DC is Constitution-based and includes a +2 racial bonus.
  Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 
  days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str 
  damage; cure 2 consecutive saves.
  Subtier 6–7 (CR 7)
  Flesh Golem 
  CR 7
  hp 79 (Pathfinder RPG Bestiary 160)
  Treasure: Along with the scepter, which rests 
  prominently in the hands of the statue of Lord Tulwin 
  upon his sarcophagus, there are a number of other 
  treasures in the room, all sequestered within hours of 
  the lord’s death and brought here to keep them from his 
  hated children.
  In Subtier 3–4, the treasures decorating the lord’s 
  final resting place include a lesser silent metamagic rod, 
  a +1 longsword, a +1 dragonhide breastplate crafted from 
  black dragonhide, a wand of false life with 8 remaining 
  charges, and 100 pp. The treasure trove in Subtier 6–7 
  contains everything in the lower subtier does, except 
  
  AMONG THE GODS
  13
  refuse to die an ignoble and forgettable death, it appears I 
  must do the honors myself! No matter, I will send your heads 
  back to the lodge in Oppara as a message: those that meddle 
  in our affairs will pay the price!”
  Prior to the PCs’ arrival, the evil cleric commanded 
  a number of ghouls to do his bidding, and he uses the 
  undead minions as fodder for the Pathfinders’ attacks 
  while he attacks them from afar.
  Subtier 3–4 (CR 6)
  Havestmaster Quint 
  CR 5
  Male human cleric of Zyphus 6
  NE Medium humanoid
  Init +0; Senses Perception +3
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 armor)
  hp 61 (6d8+31)
  Fort +8, Ref +2, Will +8, +1 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy pick +12 (1d6+6/×4)
  Special Attacks channel negative energy 4/day (DC 14, 3d6), 
  destructive smite (+3, 6/day)
  Domain Spell-Like Abilities (CL 6th; concentration +9)
  6/day—bleeding touch (3 rounds)
  Cleric Spells Prepared (CL 6th; concentration +9)
  3rd—blindness/deafness (DC 16), cure serious wounds, dispel 
  magic, rageD
  2nd—aid, bear’s endurance, death knellD, hold person (DC 15), 
  lesser restoration
  1st—cause fear (DC 14), divine favor, endure elements, shield 
  of faith, true strikeD
  0 (at will)—bleed (DC 13), detect magic, guidance, read magic
  D Domain spell; Domains Death, Destruction
  TACTICS
  Before Combat Prior to confronting the PCs, Harvestmaster 
  Quint casts lesser restoration to remove his altitude fatigue, 
  bear’s endurance, aid, and divine favor (all of which are 
  included in his stats.)
  During Combat The Harvestmaster directs his ghoul 
  thralls to attack PCs while he casts ranged attack spells. 
  If approached in melee, he uses his destructive smite 
  and channel smite abilities to deal the most damage 
  to his attacker. If he finds himself getting hit often, he 
  sacrifices a round of attacking to cast shield of faith. The 
  Harvestmaster alternates channeling to heal his undead 
  minions and harm the PCs if his other methods of attack 
  prove ineffective.
  Morale The last of his cult in Taldor, Harvestmaster Quint 
  fights to the death.
  Base Statistics Without his spells, Harvestmaster Quint’s 
  the sword is a +1 flaming longsword, the armor is a +2 
  dragonhide breastplate crafted from black dragonhide, 
  and it also contains a ring of protection +1 and an extra 
  200 pp.
  Mission Notes: Andoran faction PCs should ensure 
  that the golem is destroyed to free it from its ages-long 
  task of protecting Lord Tulwin’s tomb. Doing so earns 
  members of the faction 1 Prestige Point.
  Taldor faction PCs should wish to open Lord Tulwin’s 
  sarcophagus to retrieve his heirloom signet ring. 
  Opening the stone coffin requires a DC 16 Strength 
  check or the use of magic (such as a stone shape spell). 
  Inside the coffin lie the late lord’s desiccated remains, 
  still wearing on the left hand the gold signet ring, 
  which may be easily removed as the remains of the 
  hand crumble to dust. Retrieving the ring earns Taldor 
  faction PCs 1 Prestige Point.
  Rewards: If the PCs loot Lord Tulwin’s tomb, award 
  each subtier thusly:
  Subtier 3–4:
  Give each PC 811 gp.
  Subtier 6–7:
  Give each PC 2,061 gp.
  B. Showdown with the 
  Harvestmaster (CR 6 or CR 9)
  Regardless of whether the PC’s destroy the golem before 
  taking the scepter, or merely take the scepter and run, 
  the Harvestmaster lies in wait for them outside the 
  tomb as they exit. If the tomb’s guardian pursues them, 
  the Harvestmaster waits until the encounter concludes 
  before presenting himself to avoid becoming a target of 
  the golem himself.
  Time Elapsed Since Last Encounter: immediate
  Altitude Fatigue Save: no additional save required
  Creature: Here stands Harvestmaster Quint, the 
  ranking priest of Zyphus in Taldor, the man who set 
  all the wheels turning to bring the PCs to this point. 
  Embittered over the destruction of his cult, the hindrance 
  of his god’s plans, and the slaying of his son, Quint is a 
  dark, brooding figure. He does not attack immediately, 
  instead savoring the moment he has been dreaming of 
  for some time. If the PCs attack him, he defends himself; 
  but Quint wants them to know what he has done, that all 
  they have gone through is for nothing. He wants them to 
  suffer, and then he wants them to die.
  “So at last it comes to this. Did you fools actually think it 
  would be that easy? Found the great Azlanti scepter, have 
  you? Found a good use for it yet? Witless pawns! You have 
  interfered with Zyphus’s plans for the last time! Since you 
  
  Antios’s Crown
  1 square = 5 feet
  Q
  G
  G
  G
  Q = Quint
  G = Ghoul
  2a
  PATHFINDER SOCIETY SCENARIO
  14
  statistics are hp 39; Fort +6; Melee +1 heavy pick +9 
  (1d6+4/×4).
  STATISTICS
  Str 16, Dex 10, Con 16, Int 8, Wis 16, Cha 13
  Base Atk +4; CMB +7; CMD 17
  Feats Armor Proficiency, Heavy, Channel Smite, Command 
  Undead, Weapon Focus (heavy pick)
  Skills Craft (traps) +8, Knowledge (religion) +5, Spellcraft +8
  Languages Common
  SQ aura
  Gear +1 full plate, +1 heavy pick, silver unholy symbol of Zyphus
  Ghouls (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146)
  Subtier 6–7 (CR 9)
  Havestmaster Quint 
  CR 8
  Male human cleric of Zyphus 9
  NE Medium humanoid
  Init +0; Senses Perception +3
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural)
  hp 95 (9d8+51)
  Fort +9, Ref +3, Will +9
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy pick +14/+9 (1d6+7/×4)
  Special Attacks channel negative energy 5/day (DC 16, 5d6), 
  destructive aura (+4, 9 rounds/day), destructive smite (+4, 
  6/day)
  Domain Spell-Like Abilities (CL 9th; concentration +12)
  6/day—bleeding touch (4 rounds)
  Cleric Spells Prepared (CL 9th; concentration +12)
  5th—mass inflict light wounds (DC 18), slay living (DC 18)
  4th—inflict critical wounds (DC 17)D, divine power, unholy 
  blight (DC 17)
  3rd—bestow curse (DC 16), blindness/deafness (DC 16), cure 
  serious wounds, dispel magic, rageD
  2nd—aid, bear’s endurance, death knellD, hold person (DC 15), 
  lesser restoration, resist energy
  1st—cure light wounds, divine favor, doom (DC 14), endure 
  elements, shield of faith, true strikeD
  0 (at will)—bleed (DC 13), detect magic, guidance, read magic
  D Domain spell; Domains Death, Destruction
  TACTICS
  Before Combat Prior to confronting the PCs, Harvestmaster 
  Quint casts lesser restoration to remove his altitude fatigue, 
  bear’s endurance, and divine power (all of which are included 
  in his stats.)
  
  Harvestmaster 
  Quint
  AMONG THE GODS
  15
  During Combat The Harvestmaster directs his ghoul thralls 
  to attack PCs while he casts ranged attack spells from 
  afar. If approached in melee, he uses Power Attack and his 
  destructive smite and channel smite abilities to deal the 
  most damage to his attacker. If he finds himself getting 
  hit often, he sacrifices a round of attacking to cast shield of 
  faith. The Harvestmaster alternates channeling to heal his 
  undead minions and harm the PCs if his other methods of 
  attack prove ineffective.
  Morale The last of his cult in Taldor, Harvestmaster Quint 
  fights to the death.
  Base Statistics Without his spells, Harvestmaster Quint’s 
  statistics are hp 74; Fort +7; Melee +1 heavy pick +11/+6 
  (1d6+4/×4); Con 14; CMB +9
  STATISTICS
  Str 16, Dex 10, Con 16, Int 8, Wis 16, Cha 14
  Base Atk +6; CMB +12; CMD 19
  Feats Armor Proficiency, Heavy, Channel Smite, Command 
  Undead, Power Attack, Toughness, Weapon Focus (heavy pick)
  Skills Craft (traps) +11, Intimidate +5, Knowledge (religion) +5, 
  Spellcraft +8
  Languages Common
  SQ aura, death’s embrace
  Gear +2 full plate, +1 heavy pick, amulet of natural armor +1, 
  silver unholy symbol of Zyphus, 92 gp
  Ghouls (3) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146)
  Rewards: If the PCs defeat Quint, award each subtier 
  thusly: 
  Subtier 3–4:
  Give each PC 329 gp.
  Subtier 6-7:
  Give each PC 761 gp.
  CONCLUSION
  If the PCs destroy Harvestmaster Quint, they 
  effectively remove the immediate Zyphen threat to 
  the Pathfinder Society and to Taldor as a whole. If the 
  Harvestmaster defeats the PCs, however, the Pathfinder 
  Society is left with more unanswered questions, and, at 
  least for the time being, Quint is free to pursue his goals 
  without Pathfinder interference. Whether or not the 
  PCs kill Quint, the scepter is a welcome addition to the 
  Pathfinder Society’s collection of ancient Azlanti artifacts, 
  and though nonmagical, it earns the Pathfinders who 
  retrieved it considerable fame within the organization.
  Success Conditions
  In order for the Pathfinder Society to consider the PCs’ 
  mission a success, they must retrieve the Azlanti scepter 
  from Lord Tulwin’s tomb and return it to a venture-
  captain (likely Venture-Captain Muesello in Oppara). 
  Once the Zyphen threat is revealed, PCs are expected to 
  have eliminated Harvestmaster Quint to preclude future 
  retaliation from the cult against the Society in Taldor or 
  elsewhere. If the PCs both retrieve the scepter and kill or 
  capture Quint, award all PCs 1 Prestige Point.
  Faction Missions
  The PCs may earn prestige from their respective factions 
  by completing the tasks listed below during the course of 
  the adventure.
  Andoran Faction: Andoran faction PCs who destroy 
  the golem in Lord Tulwin’s crypt earn 1 Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  16
  Cheliax Faction: Cheliax faction PCs who locate the 
  tomb of Angatar Dralneen and destroy any reference to 
  his wife in Act 2 earn 1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs 
  who create a map of their ascent for future Pathfinder 
  expeditions to use earn 1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge PCs who 
  obviously put themselves between danger and other 
  Pathfinders at any time during the scenario receive 1 
  Prestige Point.
  Osirion Faction: Osirion faction PCs who successfully 
  locate and analyze examples of Osirian architecture or 
  stonemasonry in Act 2 earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who consecrate 
  the Sarenite shrine in Act 1 earn 1 Prestige Point.
  Hero of Freedom,
  I hear you have been tasked with traveling to the mountaintop necropolis known as Antios’s Crown. The 
  Taldans show their never-ending hubris even in their geography. History paints this Lord Tulwin as a miserly 
  sort who kept his wealth to himself even in death. Such a man no doubt has enslaved some creature to 
  protect his tomb from grave robbers and greedy descendants, angry that he took their inheritance with him 
  to his grave. If you encounter such a creature, ensure that it is released from its enslavement, through the 
  creature’s merciful death, if necessary.
  For the Free People of Andoran,
  Major Colson Maldris
  Tender Flesh Puppet,
  I trust this finds you in good health, for the moment. So, it is to be Antios’s Crown, is it? In this instance, I 
  care nothing for the scepter that is purported to be in residence upon that decrepit and decaying monument 
  to Taldan “glory.” But while you’re there, you can aid me in something that has become a problem of late. 
  Thrune inquisitors have begun poking about my family’s history, insinuating that my noble title and position 
  in the Chelish Embassy here in Absalom are in jeopardy. I need you to destroy anything identifying the wife 
  of my ancient forebear, Angatar Dralneen, who was buried atop Mount Antios when Cheliax was still part of 
  Old Taldor. Remove this evidence from the face of Golarion and I’ll reward you in ways more creative than 
  your imagination can fathom.
  Whatever It Takes,
  Paracountess Zarta Dralneen
  Scarzni Faction: Sczarni faction PCs who locate the 
  Varisian journals at the campsite in Act 1 and destroy the 
  pages incriminating the Sczarni earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs 
  who correctly identify and then remove the Shadow 
  Lodge agents’ glyphs from the Sarenite shrine in Act 1 
  earn 1 Prestige Point.
  Silver Crusade Faction: Silver Crusade faction PCs 
  who ensure all undead in the scenario are destroyed 
  receive 1 Prestige Point.
  Taldor Faction: Taldor faction PCs who retrieve Lord 
  Tulwin’s ancestral signet ring from his tomb in Act 2 
  earn 1 Prestige Point.
  
  AMONG THE GODS
  17
  GRAND LODGE
  GRAND LODGE
  Fellow Seeker,
  This is a great opportunity! The vast necropolis of Antios’s Crown holds potential treasures and history that 
  we have only begun to tap. Were it not for the location’s harsh geography, we’d have sent agents there 
  countless times already, I’m sure. To aid in future expeditions, please map your route up Mount Antios, 
  and double-check its accuracy from the mountain’s summit. If you perform your task well, generations of 
  Pathfinders to come will remember your name for aiding in their discoveries.
  May Your Road Ever Be Open,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Friend of the East,
  As the Lantern Lodge is still a new player in the Inner Sea region, we must do what we can to establish 
  relationships with those of influence and power. Make your support known so that our alliances may 
  continue to grow and strengthen. Be overt in your aid of others so that word of our honor can spread 
  throughout the Pathfinder Society. When danger strikes, protect your compatriots. If harm should come 
  to you in doing so, your name will be doubly honored. For the moment, we need allies, and indebted allies 
  are even more beneficial.
  Tread Well,
  Venture-Captain Amara Li
  Noble Servant of the Ruby Prince,
  Antios’s Crown! While the Taldans claim it as a monument to their greatness, many among our allies believe 
  the building techniques used by the self-centered emperor Antios to construct the original statues and 
  shrines there were stolen from Osirion’s most skilled architects and stonemasons. Sadly, many of these 
  techniques have been lost to us over the ages. You must regain this knowledge so that we may once again 
  rise to the glory of the Osirion of old.
  In Honor of Our Ancestors,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Servant of the Satrap,
  We have been waiting for an opportunity such as this for quite some time. Antios’s Crown is believed 
  to be the site of a hidden shrine to the Dawnflower, created by Sarenrae’s faithful among Taldor’s own 
  population, even after Stavian I outlawed her veneration. If you encounter such a location, ensure it is 
  pure and sanctified so that any of her faithful visiting the site in modern times can find solace there. Such 
  Taldans will likely be sympathetic to our cause should the situation with Taldor heat up to a point where 
  things become uncomfortable for us.
  Sincerely,
  Trade Prince Aaqir al’Hakam
  
  PATHFINDER SOCIETY SCENARIO
  18
  Hero of the Glorious Empire!
  Your journey to the magnificent Antios’s Crown will allow you a glimpse of the Taldor that once was, and one 
  I’d very much like to see rise again. You are being sent to the tomb of Lord Tulwin, who history tells left a 
  veritable multitude of squabbling inheritors behind when he passed. Many have fallen to obscurity over the 
  centuries, married into other families or moved from their homeland penniless and without title. Retrieve for 
  me Lord Tulwin’s signet ring, no doubt still on his miserly finger, so that we may use it restore House Tulwin 
  to its former glory. Another house indebted to us and our cause will do nothing but strengthen Taldor as she 
  restores dominion over the Inner Sea.
  To Future Magnificence,
  Lady Gloriana Morilla
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Noble Friend,
  Word comes to me that you are being sent to Antios’s Crown. Such holy places of memory and honor 
  demand respect and sanctity. As such they should be kept clear of the foul undead that so often haunt the 
  resting places of the dead. Ensure the destruction of any such abominations, and the light of your goodness 
  will be a beacon to the rest of the Society. May your allies learn from your shining example.
  Blessings Upon You,
  Ollysta Zadrian
  Sczarni
  Sczarni
  Most Trusted Friend,
  I hear you will soon be traveling to Mount Antios! How fortuitous this is for us, you see, as I believe a 
  group of our brethren to have been lost on the mountain some time ago when venturing up its treacherous 
  slopes from their passing caravan. When they were lost, so too were some important documents they were 
  carrying. Locate these if you can, and remove any evidence they may contain linking the missing Varisians 
  to anything unbecoming of our noble clan. I trust none will see you nor suspect you of anything unexpected 
  of a Pathfinder.
  Watch your back,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Eyes and Ears,
  Continue to work with your brothers and sisters of the Pathfinder Society. We have been recognized, and 
  therefore any antagonism must be stopped. Keep an eye out for coded markings left by our rogue members 
  to communicate with one another. These markings should be removed without others noticing if at all 
  possible. While our goals may now be similar to the aspirations of those who still eat from the Decemvirate’s 
  open palms, we need not announce where our rogue members—or we ourselves—have been prior this 
  tenuous alliance. This is our mess and I would prefer to clean it up in house.
  Careful,
  Grandmaster Torch
  
  AMONG THE GODS
  19
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–08: Among the Gods © 2011, Paizo Publishing, 
  LLC; Author: Michael Kenway.
  Pathfinder Society Scenario #3–08:  
  Among the Gods
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
     
  ®
  Pathfinder Society Scenario #3–08 
  Among the Gods
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  3–4
  633
  1,632
  6–7
  1,266
  3,265
  Normal
  Slow
   
  Harvestman’s Bane: Word spreads of your involvement in the elimination of the cult of 
  Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshipers of Zyphus. 
  +1 dragonhide (black) breastplate (1,700 gp, limit 1)
  Lesser silent metamagic rod (3,000 gp)
  Wand of false life (8 charges; 720 gp, limit 1)
  +1 flaming longsword (8,315 gp)
  +2 dragonhide (black) breastplate (4,700 gp, limit 1)
  +2 full plate (5,650 gp)
  amulet of natural armor +1 (2,000 gp)
  ring of protection +1 (2,000 gp)
  ALL
  3–4
  6–7
  SUBTIER
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-08 Among the Gods.pdf