TEXT: By Charlie Brooks
  THE GHOL-GAN HERESY
  PATHFINDER SOCIETY SCENARIO #9-23 
  TIER 7–11
  
  Pathfinder Society Scenario #9–23: The 
  Ghol-Gan Heresy is a Pathfinder Society 
  Scenario designed for 7th- through 11th-
  level characters (Tier 7–11; Subtiers 7–8 and 
  10–11). This scenario is designed for play 
  in the Pathfinder Society Roleplaying Guild 
  campaign, but it 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, check out the campaign’s home 
  page at PathfinderSociety.club.
  HOW TO PLAY
  Author • Charlie Brooks
  Development Lead • Michael Sayre
  Contributing Artists • Jesper Ejsing, 
  Sebastian Rodriguez, and Tadas Sidlauskas
  Cartographer • Sean Macdonald
  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, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris 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
  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 • Megan Gilchrist
  Accountant • Christopher Caldwell
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  Sara Marie, Samantha Phelan, and Diego Valdez
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  Mika Hawkins, Heather Payne, Jeff Strand, and 
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  Whitney Chatterjee, Erik Keith, 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, 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  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 #9–23: The Ghol-Gan Heresy © 2018, 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, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-
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  Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and 
  Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  The Ghol-Gan Heresy makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary 2, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG Pathfinder Unchained, Pathfinder RPG Occult Adventures 
  (OA), Pathfinder RPG Ultimate Combat (UC), and Pathfinder RPG Ultimate Equipment (UE). This 
  adventure assumes the GM has access to these sourcebooks. Additionally, this adventure provides 
  rules for fiendish manifestations, originally introduced in Pathfinder Campaign Setting: Hell 
  Unleashed, and references the fiend-keeper medium, originally introduced in Pathfinder Player 
  Companion: Blood of the Beast. All other rules referenced in this adventure are available in the free 
  online Pathfinder Reference Document at pfrd.info and the relevant rules from the Bestiary volumes 
  are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  The Ghol-Gan Heresy  .   .   .   .   .   .   .   .   .  3
  Handouts  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 21
  Appendix  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 22
  Maps  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Chronicle Sheet  .   .   .   .   .   .   .   .   .   .   .   . 26
  
  • Kaddodi
  • Eleder
  Kaava Lands
  Desperation
  Bay
  3
  asurendra has already reached into the minds of several of 
  their agents, encouraging them onward. A group of intrepid 
  Pathfinders has an opportunity to put an end to the Aspis 
  operation and keep Parveen from being unleashed upon 
  Golarion once more, but failure could lead to devastation 
  within the region.
  SUMMARY
  Responding to a request from Trade Prince Aaqir al’Hakam, 
  the PCs meet with Pathfinder Fola Barun and a pair of 
  gripplis for details on a mission to deal with an excavation 
  A
  s the civilization of Ghol-Gan collapsed millennia 
  ago, the cyclopes of the kingdom declined from 
  high-minded prophets, scholars, and warriors 
  into a brutal and short-sighted people. This degeneration 
  created a fertile breeding ground for the philosophies of 
  an asura known as Parveen, who spent much of the Age of 
  Darkness spreading antipathy and malice toward the gods. 
  As Parveen’s influence expanded, the asura attained fiendish 
  enlightenment and became a powerful asurendra.
  Early in the Age of Destiny, two of the archmage Jatembe’s 
  magic warriors faced Parveen in battle and emerged victorious. 
  However, they chose not to slay the monster. Knowing that 
  killing Parveen would only allow the asura to reincarnate 
  as a similarly vile entity, the magic warriors instead sealed 
  the fiend away, binding the her in a temple deep within the 
  Mwangi Expanse.
  As so often happens, time eroded those powerful magical 
  seals. The rise and fall of the Boalisi culture saw the rediscovery 
  of the ancient Ghol-Gan temple where Parveen slept. Settlers 
  scavenged stone from the temple, weakening the wards. 
  Although Boali soon fell, Parveen awoke and began scanning 
  the surrounding wilderness, seeking a method to freedom. 
  With the help of a minor fiend and a tribe of vicious Hazh’a 
  halflings, Parveen nearly succeeded in her efforts. An alliance 
  of Pathfinders and gripplis were able to prevent Parveen’s 
  escape from her magical prison in the ruined cyclops city 
  of Kaddodi, and the gripplis’ fiend-keepers assumed the 
  responsibility of keeping the powerful asura locked away. 
  While the gripplis, with some assistance from the 
  Pathfinder Society, have successfully kept Parveen bound 
  so far, recent intrusions by the Aspis Consortium and their 
  allies in the Vanji Prospector’s Guild now threaten to break 
  the final wards keeping the fiend at bay. Despite stinging 
  losses suffered in Senghor and Bloodcove at the hands of 
  the Pathfinder Society, agents of the Aspis Consortium 
  have allied with the Vanji Prospector’s Guild to salvage what 
  profits they can from the Ghol-Gani ruins, hoping to scrape 
  together enough short-term gains to cover their losses and 
  revitalize their Bloodcove operations. They do not realize that 
  their activities bring Parveen closer to freedom or that the 
  By Charlie Brooks
  The Ghol-Gan Heresy takes place in the Kaava Lands, 
  the westernmost region of the Mwangi Expanse. The 
  numerous cultures that once called these lands their home 
  include the cyclops kingdom of Ghol-Gan, and the climactic 
  encounter of this adventure takes place in a ruined temple 
  left behind by this ancient realm. For more details about 
  the Mwangi Expanse and the Kaava Lands, see Pathfinder 
  Campaign Setting: Heart of the Jungle. To learn more about 
  the rise and fall of Ghol-Gan, see Pathfinder Campaign 
  Setting: Lost Empires, available in bookstores and game 
  stores everywhere and online at paizo.com.
  Where on Golarion?
  THE GHOL-GAN 
  HERESY
  
  Purpurrup
  PATHFINDER SOCIETY SCENARIO
  4
  operation jointly run by the Aspis Consortium and the Vanji 
  Prospector’s Guild. The two gripplis accompanying Fola 
  Barun are the fiend-keeper Purpurrup and the lorekeeper 
  Mother Bogwynne. These gripplis describe a pressing 
  danger that the PCs need to know about, which suggests that 
  the mining operation may cause more harm than simply 
  displacing valuable Ghol-Gani artifacts: they run the risk of 
  further eroding the magical wards that keep the asurendra 
  Parveen at bay.
  While 
  Purpurrup 
  and 
  Mother 
  Bogwynne gather the grippli tribes 
  to aid the PCs, Fola assigns the 
  Pathfinders to approach the 
  Ghol-Gan temple that serves 
  as Parveen’s prison. The PCs 
  follow the trail to Kaddodi, 
  but along the way they run 
  into agents from the Aspis 
  Consortium fleeing from the 
  temple. The sudden loss of 
  reason by of one of the agents’ 
  own, a cleric of Norgorber, has 
  forced this group to stop and 
  deal with his ravings, spawned 
  from visions sent from Parveen 
  that have led the cleric to reject his own 
  god. With this latest distraction pushing 
  the Consortium agents to their breaking point, they react 
  with suspicion and possibly outright hostility to the PCs.
  As the PCs near the Ghol-Gan temple that serves as the 
  asura’s prison, they experience Parveen’s influence firsthand 
  when a fiendish manifestation takes hold just before they 
  enter the ancient temple. Upon entering the temple, the PCs 
  find several members of the Vanji Prospector’s Guild who, 
  having been abandoned by their Aspis Consortium allies, are 
  trapped by a squad of upasundas who block the path to the 
  bound asurendra.
  The gripplis join the PCs just inside the temple, and the 
  combined party finds that several members of the Aspis 
  Consortium and the Vanji Prospector’s Guild now serve as 
  avatars for Parveen, each bearing a portion of the asurendra’s 
  full power. The fiend-keepers work to contain the nearly 
  released fiend, but even their combined powers offer the PCs 
  only limited time to win the day. Should the PCs overcome 
  the remaining Consortium agents, they find themselves 
  faced with a difficult decision, as the wards keeping Parveen 
  imprisoned threaten to collapse at any moment.
  GETTING STARTED
  The adventure begins near the port city of Eleder, capital of 
  Sargava, as the PCs respond to Trade Prince Aaqir al’Hakam’s 
  request for them to meet with Pathfinder field agent Fola 
  Barun outside the city walls for a new assignment. Give the 
  players Handout #1 from page 21 to read. If any of the PCs are 
  members of the Exchange faction, give them Handout #2 as 
  well. After the players have had time to review the handouts, 
  read or paraphrase the following to get the adventure 
  under way.
  A tall half-elf woman with short but tangled hair and deep green 
  eyes beckons to a shaded area that offers some respite from 
  the oppressive Sargavan heat. Two small, frog-
  like humanoids stand next to her, each 
  observing their surroundings with 
  sharp, bulging eyes. One seems 
  unarmed save for a sling at her 
  belt, while the other sports a bright, 
  feathered headdress and has sagging 
  skin that marks her advanced age. 
  These three are clearly prepared for a 
  small gathering, with simple wooden 
  benches lined up in the clearing and a 
  small table holding a selection of figs and 
  dates, as well as jugs of both water and wine.
  Fola, the half-elf, speaks first. “The 
  Pathfinder Society has given me the 
  honor of telling you about something that 
  concerns my native land on many levels,” 
  she says. “This stretch of the Mwangi 
  Expanse is home to many ruins left behind 
  by the fallen cyclops empire known as Ghol-Gan. The relics they 
  left behind have long served as bait for treasure-seekers, but a 
  recent expedition by the Aspis Consortium threatens to do more 
  than simply destroy a piece of history. The Consortium recently 
  experienced a setback when Senghor’s leadership chose to support 
  the Pathfinder Society in opposing them. In their desperation, the 
  Aspis have joined with the Vanji Prospector’s Guild and launched a 
  new operation intent on tearing what valuables they can out of an 
  ancient Ghol-Gan temple. The gripplis protecting the temple tried 
  to warn them that it houses something terrible left behind by lost 
  Ghol-Gan, but they would not listen, and now the ancient fiend 
  Parveen is on the verge of finally escaping her ancient prison.”
  Fola pauses and nods to her grippli companions. With a weary 
  croak, the older and larger of the amphibian people steps forward 
  to continue the briefing.
  “Fola has it right,” says the elderly grippli. “Your Society has 
  worked with many groups in the region, including our own grippli 
  tribes. I am Mother Bogwynne, lorekeeper and elder of the Krihirik 
  tribe. I know much that has been forgotten, including the history 
  of the ruins the Consortium defiles. Those ruins contain more than 
  cyclops treasures—they also serve as the prison to a terrible fiend 
  known as Parveen. This creature is an asura, a being that knows 
  nothing but destruction and seeks to destroy all that the gods 
  created. We gripplis have guarded against Parveen’s escape for 
  generations, but as the Consortium breaks down the wards, we 
  can feel the monster’s influence spreading beyond its prison.”
  
  5
  THE GHOL-GAN HERESY
  Mother Bogwynne gestures toward the other grippli. “Purpurrup 
  is a fiend-keeper whose tribe lives near the ruined city of Kaddodi. 
  She and I seek to unite the grippli tribes to stop Parveen’s escape, 
  but time fights against us. With the wards weakening, the asura 
  may escape before the other tribes’ fiend-keepers arrive to aid us. 
  Thus, we need you—not only to stop recklessness and greed, but 
  to prevent greater disaster as well.”
  The PCs have the opportunity to ask several questions. 
  The person who responds to each question below is noted 
  in parentheses. If the PCs ask a question not included below, 
  Fola takes the lead in answering most of the PCs’ questions, 
  but she defers to Mother Bogwynne and Purpurrup in matters 
  specifically regarding the gripplis.
  How do we get to the temple? (Fola) “The Consortium has 
  carved several trails that lead to the ruined city of Kaddodi, 
  where the temple lies. While their main base of operations 
  lies north of here in Bloodcove, we’ve had several successful 
  excursions against them that have forced them to send their 
  looted treasure south to the coast for pick-up instead. The 
  fastest route from where we stand runs north along the coast 
  toward the Oubinga River, and speed matters a great deal 
  right now.”
  What happened to the temple’s creators? (Fola) “Nobody 
  knows for certain what happened to the empire of Ghol-Gan. 
  It was once a bastion of civilization and philosophy, but the 
  cyclopes fell into savagery and violence well before Earthfall 
  destroyed ancient Azlant millennia ago.” 
  Who bound Parveen inside the temple? (Mother Bogwynne) 
  “Parveen thrived on the brutality displayed in the waning 
  days of Ghol-Gan. After the fall of the cyclops civilization, two 
  magic warriors loyal to the archmage Jatembe battled with the 
  fiend and sealed her away in the temple.” 
  When did the grippli become involved? (Mother 
  Bogwynne) “Another people, known as the Boalisi, came to 
  inhabit the same lands where ancient Ghol-Gan once stood. 
  In their ignorance of the cyclopes’ history, they used parts of 
  Parveen’s prison to construct their own buildings. Our people 
  sensed the weakening of the prison and relied on the ancient 
  tradition of fiend-keeping to prevent Parveen’s influence 
  from growing. We succeeded for many generations, but other 
  encroachments, including the Aspis and their new allies, have 
  pushed us to our limits.” 
  What is fiend-keeping? (Purpurrup) “With the right 
  discipline, one can contain the evil spirits of the world and 
  prevent them from doing further harm. We fiend-keepers 
  draw a portion of an evil spirit into ourselves, forming 
  a spiritual prison that keeps the danger at bay. Parveen’s 
  power exceeds that of a normal spirit, so fiend-keepers from 
  multiple tribes have worked to keep her in check.” 
  What sort of dangers can we expect? (Fola) “The Consortium 
  is desperate and won’t take kindly to intruders if they think 
  you plan to shut them down or muscle in on their profits. 
  The Kaava Lands always have their dangers, including foul 
  weather and giant beasts. Parveen herself is a powerful fiend, 
  one of the mightiest asuras. That’s why you must make sure 
  she doesn’t escape.”
  After the PCs have asked all their questions, Mother 
  Bogwynne provides them with one more piece of advice 
  before they begin their journey.
  “You must prepare for more than the dangers of the jungle,” urges 
  Mother Bogwynne. “While Parveen remains imprisoned for the 
  time being, we know that she has called asura servants to her aid 
  before in an attempt to break free. Speed is important, but you 
  must be prepared as well. Many asuras can recover from even 
  deadly wounds unless they are struck by holy energy or a weapon 
  blessed with righteousness. Prepare yourself as well as you can, for 
  I fear that Parveen feels the same sense of urgency that we do.”
  KNOWLEDGE (HISTORY)
  Based on the result of a Knowledge (history) check, the PCs 
  might know more about the Ghol-Gan empire. The PCs learn 
  all the information below with a DC equal to or less than the 
  result of their check.
  10+: Ghol-Gan was a vast cyclops empire that predates 
  Azlant and saw the height of its power during the Age of 
  Serpents, a period when the serpentfolk were the dominant 
  race on Golarion.
  15+: Scholars divide the history of Ghol-Gan into four 
  distinct eras: prehistoric, pre-classical, classical, and post-
  classical. The empire reached its height during the classical 
  era, which saw the advent of writing and a period of long-
  lasting peace.
  20+: The post-classical period of Ghol-Gan saw the cyclopes 
  abandon their gods in favor of demons and other fell powers. 
  This led to a period of excessive violence among the cyclopes.
  25+: Long after Ghol-Gan faded away, the Boalisi culture 
  rose quickly on the site of the old empire. Historians 
  trace much of their rapid rise to architecture and treasure 
  looted from Ghol-Gan ruins. But the Boalisi disappeared 
  just as quickly as they rose, destroyed by an unknown but 
  undoubtedly very powerful source.
  30+: The wisest of the cyclopes foresaw the destruction 
  of Ghol-Gan and attempted to salvage some of the empire’s 
  history and culture, creating coded scriptures that they hoped 
  would one day be used by creatures that shared their goals of 
  peace and enlightenment. 
  KNOWLEDGE (PLANES)
  Based on the result of a Knowledge (planes) check, the PCs 
  might know more about asuras in general and possibly 
  Parveen in particular. The PCs learn all the information below 
  with a DC equal to or less than the result of their check.
  15+: Asuras are outsiders that represent divine accidents—
  
  PATHFINDER SOCIETY SCENARIO
  6
  mistakes committed by the gods themselves. Because of their 
  origin, they hold a hatred for all things divine.
  20+: Asuras are immortal beings. While their physical 
  forms can be destroyed, their spirits inevitably return as lesser 
  asuras. Reincarnated asuras retain their memories and often 
  seek revenge on those who destroyed their physical forms.
  25+: All asuras possess an elusive aura that makes them 
  difficult to find using scrying magic. Many of them have 
  the ability to regenerate, though good-aligned weapons and 
  spells can temporarily halt the regenerative process.
  30+: The name Parveen appears in a few ancient texts as a 
  fiend who spread blasphemy and ruin for centuries during 
  the Age of Darkness. These foul deeds allowed her to obtain 
  fiendish enlightenment, transforming her into an asurendra 
  and attracting many lesser asuras to her cause.
  JOURNEY TO THE TEMPLE
  After the PCs have asked their questions, Mother Bogwynne 
  and Purpurrup leave to gather the grippli tribes. They depart 
  with a promise to meet the PCs at the ruined temple as soon as 
  they can. Fola encourages them to purchase any supplies they 
  need in Eleder and then make haste in their journey. Read or 
  paraphrase the following once the PCs enter the jungle.
  The tangled foliage of the Kaava Lands eventually gives way to 
  a series of crudely constructed trails. Some of these trails lead 
  nowhere, as though those who made them decided that even 
  well-sharpened machetes could not hack away the thickest of 
  the jungle’s vines. Instead, they eventually coalesce into a more 
  easily cleared path. The rushing sound of the Oubinga River fills 
  the air, even though the foliage sometimes makes the water itself 
  hard to see. Humanoid footprints indicate that the main path saw 
  travelers recently.
  The trails the PCs follow are little-used at first, though as 
  the coastline gives way to forest, the paths show signs that 
  many groups have passed through this area. These are the 
  trails of Consortium agents bringing what treasures they 
  could carry to the southern coast for shipment around the 
  peninsula to their operations in Bloodcove. 
  A. CONSORTIUM CLEARING
  Agents of the Consortium stand between the PCs and their 
  destination at the ruined Ghol-Gan temple, but they care 
  little for meddling Pathfinders at the moment. Affected by 
  Parveen’s corrupting influence, one of the Consortium agents 
  has apparently lost his mind, drawing more attention in the 
  hostile jungle than any of his companions want. The agents 
  cluster together in the center of the clearing while they 
  attempt to calm their frantic companion, but they have found 
  little success so far.
  A PC who succeeds at a DC 15 Perception check can hear 
  the sound of the corrupted agent’s babbling before any of 
  the Aspis agents see them, allowing the PCs to approach 
  stealthily. Any square on the map that has foliage on it counts 
  as difficult terrain but also provides partial cover.
  A1. CHAOS IN THE CLEARING (CR 10 OR CR 13)
  The trail to Kaddodi opens up into a small clearing. The grassy 
  jungle bears many signs of recent use, including ruts from wagon 
  wheels and foliage stomped flat by the passage of many feet. 
  Massive trees surround the clearing and bear various marks from 
  knives and chisels, likely intended to provide direction to caravans 
  passing through the area about where to head next and what 
  areas of the forest to avoid.
  From within her prison, Parveen has sent visions and 
  whispers into the mind of a cleric of Norgorber named 
  Kahsu, and this influence has finally snapped the man’s sense 
  of reason. Amidst the Consortium agents’ flight from the 
  temple, Kahsu came to a sudden halt, smashed his holy symbol 
  with a mace, and then fell to the ground while clutching his 
  head, rocking back and forth, and babbling noisily. As a result, 
  the group’s desperate flight from the fiends gathering at the 
  temple has devolved into a furious debate over what to do 
  with their problematic compatriot. The argument has the rest 
  of the agents on edge and ready to vent their frustrations in as 
  violent a manner as possible.
  Creatures: One Consortium agent attempts to calm Kahsu 
  but is quickly losing patience. The rest stand guard at the edge 
  of the clearing, ready to fend off whatever unwanted attention 
  their raving companion draws their way. These agents are 
  anxious and likely to resort to violence as their first solution 
  to problems that come their way. If the PCs approach with 
  weapons drawn or fail a Stealth check when nearing the camp, 
  the agents suspect the worst and attack immediately. If the 
  PCs try to approach peacefully, however, they have a chance to 
  gain some information while avoiding a fight.
  The Consortium agents begin with an attitude of 
  unfriendly. They answer questions tersely and demand to 
  know what the PCs are doing in the jungle. Failure to answer 
  the agents’ questions or admitting that they intend to deal a 
  damaging blow to the already-vulnerable Aspis Consortium 
  results in the agents becoming hostile. However, PCs who 
  avoid revealing their true purpose can use social skills 
  or enchantment magic to defuse the situation. A PC who 
  succeeds at a DC 20 Diplomacy check (DC 22 in Subtier 10–
  11) can shift the agents’ attitudes to indifferent, which isn’t 
  sufficient to convince them to divulge information but does 
  at least keep them from openly threatening violence. A PC 
  whose result exceeds the DC of the Diplomacy check by 5 or 
  more can improve the agents’ attitude to friendly. If made 
  friendly, the agents admit to hunting treasure deeper in the 
  jungle, although they warn the PCs that the ruins are infested 
  with fiends and encourage them to turn back. One of them 
  
  A. Consortium Clearing
  A
  : Aspis Agents
  A
  A
  A
  K
  K
  : Kahsu
  1 square = 5 feet
  PCs
  Enter
  Pathfinder Flip-Mat Classics: Forest
  N
  7
  THE GHOL-GAN HERESY
  
  PATHFINDER SOCIETY SCENARIO
  8
  goes further and mentions that the treasures came from a 
  cyclops temple, an admission which quickly causes one of 
  the other agents to shush the loudmouth. If an agent leaks 
  this information, the rest quickly pack up camp and leave, 
  physically dragging Kahsu along with them if necessary.
  Regardless of whether this encounter turns into a combat, 
  Kahsu (NE male human ex-cleric of Norgorber 9) remains 
  out of the battle. Should a fight break out, he follows his first 
  instinct to curl into a fetal position. If directly attacked or 
  caught in an area of effect, he runs for cover, hiding in the 
  nearby jungle.
  SUBTIER 7–8 (CR 10)
  ASPIS LOOTERS (3) 
  CR 7
  Human monk 8
  LE Medium humanoid (human)
  Init +2; Senses Perception +13
  DEFENSE
  AC 18, touch 17, flat-footed 15 (+1 armor, +2 Dex, +1 dodge, +2 
  monk, +2 Wis)
  hp 63 each (8d8+24)
  Fort +7, Ref +8, Will +10; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +10/+5 (1d10+4 plus 1d6 electricity) or
  unarmed strike flurry of blows +10/+10/+5/+5 (1d10+4 plus 
  1d6 electricity)
  Special Attacks flurry of blows, stunning fist (8/day, DC 16)
  TACTICS
  During Combat The Aspis looters are intent on quickly defeating 
  their opponents and making good on their escape, seeking to 
  disable as many opponents as quickly as possible. During the 
  first round of combat, the looters attempt to trip the nearest 
  enemy, using their allies and the Escape Route feat to avoid 
  attacks of opportunity as much as possible. On subsequent 
  rounds, the looters use flurry of blows to deal as much damage 
  as possible to opponents within melee range, using trip 
  attempts with their last attack to knock the nearest conscious 
  enemy prone and using stunning fist against another target if 
  one is within reach. The Aspis looters use a ki point to make an 
  extra attack whenever they use flurry of blows, keeping one ki 
  point in reserve for wholeness of body.
  Morale The first time an Aspis looter is reduced to 15 hp or fewer, 
  To accommodate a group of four PCs, the Aspis agents 
  have the sickened condition, as they lost their water 
  canteens while fleeing from the asura and were forced to 
  drink from unsafe water sources.
  Scaling Encounter A1
  he uses wholeness of body to heal himself. If he is still at 15 hp 
  or fewer, or if he is reduced to 15 hp or fewer by a later attack, 
  he attempts to flee, using Acrobatics skill checks and Escape 
  Route to avoid attacks of opportunity.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +6; CMB +12 (+14 disarm); CMD 27 (29 vs. disarm)
  Feats Athletic, Combat Reflexes, Deflect Arrows, Dodge, Escape 
  RouteUC, Improved Trip, Improved Unarmed Strike, Iron Will, 
  Stunning Fist, Toughness
  Skills Acrobatics +13 (+29 to jump), Climb +16, Perception +13, 
  Stealth +13, Survival +10, Swim +10
  Languages Common
  SQ fast movement, high jump, ki pool (6 points cold iron, magic, 
  silver), maneuver training, slow fall 40 ft., wholeness of body 
  (8 hit points)
  Other Gear bracers of armor +1, shock amulet of mighty fists
  SUBTIER 10–11 (CR 13)
  ASPIS TEMPLE RAIDERS (3) 
  CR 10
  Human monk 11
  LE Medium humanoid (human)
  Init +2; Senses Perception +17
  DEFENSE
  AC 20, touch 18, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, +2 
  monk, +3 Wis)
  hp 86 (11d8+33)
  Fort +10, Ref +11, Will +14; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +13/+8 (1d10+4 plus 1d6 electricity) or
  unarmed strike flurry of blows +14/+14/+9/+9/+4 (1d10+4 
  plus 1d6 electricity)
  Special Attacks flurry of blows, stunning fist (11/day, DC 18)
  TACTICS
  During Combat The Aspis temple raiders are intent on quickly 
  defeating their opponents and making good on their escape, 
  seeking to disable as many opponents as quickly as possible. 
  During the first round of combat, the looters attempt to trip 
  the nearest enemy, using their allies and the Escape Route 
  feat to avoid attacks of opportunity as much as possible. On 
  subsequent rounds, the looters use flurry of blows to deal as 
  much damage as possible to opponents within melee range, 
  using trip attempts with their last attack to knock the nearest 
  conscious enemy prone and using stunning fist against another 
  target if one is within reach. The Aspis temple raiders use a 
  ki point to make an extra attack whenever they use flurry of 
  blows, keeping one ki point in reserve for wholeness of body.
  Morale The first time an Aspis temple raider is reduced to 20 hp or 
  fewer, he uses wholeness of body to heal himself. If he is still at 
  20 hp or fewer, or if he is reduced to 20 hp or fewer by a later 
  
  Kahsu
  9
  THE GHOL-GAN HERESY
  attack, he attempts to flee, using Acrobatics skill checks and 
  Escape Route to avoid attacks of opportunity.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 8
  Base Atk +8; CMB +15 (+17 disarm); CMD 30 (32 vs. disarm)
  Feats Athletic, Combat Reflexes, Deflect Arrows, Dodge, Escape 
  RouteUC, Improved Trip, Improved Unarmed Strike, Iron 
  Will, Medusa’s Wrath, Mobility, Stunning Fist, 
  Toughness, Weapon Focus (unarmed strike)
  Skills Acrobatics +16 (+39 to jump), Climb 
  +21, Perception +17, Stealth +16, 
  Survival +14, Swim +10
  Languages Common
  SQ fast movement, high jump, ki pool (8 
  points cold iron, lawful, magic, silver), 
  maneuver training, slow fall 50 ft., 
  wholeness of body (11 hit points)
  Other Gear bracers of armor +2, cloak of 
  resistance +2, headband of inspired wisdom 
  +2, shock amulet of mighty fists
  Treasure: In addition to 
  their gear, the agents also 
  have a saddled horse that 
  Kahsu used before his crisis 
  of faith. Kahsu discarded most of 
  his personal gear during his group’s 
  flight from the temple, save for a wooden 
  holy symbol of Norgorber, which he drew 
  out before his astonished compatriots and 
  smashed with his mace. That holy symbol 
  lies on the ground next to the place where 
  the priest curled up and began babbling.
  The horse’s saddlebags hold various 
  scavenged items such as stone tablets, pieces of ancient 
  engravings, and tattered tapestry scraps left behind after 
  the fall of the Ghol-Gan empire, though Kahsu tore open 
  one of the saddlebags on his mount when the madness 
  finally overtook him. A PC in the camp who succeeds at a 
  DC 15 Perception check can catch a glimpse of a stone ritual 
  seal among the spilled contents. A PC who physically sorts 
  through the spilled contents finds the ritual seal without a 
  Perception check, although doing so in sight of the other 
  agents may cause them to become hostile. A PC who succeeds 
  at a DC 20 Knowledge (arcana) or Knowledge (planes) check 
  can identify the ritual seal as a piece of a larger set of wards 
  usually used to bind a powerful outsider.
  Development: Unless he dies or gets frightened off during 
  battle, Kahsu remains out of the fight, even if his compatriots 
  call to him for help. If the PCs defeat the other agents and 
  choose not to capture or interrogate Kahsu, he remains 
  babbling at the campsite for almost an hour until he finally 
  lapses into a comatose state. 
  PCs who try to communicate with Kahsu can attempt a DC 
  20 Diplomacy or Intimidate check (DC 23 in Subtier 10–11 
  due to Kahsu having been wounded by the upasunda during 
  his flight from the temple and driven into an increased state 
  of unease) or use a calm emotions spell to calm him down, at 
  which point he becomes coherent but remains very anxious. 
  Alternatively, a PC who succeeds at a DC 15 Linguistics check 
  is able to determine that Kahsu is not speaking 
  entirely in gibberish, but that he seems to be 
  rambling in a pidgin that combines pieces 
  of Infernal and Common. A PC who 
  speaks Infernal gains a +2 competence 
  bonus on the Linguistics check. Casting 
  comprehend languages allows a PC to 
  understand Kahsu’s ramblings but not 
  engage him in a meaningful conversation 
  unless they calm him down or speak in 
  one of the languages he uses. Casting tongues 
  enables a PC to communicate with Kahsu 
  no matter what language he speaks, although 
  Kahsu remains agitated throughout 
  the conversation. See “Talking 
  with Kahsu” below for more 
  information.
  Faction Notes: If the PCs can 
  calm Kahsu, he proves forthcoming 
  and eager with information, which 
  he is willing to share with others in the 
  Pathfinder Society. If the party includes 
  a member of the Exchange faction, Kahsu 
  presents the first opportunity for them 
  to put the resources promised by Aaqir 
  al’Hakam to work. Kahsu’s knowledge of 
  Aspis trade routes, storage facilities, and 
  contacts in the Kaava Lands is extensive and can be used to 
  further undermine Aspis operations and allow the Exchange 
  to turn a considerable profit. Exchange faction PCs do not 
  need to make this decision at this time, but if any agreement is 
  made with Kahsu to provide him with Pathfinder protection 
  in exchange for his information about the Aspis Consortium, 
  he departs for Eleder to deliver his news to Fola.
  Rewards: If the PCs fail to negotiate with or defeat the 
  fleeing Aspis agents, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,250 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,625 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 4,000 gp.
  TALKING WITH KAHSU
  Regardless of how they do it, PCs who manage to 
  communicate with Kahsu can learn some useful information 
  from the ex-cleric. Once a faithful devotee of Norgorber, 
  Kahsu has made the personal decision to spurn his god in 
  
  PATHFINDER SOCIETY SCENARIO
  10
  the most effective way he can: by freely sharing all the secrets 
  he has been entrusted with. As such, he answers any question 
  posed to him as honestly as possible. His confidence grows 
  with each secret that escapes his lips, as he experiences no 
  direct repercussions from what he now assumes to be an 
  impotent god.
  Kahsu knows most of the information in the adventure 
  background pertaining to the recent activities of the Aspis 
  Consortium. He knows nothing of Parveen or her connection 
  to the fiends that he and his former companions fled from. 
  In Kahsu’s mind, his visions came not from an outside source 
  but from a personal revelation of the futility of all gods.
  What happened to you? “Fleeing fiends in the heart of 
  this jungle, amidst the ruins of a great empire, I finally saw 
  the truth. I saw visions of the cyclopes of Ghol-Gan weeping 
  blood as they realized that for all of their culture, their gods 
  had abandoned them. I realized that is the way of all gods. 
  They string us along with parlor tricks, but fail when their 
  power is needed the most.”
  Did your companions know you worshiped Norgorber? 
  “Not at all. That was one of the god’s many foolish secrets. His 
  faithful shroud themselves in secrets, but where does it get 
  them? The gods don’t matter in the end.”
  How many people are still at the temple site? “Aspis 
  agents and foolish Vanji prospectors scurry about the temple 
  constantly, carrying their rocks and baubles back home. We 
  were perhaps one or two dozen busy little ants before the 
  fiends arrived. I know not how many still live, but I suspect 
  that soon there will be none remaining. Several of the 
  prospectors were with us when the fiends attacked, but they 
  fled into the temple and we left them to their fates.”
  How much damage has been done to the temple? “The 
  temple is little more than bare stone walls, as is the ultimate 
  destiny of all feeble god-halls. Just before the fiends arrived, a 
  large wall in the main temple collapsed, so I doubt it will even 
  remain standing for long.”
  B. RETURN TO THE BLIGHTED TEMPLE
  The city of Kaddodi looms ahead: partially collapsed 
  walls overgrown with foliage tower 40 feet in the air, and 
  the buildings in the complex were clearly built to a scale 
  of giants. Despite scavengers picking over the carcass of 
  the long-dead Ghol-Gan empire, the mark of the cyclops 
  civilization remains obvious in the area surrounding 
  Parveen’s prison. Toppled stone pillars lie marred by age but 
  heavy and unwieldy enough that even the concerted efforts 
  of the Aspis Consortium and the Vanji Prospector’s Guild 
  have been unable to move them during their looting. Faded 
  sun and moon motifs adorn many of the ruined structures 
  surrounding the temple, although somebody has visibly 
  defaced many of these designs. 
  The temple was once the center of cyclops religious life, 
  but as Ghol-Gan declined, it became a site of foul rites and 
  blasphemies. Although worn and ancient, it has mostly 
  stood the test of time. The upper level (areas B1 and B2) 
  has dim light due to sunlight shining through cracks in the 
  walls and ceiling, but the lower level (areas B3 and B4) is 
  dark. Ceilings are 30 feet high in all areas, giving the rooms 
  a cavernous feel.
  PCs who succeed at a DC 25 Perception check upon nearing 
  time-worn temple at the city’s heart hear the sound of battle 
  coming from within. This is the sound of the surviving 
  members of the Vanji Prospector’s Guild trapped within the 
  temple where they fight to keep at bay a squad of upasundas 
  that have answered Parveen’s call.
  The fiendish manifestation created by Parveen functions like 
  a haunt, but it represents a demonstration of the asurendra’s 
  evil will rather than a hazardous area created by disturbed 
  spirits. This manifestation is more difficult to detect than 
  a haunt, but it is also more vulnerable to displays of faith. 
  Parveen’s manifestation activates during a surprise round 
  and acts on initiative 10 of each round. Positive and negative 
  energy can destroy the manifestation, as per the rules for a 
  haunt. Additionally, a forceful display of any faith can delay 
  the manifestation. In Subtier 7–8, a PC who presents a deity’s 
  holy symbol and invokes that deity’s name can attempt a DC 
  15 Charisma check to delay the manifestation. In Subtier 10–
  11, the lingering defilement left behind by Parveen’s reign of 
  terror centuries ago still remains, requiring a DC 16 Charisma 
  check. A PC who succeeds at the Charisma check delays the 
  effects of the manifestation for 1d4 rounds. Success by 10 
  or more delays the manifestation’s effects for 1d4 rounds 
  and causes it 1 point of damage for each point by which 
  the Charisma check result exceeded the manifestation’s 
  DC. Further rules for manifestations appear in Pathfinder 
  Campaign Setting: Hell Unleashed.
  Parveen’s Manifestation
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: The emperor cobras enter the fray on the 
  same round that the chairs fragment and strike at all living 
  creatures. This subjects the cobras to the manifestation’s 
  damage and forces them to recoil in surprise for 1 round 
  before attacking.
  Subtier 10–11: The giant anaconda enters the combat 
  on the same round that the chairs fragment and strike 
  at all living things. This subjects it to the manifestation’s 
  damage. It makes its initial attack against one of the stone 
  chairs before realizing that the PCs make better targets.
  Scaling Encounter B1
  
  B. Return to the Blighted Temple
  1 square = 5 feet
  SA
  N
  SA
  : Sealed Alcove
  B1
  B3
  B4
  B2
  11
  THE GHOL-GAN HERESY
  B1. THE ASURA’S WILL (CR 9 OR CR 12)
  This enormous room is little more than bare stone. Two exits lead 
  from this chamber—one to the east descending down a wide 
  stair, and one to the south, which lies broken open with shattered 
  pieces of the stone doors scattered nearby. A broad stone table, 
  still discolored from ancient bloodstains, stands in the middle of 
  the room with stone chairs laying about it in disarray. 
   The massive tabletop is 8 feet off the ground, and Medium or 
  smaller creatures can pass underneath it easily. The sounds 
  of violent combat can be clearly heard coming from area B2.
  More than just a testament to how thorough the 
  Consortium has been in its looting, this area marks the 
  outer edge of Parveen’s direct influence. From her prison, 
  the asurendra can see all activity in the area through the 
  use of her greater scrying spell-like ability. Right now, the 
  upasunda attack on the temple’s main entrance demands 
  most of Parveen’s attention. However, she is not ignorant of 
  the approach of others and happily greets the PCs with a 
  manifestation of her fiendish will. 
  Creatures: The shadows under the massive table currently 
  serve as a refuge for one or more giant snakes displaced from 
  their nests by the furious fighting between the Aspis agents, 
  prospectors, and the fiends responding to Parveen’s call. If the 
  PCs do not pass beneath the table, the snakes take no notice 
  of them until they trigger Parveen’s manifestation. PCs who 
  succeed at a DC 21 Perception check (DC 12 in Subtier 10–
  11) notice the snakes coiled beneath the table, their tongues 
  flickering in agitation. 
  Manifestation: Parveen’s influence has grown in many 
  ways over recent months. She has touched the minds of 
  many Consortium agents, probing carefully to find out 
  who can best serve her. She happily twisted Kahsu’s faith 
  against him, delighting in her ability to send visions that 
  drove a once-faithful cleric against his chosen deity. Now, as 
  a squad of upasundas answers her call for freedom, she has 
  focused a great deal of her fiendish energy to keep unwanted 
  intruders away from the path to her failing prison. The 
  manifestation here is one such defense, centered atop the 
  massive stone table. It resembles Parveen’s leering visage 
  once it is triggered, though prior to that it is little more than 
  a shimmering haze in the air.
  SUBTIER 7–8 (CR 9)
  LAMENT OF THE CYCLOPES 
  CR 8
  LE manifestation of Parveen (20-ft. radius around the center of the 
  stone table)
  Caster Level 11th 
  
  PATHFINDER SOCIETY SCENARIO
  12
  Notice Perception DC 24 (to see the air shimmering above the 
  ancient stone table)
  hp 16; Trigger proximity; Reset 1 minute
  Effect The fearsome visage of a fanged woman with six red-
  glowing eyes appears and emits a loud moan. At the same 
  time, the stone walls in the area take on cyclops visages and 
  echo that moan. The hollow eyes of the cyclopes begin to 
  bleed, and the manifested images chant, “Faith is futile. All 
  will fall just as great Ghol-Gan.” As the chanting reaches a 
  crescendo in the first round of the manifestation, all creatures 
  in the area of effect with an Intelligence of 3 of higher must 
  succeed at a DC 16 Will save or suffer the effects of confusion 
  for 8 rounds. This is a sonic, mind-affecting effect. On the 
  second round of the manifestation, several heavy stone legs 
  break off of the large stone chairs, striking all living creatures 
  within the area of effect. These fragments deal 3d6 points of 
  bludgeoning damage plus 3d6+7 points of force damage. Each 
  creature in the area can attempt a DC 19 Reflex saving throw 
  for half damage.
  EMPEROR COBRAS (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 2 252; see page 22) 
  TACTICS
  Before Combat The cobras leave their temporary shelter beneath 
  the table after the manifestation begins. They attack on the 
  round after the chair fragments strike the PCs.
  During Combat Each cobra strikes at a different foe, preferring 
  to target enemies that seem weak. They target characters 
  suffering from the manifestation’s confusion effect or who seem 
  particularly wounded first. If they kill or disable a creature, they 
  drag it down the ravine and toward their burrow.
  Morale The cobras flee toward the temple’s entrance if reduced to 
  10 hp or lower
  SUBTIER 10–11 (CR 12)
  LAMENT OF THE CYCLOPES 
  CR 10
  LE manifestation of Parveen (20-ft. radius around the center of the 
  stone table)
  Caster Level 13th 
  Notice Perception DC 24 (to see the air shimmering above the 
  ancient stone table)
  hp 20; Trigger proximity; Reset 1 minute
  Effect The fearsome visage of a fanged woman with six red-
  glowing eyes appears and emits a loud moan. At the same 
  time, the stone walls in the area take on cyclops visages and 
  echo that moan. The hollow eyes of the cyclopes begin to 
  bleed, and the manifested images chant, “Faith is futile. All 
  will fall just as great Ghol-Gan.” As the chanting reaches a 
  crescendo in the first round of the manifestation, all creatures 
  in the area of effect with an Intelligence of 3 of higher must 
  succeed at a DC 20 Will save or suffer the effects of a symbol 
  of stunning for 1d6 rounds. This is a sonic, mind-affecting 
  effect. On the second round of the manifestation, several 
  heavy stone legs break off of the large stone chairs, striking 
  all living creatures within the area of effect. These fragments 
  deal 6d6 points of bludgeoning damage plus 3d6+7 points of 
  force damage. Each creature in the area can attempt a DC 23 
  Reflex saving throw for half damage.
  GIANT ANACONDA 
  CR 10
  hp 126 (Pathfinder RPG Bestiary 2 252, see page 22) 
  TACTICS
  Before Combat The giant anaconda leaves its place squeezed 
  beneath the shelter of the table after the manifestation 
  begins. It attacks on the round after the statue fragments 
  strike the PCs.
  During Combat If encountered beneath the table, the anaconda 
  attempts to slither towards the entryway where it doesn’t 
  have to squeeze in combat, attempting a bull rush or overrun 
  any PC in its way. If that doesn’t work, or if the anaconda is 
  encountered after the manifestation is triggered, it strikes at 
  the nearest target and attempts to squeeze the life out of its 
  potential meal using its constrict ability. It switches targets if 
  it fails to successfully grab a foe or if its victim escapes from 
  its coils.
  Morale The anaconda flees toward the temple’s entrance if 
  reduced to 20 hp or lower.
  Treasure: Piled just inside the entryway of this room are 
  bags of items taken from within the temple and surrounding 
  area. While most of these items are of little actual value, a suit 
  of Medium-sized +1 poison-resistant stoneplateUE stands out 
  among the accumulated detritus. While largely identical to 
  the stoneplate crafted by dwarven artisans, this suit of armor 
  mirrors the stonework and detailing of the surrounding 
  buildings and was likely crafted by a cyclops artisan for a 
  favored servant, or perhaps as a gift to an Azlanti ally before 
  the cyclopes fell into violent savagery.
  Rewards: If the PCs fail to defeat the snakes and 
  manifestation, or fail to recover the suit of stoneplate, reduce 
  each PC’s gold earned by 433 gp.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: The upasundas have already used 
  their haste and summon spell-like abilities prior to the 
  PCs’ arrival.
  Subtier 10–11: The Consortium agents fought valiantly, 
  focusing their attacks on one asura at a time. They killed 
  one of the asuras with a scroll of holy smite before they 
  were forced to retreat. As such, the PCs have to face a 
  squad of only three upasundas, rather than four.
  Scaling Encounter B2
  
  13
  THE GHOL-GAN HERESY
  B2. PARVEEN’S SAVIORS (CR 10 OR CR 13)
  This room is nearly bare, its treasures lost to time and looters. Two 
  cavities have been carved in the southern wall of the room, bare 
  save for stacks of excavating tools and the shattered fragments of 
  ancient skeletons.
   When a group of upasundas responded to Parveen’s magical 
  beckoning, they viciously attacked those prospectors and 
  Aspis agents who hadn’t succumbed to Parveen’s corrupting 
  influence. Trapped in this room are the expedition’s last 
  surviving members of the Vanji Prospector’s Guild, four 
  grizzled veterans engaged in a losing battle against the 
  fearsome fiends. As the PCs enter the room, they arrive just 
  in time to see two of the prospectors dragging a wounded 
  ally into one of the alcoves as the fourth seals them all within 
  the alcove using a scroll of wall of force. This is an obvious 
  temporary measure to allow them a chance to recover from 
  the upasunda’s relentless assault, though the scroll-using 
  prospector’s eyes brighten with hope when he sees the PCs 
  enter behind the distracted fiends.
  The wall protecting the prospectors lasts for 9 rounds 
  before dissipating. If the PCs have not yet defeated the 
  upasundas, the prospectors join in the fight (use the statistics 
  for the Subtier 7–8 Possessed Consortium Agents on page 17, 
  though the prospectors do not gain the damage reduction, 
  resistances, spell resistance, or spell-like abilities granted to 
  their possessed counterparts) and fight fiercely, though if 
  they have an opportunity to safely flee while the upasundas 
  are still alive, they run for the temple entrance—where they 
  are captured by the approaching grippli tribes.
  Creatures: The upasundas currently have two duties in 
  service to Parveen. First, they need to allow the agents under 
  the asurendra’s control to finish destroying the prison. 
  Secondly, they have the privilege of sowing as much death and 
  destruction as possible prior to Parveen’s release.
  In Subtier 7–8, the Consortium agents were able to form 
  a strong defense despite the strength of their foes. Their 
  combined forces managed to wound the upasundas and even 
  killed two of the creatures with the help of a scroll of holy smite 
  before they were forced to retreat. In Subtier 10–11, the agents 
  were taken completely by surprise, and as such they didn’t 
  manage to kill any of the upasundas or disable the monsters’ 
  regeneration before fleeing.
  SUBTIER 7–8 (CR 10)
  WOUNDED UPASUNDAS (2) 
  CR 8
  hp 114 each; currently 57 each (Pathfinder RPG Bestiary 3 27; see 
  page 22) 
  TACTICS
  During Combat The first upasunda to act casts hold monster on 
  the nearest PC. The other uses Spring Attack to strike and fall 
  back near its ally, seeking to avoid exchanging full attacks 
  until its regeneration has healed some of its wounds. Both 
  upasundas become much more confident if their regeneration 
  brings them above 80 hit points, at which point they stop using 
  Spring Attack and instead focus on making as many full attacks 
  as possible until they slay their foes.
  Morale The upasundas fight to the death.
  SUBTIER 10–11 (CR 13)
  UPASUNDAS (4) 
  CR 9
  hp 114 each (Pathfinder RPG Bestiary 3 27; see page 22) 
  TACTICS
  During Combat Flush with their victories up to this point, each 
  upasunda seeks to engage a separate foe, confident that these 
  mortals pose no threat. If they have trouble engaging a mobile 
  character in melee, they cast hold monster to lock their chosen 
  target in place.
  Morale The upasundas fight to the death.
  Treasure: One of the upasundas carries a valuable 
  treasure taken from the body of one of the Consortium 
  agents: a fragment of a stone tablet inscribed with ancient 
  runes dating back to the classical era of Ghol-Gan. This text 
  is one part of the Twelve Rites, a powerful ritual that Parveen 
  has long sought to understand fully. PCs who read the 
  tablet notice that somebody has altered the runes after their 
  creation, turning the original message of enlightenment 
  into something much more sinister. This tablet now 
  describes the corruption of the soul as it gives way to 
  fiendish possession. Originally providing a defense against 
  otherworldly influence, the altered inscription details how to 
  welcome a fiendish spirit into one’s body, describing giving 
  one’s soul over to such beings as a wonder greater than gold. 
  A PC who has the tablet in her possession and succeeds at 
  a DC 20 Linguistics check or a DC 25 Knowledge (planes) 
  check can use the information provided on the tablet to 
  temporarily stun a possessed creature. That character can 
  activate the tablet as a standard action to force any creature 
  possessed by a fiendish spirit to succeed at a DC 20 Will save 
  or be stunned for 1 round. A possessed creature cannot be 
  affected by the tablet’s power more than once in a 24-hour 
  period, and the tablet cannot be activated more than once 
  per round. This could potentially prove useful to the PCs in 
  their coming fight against Parveen’s last minions.
  Development: Once the last of the upasundas falls, the 
  prospectors (assuming they have not fled or been slain by 
  the upasundas) emerge from the alcove to thank the PCs 
  for rescuing them, and the PCs hear a series of loud croaks 
  as the grippli tribes arrive to aid them in their final strike 
  against Parveen. In the event that the prospectors fled, they 
  have been captured and are currently in the gripplis’ custody. 
  The apparent leader of the prospectors, a burly human 
  
  PATHFINDER SOCIETY SCENARIO
  14
  who introduces himself as “Just Joh,” pleads for the PCs to 
  intercede on behalf of himself and the other prospectors, 
  fearing whatever justice might await them at the gripplis’ 
  hands. If the PCs intercede on the prospectors’ behalf, the 
  gripplis grudgingly release them, and Just Joh swears that 
  he will report both the gripplis’ mercy and the Society’s 
  assistance to his superiors in the Vanji Prospector’s Guild. 
  As long as the PCs release the prospectors, Just Joh further 
  promises to ensure that neither he nor any other member 
  of the Vanji Prospector’s Guild will bother the grippli tribes 
  around Kaddodi again. He then gathers up his agents and 
  leaves for Bloodcove. If the PCs instead take the prospectors 
  into custody, the gripplis volunteer to guard Just Joh and his 
  agents until the PCs finish their business in Kaddodi.
  Led by Purpurrup, the gripplis provide four potions of 
  cure serious wounds to the PCs for the battle ahead. If the 
  PCs disable the upasundas but cannot overcome their 
  regeneration, one of the fiend-keepers coats a weapon with 
  an oil of align weapon to slay the creatures. The gripplis then 
  form a defensive perimeter around the temple. The majority 
  of the gripplis investigate the damage done by the Aspis 
  Consortium’s operation and begin efforts to salvage what 
  wards and ritual seals they can. Six grippli fiend-keepers 
  accompany the PCs into the temple to make sure that 
  Parveen does not escape.
  Rewards: If the PCs fail to defeat Parveen’s upasunda allies, 
  reduce each PC’s gold earned by 250 gp.
  B3. HALL OF BROKEN GODS
  This long, wide hall is littered with thousands of smashed and 
  broken relics, idols, icons, and statuary of all kinds. An enormous 
  door, slightly ajar, sits at the end of the hall. 
  Much of this chamber is choked with rubble, which counts as 
  difficult terrain. Despite the general disarray apparent in this 
  area, someone has cleared a path through the rubble leading 
  into area B4.
  B4. ENTRANCE TO PARVEEN’S PRISON
  This room terminates in a wall of stone and iron, seemingly 
  newer than the rest of the complex, decorated with glowing 
  runes and symbols. A hole large enough for two humans walking 
  side by side has been hacked through the wall with mining tools, 
  revealing a staircase that spirals down into the darkness beneath 
  the temple.
  The stone-and-iron wall along the south side of this room 
  once served as one of the layered wards containing Parveen’s 
  power. Aspis agents and members of the Vanji Prospector’s 
  Guild have recently torn through the wall at Parveen’s magical 
  urging, freeing much of the asurendra’s power and allowing 
  her to exercise more influence over the mortal world. Now, 
  the wrecked wall serves as the entryway to the deepest reaches 
  of Kaddodi’s blighted temple.
  C. PARVEEN’S PRISON
  The crumbled wall in area B4 reveals a winding staircase that 
  leads down into a much larger space beneath the temple. This 
  space once housed a sizable library dedicated to the art and 
  culture of the classical era of Ghol-Gan. As Kaddodi devolved 
  into a home for cannibals and demon-worshipers during 
  the empire’s fall, the corruption of the temple attracted the 
  vicious asurendra Parveen, who took the former center of 
  worship and knowledge as her throne room. The depths of the 
  temple hosted numerous dark rituals and grisly celebrations 
  for centuries until a pair of magical warriors trained by the 
  archmage Jatembe ended the asura’s thousand-year reign of 
  terror and transformed Parveen’s stronghold into her prison.
  The walls and floors of the lower reaches of the Ghol-
  Gan temple that serve as Parveen’s prison are crafted of 
  stone. Most of the ceilings are 20 feet high, but they rise 
  to a height of 50 feet in area C3. Ancient runes carved into 
  the walls and ceilings glow and provide dim lighting to the 
  entire area. Unless directed otherwise, the six grippli fiend-
  keepers that follow the PCs into the temple trail behind, 
  ready to provide support. 
  C1. ENTRANCE
  Great stone stairs reach their end well below the surface, 
  terminating in a fifteen-foot-wide corridor whose length suggests 
  a larger structure than what appears above the earth. The western 
  end of the hallway lies choked with rubble from an ancient 
  collapse, while a large, bronze double door marks a likely entrance 
  to the inner reaches of the lower temple.
  The western end of the corridor collapsed due to an 
  earthquake centuries ago. A PC who succeeds at a DC 19 
  Survival check (DC 24 in Subtier 10–11 due to the possessed 
  agents concealing evidence of their passage) can determine 
  from the disturbance of dust on the floor that four 
  humanoid creatures passed through the bronze doors not 
  long ago. 
  C2. EMPTY LIBRARY
  The creators of this temple built towering stone bookshelves into 
  this chamber’s walls. Many of the shelves still stand, although 
  some have collapsed under the weight of years. Each bookshelf 
  is adorned with a carefully crafted frame depicting the sun, stars, 
  and other celestial bodies. Looters have chipped away at the 
  frame, taking what they could from those carvings. Those looters 
  seem to have also stripped the rest of the chamber bare, as the 
  empty shelves seem devoid of any lore that the Ghol-Gani left 
  
  C. Parveen’s Prison
  P
  : Parveen
  C
  : Consortium Agents
  C
  C
  P
  C
  C
  1 square = 5 feet
  Gripplis
  Start
  Here
  N
  C1
  C2
  C3
  15
  THE GHOL-GAN HERESY
  
  Parveen
  PATHFINDER SOCIETY SCENARIO
  16
  behind. The northern wall has partially collapsed, though in the 
  large pile of rubble is a single hole large enough for one human-
  sized creature to fit through at a time. A muted purple light shines 
  from the chamber beyond.
  A section of the northern wall collapsed ages ago, burying 
  the original door that led from this chamber. Agents from 
  the Aspis Consortium created a makeshift path up the 
  rubble and dug a simple entry 
  through a weak spot in the 
  wall. The rubble is piled 
  approximately 
  10 
  feet 
  high and is difficult terrain, although the slope is not steep 
  enough to warrant a Climb check. 
  The possessed agents climbed up the slope and then 
  dropped into the large chamber beyond, where they now 
  work to finish destroying the wards holding Parveen in 
  place. PCs who noticed the tracks left behind by Parveen’s 
  servitors can follow their trail right to this entrance.
  C3. THE CRUMBLING PRISON (CR 11 OR CR 14)
  The ceiling of this large chamber rises to a height of at least fifty 
  feet, with carvings along the sloping walls depicting a precise 
  and detailed diagram of Golarion’s constellations in each of the 
  four seasons. A violet light bathes the entire chamber, emanating 
  from a ritual circle at the center of the room surrounded by rubble. 
  A twenty-foot-tall, six-armed creature surrounded by glowing 
  weaponry is trapped within the ritual circle, bound by chains that 
  crackle with white lightning. 
  The light emanates from the ritual circle itself, which had 
  been surrounded by a stone pillar before the intervention 
  of Parveen’s minions, who chipped away the physical 
  structure but as of yet have been unable to break the magic 
  holding their mistress in place. Parveen remains aware of 
  her surroundings but cannot break free of her bonds. A 
  circle of magical energy surrounds the bound asurendra, 
  preventing anything from physically interacting with her. 
  However, the imprisonment won’t last much longer unless 
  the PCs can stop the destruction of the prison’s final wards.
  The four possessed agents work to undo spells woven 
  centuries ago. When the PCs enter the room, two of the 
  agents are working to topple a rune-covered pillar while the 
  other two hack at a statue of a robed cyclops clutching a 
  large tablet. They appear poised to succeed at their tasks 
  given just a few more uninterrupted moments. The 
  grippli fiend-keepers recognize this and immediately 
  move to position themselves adjacent to the ritual circle, 
  hoping to keep Parveen at bay by drawing a portion of her 
  spirit into themselves. However, they lack the power to 
  contain Parveen and also deal with her new minions. It falls 
  upon the PCs to save the day.
  Creatures: With Parveen on the verge of freedom and 
  the Aspis Consortium agents deeply under the fiend’s 
  control, she has the ability to influence them far beyond 
  mere possession. By channeling a portion of her essence 
  into each of them, she has both empowered and controlled 
  them, imbuing them with 10 temporary hit points (20 in 
  Subtier 10–11) and a selection of asura-like powers. These 
  adjustments are reflected in the stat blocks on page 17. Each 
  time one of the agents uses a spell-like ability granted by 
  Parveen, that agent convulses and briefly shifts to vaguely 
  resemble an asura. This includes temporarily growing 
  monstrous facial features, reddening of the skin, or even a 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: The PCs encounter only three possessed 
  agents instead of four. Additionally, possessed gripplis gain 
  the staggered condition while under Parveen’s influence.
  Subtier 10–11: Remove one possessed agent from the 
  encounter. 
  Scaling Encounter C3
  
  17
  THE GHOL-GAN HERESY
  vestigial third arm. None of these features grants the agents 
  additional abilities, but manifestations emphasize that 
  Parveen now controls more than just their minds.
  The grippli fiend-keepers struggle valiantly to contain 
  Parveen’s influence, but they cannot hold such evil within them 
  for very long. At the beginning of the second round of combat, 
  one grippli drops unconscious. On the next round of combat, 
  that fiend-keeper rises as a pawn under Parveen’s control and 
  another grippli falls unconscious. This process repeats each 
  round. While under Parveen’s influence, the possessed gripplis 
  do not draw upon their medium class abilities, but they do 
  receive the benefits of an unholy aura projected by Parveen. The 
  gripplis do not manifest any other asura-like abilities like the 
  agents do, but they act to hinder the PCs in any way they can. 
  SUBTIER 7–8 (CR 11)
  POSSESSED CONSORTIUM AGENTS (4) 
   CR 7
  Human fighter 7
  CE Medium humanoid (human)
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 81 (7d10+38)
  Fort +10, Ref +5, Will +5; +2 vs. fear
  DR 5/good; Resist acid 10, electricity 10; SR 18
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy pick +13/+8 (1d6+8/×4)
  Ranged composite longbow +9/+4 (1d8+3/×3)
  Special Attacks weapon training (axes +1)
  Spell-Like Abilities (CL 11th; concentration +12)
  3/day—levitate, spider climb
  1/day—blade barrier (DC 17), hold monster (DC 16)
  TACTICS
  Before Combat The agents each have heavy picks drawn and are 
  using them to chip away at Parveen’s few remaining wards. They 
  favor this weapon in battle unless something prevents them from 
  engaging an opponent in melee.
  During Combat The agents use Power Attack whenever they make 
  a melee attack, as well as Vital Strike in any round in which they 
  move more than 5 feet. They cast hold monster to disable PCs 
  who prove themselves dangerous in battle. An agent who takes 
  30 or more points of damage attempts to levitate to the top of 
  the chamber and fire arrows at targets below. The agents avoid 
  raising additional blade barriers if one is already in effect so they 
  can move about the chamber without harming each other. 
  Morale As minions of Parveen with no true will of their own 
  anymore, the agents fight to the death.
  STATISTICS
  Str 17, Dex 14, Con 14, Int 7, Wis 10, Cha 13
  Base Atk +7; CMB +10; CMD 24
  Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Power 
  Attack, Toughness, Vital Strike, Weapon Focus (heavy pick), 
  Weapon Specialization (heavy pick)
  Skills Appraise +2, Intimidate +8, Perception +7
  Languages Common
  SQ armor training 2
  Other Gear +1 breastplate, +1 heavy pick, composite longbow (+3 
  Str) with 20 arrows, cloak of resistance +1, ring of protection +1
  FIEND-TOUCHED GRIPPLI (UP TO 6) 
   CR 4
  Grippli medium 5 (Pathfinder RPG Bestiary 2 149, Pathfinder RPG 
  Occult Adventures 30)
  N Small humanoid (grippli)
  Init +0; Senses darkvision 60 ft.; Perception +2
  Aura unholy aura (DC 22)
  DEFENSE
  AC 20, touch 15, flat-footed 20 (+5 armor, +4 deflection, +1 size)
  hp 41 (5d8+15)
  Fort +6, Ref +7, Will +10
  Weaknesses protection from evil vulnerability
  OFFENSE
  Speed 30 ft. (20 ft. in armor), climb 20 ft. (15 ft. in armor)
  Melee mwk spear +6 (1d6+1/×3)
  Ranged bolas +4 (1d3+1 nonlethal) or
  sling +4 (1d3+1)
  TACTICS
  During Combat The fiend-keepers seek to engage paladins or 
  other obvious worshipers of good-aligned gods, hoping their 
  unholy aura will drain the strength of Parveen’s most hated 
  foes. If this tactic fails, they assist the possessed agents by 
  setting up flanking or trying to trip foes with their bolas. 
  Morale While under Parveen’s control, the fiend-keepers fight to 
  the death.
  STATISTICS
  Str 12, Dex 11, Con 12, Int 10, Wis 15, Cha 16
  Base Atk +3; CMB +3; CMD 17
  Feats Exotic Weapon Proficiency (bolas), Lightning Reflexes, 
  Toughness
  Skills Climb +7, Heal +10, Knowledge (planes) +8, Knowledge 
  (religion) +8, Spellcraft +8, Stealth +2 (+6 in marshes and 
  forested areas)
  Languages Common, Grippli
  SQ camouflage, swamp stride
  Combat Gear potion of cure moderate wounds, potion of lesser 
  restoration (2); Other Gear +1 hide armor, bolas, mwk spear, 
  sling with 10 bullets, cloak of resistance +1, spell component 
  pouch, 72 gp, 9 sp
  SPECIAL ABILITIES
  Protection from Evil Vulnerability Protection from evil or similar 
  effects that disrupt fiendish possession do not drive Parveen’s 
  influence away completely, but they do allow the grippli to 
  struggle for control. Such effects stun the fiend-keeper for 1 
  round, after which Parveen reasserts her influence.
  
  PATHFINDER SOCIETY SCENARIO
  18
  Unholy Aura (Sp) The grippli do not access their medium abilities 
  while under Parveen’s control, but they gain the benefit of an 
  unholy aura spell as long as they serve the asurendra.
  SUBTIER 10–11 (CR 14)
  POSSESSED CONSORTIUM ELITES (4) 
   CR 10
  Human fighter 10
  CE Medium humanoid (human)
  Init +6; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 
  dodge, +1 natural)
  hp 119 (10d10+40+20)
  Fort +12, Ref +8, Will +7; +3 vs. fear
  DR 10/good; Resist acid 10, electricity 10; SR 21
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy pick +19/+14 (1d6+11/×4)
  Ranged composite longbow +13/+8 (1d8+5/×3)
  Special Attacks weapon training (axes +2, bows +1)
  Spell-Like Abilities (CL 11th; concentration +12)
  3/day—greater dispel magic, hold monster (DC 16), levitate, 
  spider climb
  1/day—blade barrier (DC 17), haste
  TACTICS
  Before Combat The agents each have heavy picks drawn and are 
  using them to chip away at Parveen’s few remaining wards. They 
  favor this weapon in battle unless something prevents them from 
  engaging an opponent in melee.
  During Combat The agents use Power Attack whenever they make 
  a melee attack, as well as Vital Strike in any round in which they 
  move more than 5 feet. They use hold monster to disable PCs 
  who prove themselves dangerous in battle. An agent who takes 
  30 or more points of damage attempts to levitate to the top of 
  the chamber and fire arrows at targets below. The agents avoid 
  raising additional blade barriers if one is already in effect so they 
  can move about the chamber without harming each other. 
  Morale As minions of Parveen with no true will of their own 
  anymore, the agents fight to the death.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +10; CMB +14; CMD 28
  Feats Dodge, Great Fortitude, Greater Weapon Focus (heavy pick), 
  Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Quick Draw, Toughness, Vital Strike, Weapon Focus (heavy pick), 
  Weapon Specialization (heavy pick)
  Skills Appraise +4, Intimidate +9, Perception +10
  Languages Common
  SQ armor training 2
  Gear +1 breastplate, +1 heavy pick, composite longbow (+4 Str) 
  with 20 arrows, amulet of natural armor +1, cloak of resistance 
  +1, ring of protection +1
  FIEND-TOUCHED GRIPPLI (UP TO 6) 
   CR 7
  Grippli medium 8 (Pathfinder RPG Bestiary 2 149, Pathfinder RPG 
  Occult Adventures 30)
  N Small humanoid (grippli)
  Init +0; Senses darkvision 60 ft.; Perception +3
  Aura unholy aura (DC 22)
  DEFENSE
  AC 20, touch 15, flat-footed 20 (+5 armor, +4 deflection, +1 size)
  hp 63 (8d8+24)
  Fort +7, Ref +8, Will +13
  Weaknesses protection from evil vulnerability
  OFFENSE
  Speed 30 ft. (20 ft. in armor), climb 20 ft.
  Melee mwk spear +9/+4 (1d6+1/×3)
  Ranged bolas +7 (1d3+1 nonlethal) or
  sling +7 (1d3+1)
  TACTICS
  During Combat The fiend-keepers seek to engage paladins or other 
  obvious worshipers of good-aligned gods, hoping to draw attacks 
  that will cause Strength damage to their foes. If this tactic fails, 
  they assist the possessed agents by setting up flanking, trying to 
  trip foes with their bolas, or scattering dust of disappearance on 
  a possessed agent to provide the benefits of invisibility.
  Morale While under Parveen’s control, the fiend-keepers fight to 
  the death.
  STATISTICS
  Str 12, Dex 10, Con 12, Int 10, Wis 16, Cha 16
  Base Atk +6; CMB +6; CMD 20
  Feats Exotic Weapon Proficiency (bolas), Improved Initiative, 
  Lightning Reflexes, Toughness
  Skills Climb +7, Heal +14, Knowledge (planes) +11, Knowledge 
  (religion) +11, Spellcraft +11, Stealth +2 (+6 in marshes and 
  forested areas)
  Languages Common, Grippli
  SQ camouflage, swamp stride
  Combat Gear dust of disappearance, potion of cure serious wounds, 
  potion of lesser restoration, potion of protection from fire; Other 
  Gear +1 hide armor, bolas, mwk spear, sling with 10 bullets, 
  cloak of resistance +1, spell component pouch, 22 gp, 9 sp
  SPECIAL ABILITIES
  Protection from Evil Vulnerability Protection from evil or similar 
  effects that disrupt fiendish possession do not drive Parveen’s 
  influence away completely, but do allow the grippli to struggle 
  for control. Such effects stun the fiend-keeper for 1 round, after 
  which Parveen reasserts her influence.
  Unholy Aura (Sp) The grippli do not access their medium abilities 
  while under Parveen’s control, but do gain the benefit of an 
  unholy aura spell as long as they serve the asurendra.
  Development: The defeat of the possessed agents 
  sends Parveen reeling. Once the last agent dies or loses 
  consciousness, the asurendra collapses within the summoning 
  circle, temporarily overwhelmed by the efforts of the grippli 
  
  19
  THE GHOL-GAN HERESY
  fiend-keepers and the effort it took to empower the agents. 
  Any gripplis who were possessed by Parveen immediately 
  regain control over their actions and stop attacking the PCs.
  If any gripplis perished in battle, those that remain mourn 
  the loss and gather up their equipment to be returned to their 
  tribes and family members. Mother Bogwynne arrives shortly 
  after the battle with a contingent of the gripplis who helped 
  secure the area around the temple. She quickly discerns 
  what has happened and holds no grudge against any PCs 
  who killed a possessed grippli. Her attention quickly goes to 
  Parveen. After a moment of thought, she begins conversing 
  with Purpurrup or another fiend-keeper in Grippli. See “The 
  Final Fate of Parveen,” below.
  Rewards: If the PCs fail to defeat the agents attempting 
  to release Parveen, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 2,492 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,882 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 3,272 gp.
  PARVEEN’S FATE
  Parveen remains vulnerable for a few minutes after the battle 
  ends. She is effectively helpless, and one final blow while she 
  is bound and weakened would kill her. After conversing with 
  her fiend-keepers, Mother Bogwynne presents the PCs with 
  two options.
  “The Consortium has done their harm, and Parveen will be free 
  if we do not act. The fiend-keepers believe that Parveen’s wards 
  have been interfering with their own rituals and techniques, and it 
  may be possible for a group of fiend-keepers to keep her properly 
  contained if we can replace the damaged wards with new totems 
  to channel her power and disperse her will. The issue we are faced 
  with in this solution is that it requires the efforts of fiend-keepers 
  from several tribes and expensive components. Without some 
  form of outside assistance, any other significant disturbance—such 
  as another Aspis incursion—would unleash Parveen upon us all.”
   Mother Bogwynne’s long tongue darts out in an anxious 
  flicker before she continues. “We have one other option before 
  us, and that is to strike now and kill the monster while we can. 
  If we do this, she will not stay gone forever, though she should 
  reincarnate as a weaker asura. Her rage will know no bounds, but 
  her power will be diminished and we should have quite a few 
  years to prepare for her return. As your Society has prevented her 
  escape on more than one occasion, it falls to you to make the final 
  determination of Parveen’s fate. What shall we do?”
  The ultimate decision is up to the PCs, though there are 
  several factors that can come into play. If the party includes a 
  member of the Exchange faction, they can choose to dedicate 
  the resources offered by Trade Prince Aaqir al’Hakam to 
  the grippli tribes, cementing the Society’s alliance with the 
  gripplis and allowing them to seal the fiend away once again. 
  Alternatively, the PCs can contribute a combined total of at 
  least 3,000 gp from their own personal wealth (5,000 gp in 
  Subtier 10–11) to the gripplis for the same effect. Mother 
  Bogwynne has already determined what will be necessary to 
  allow the grippli alliance to function in a sustainable fashion; 
  if the PCs offer a contribution of a lesser amount, she thanks 
  them but informs that such a contribution would not be 
  sufficient and that she cannot accept such a gift when she 
  knows she would be unable to put it to the intended use. 
  If the PCs choose to kill Parveen, the gripplis carefully 
  weaken the wards enough to allow the PCs to deliver a 
  coup de grace. This coup de grace automatically succeeds 
  in killing Parveen thanks to the fiend’s temporary weakness. 
  Parveen shrieks in pain, then laughs maniacally as her soul 
  begins its journey toward reincarnation.
  If the PCs refuse to make a choice of their own, Mother 
  Bogwynne ultimately decides to kill Parveen with the hopes 
  that similarly capable heroes can handle her evil whenever 
  and wherever she reincarnates.
  CONCLUSION
  In spite of the loot the Aspis Consortium successfully 
  excavated from the temple, the significant loss of life 
  and the news that their recklessness nearly unleashed a 
  powerful fiend upon the world only weakens them further. 
  As a result, the Consortium becomes even more desperate, 
  and may become even more reckless in the future. The 
  loss of life experienced by the Consortium’s allies in the 
  Vanji Prospector’s Guild has also soured that relationship, 
  loosening the Aspis foothold in Bloodcove and undermining 
  their prospects in the Kaava Lands even further.
  REPORTING NOTES
  If the PCs provided Exchange backing to the gripplis so they 
  could keep Parveen imprisoned, check box A. If the Exchange 
  funding was given to Kahsu to undermine Aspis activities in 
  the region, check box B. If there were no Exchange faction 
  members participating in this scenario, or if the Exchange 
  backing was not used to aid either the gripplis or Kahsu, 
  check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs’ primary mission is a success if they stop Parveen’s 
  escape. Whether they choose to imprison her further or to 
  weaken her by killing her, each PC earns 1 Prestige Point and 
  the Cyclops Stonecrafting boon.
  SECONDARY SUCCESS CONDITIONS
  The PCs have the opportunity to forge certain alliances 
  through their interactions with NPCs during this scenario. 
  Calming Kahsu in encounter A1 and convincing him to 
  deliver news of the Aspis Consortium’s recent operations 
  to Fola provides the Pathfinder Society with useful inside 
  
  PATHFINDER SOCIETY SCENARIO
  20
  information about the Consortium’s dealings. Rescuing Just 
  Joh and his associates from the upasunda (or bargaining 
  for the prospectors’ release with the gripplis) improves 
  the Society’s standing with the Vanji Prospector’s Guild. 
  Defeating the possessed agents in area C3 without killing any 
  fiend-keepers strengthens the ties between the local grippli 
  tribes and the Pathfinder Society. Accomplishing at least one 
  of these goals earns the PCs 1 additional Prestige Point and 
  the Ally of the Exchange boon.
  FACTION NOTES
  If the party granted Exchange backing to Kahsu to undermine 
  the Aspis Consortium, grant PCs belonging to the Exchange 
  the Corporate Espionage boon on their Chronicle sheets. If 
  the party granted Exchange backing to the grippli tribes so 
  they can keep Parveen imprisoned, or if the party donated at 
  least 3,000 gp (or 5,000 in Subtier 10–11) to the tribe from their 
  own wealth, grant the PCs the Fiend-Keeper boon on their 
  Chronicle sheets..
  
  21
  THE GHOL-GAN HERESY
  Handout #1: Mission Briefing from Trade Prince Aaqir al’Hakam
  Handout #2: Exchange Exclusive from Trade Prince Aaqir al’Hakam
  My respected allies,
  I have learned that despite the recent thrashing given to the Aspis Consortium and their 
  Bloodcove operations, they have not yet realized that their operations in the Kaava Lands 
  are destined to remain fruitless. The troublesome gnats continue to stain the markets with 
  their ill-conceived attempts to control and influence local trade. More troublesome yet, my 
  contacts tell me the Consortium has forged an alliance with the Vanji Prospector’s Guild. The 
  Prospectors are an ambitious lot, and I fear that their resources combined with those of the 
  Consortium could spell much greater trouble for the region than mere market squabbles. 
  I have made arrangements in concert with Venture-Caption Bellaugh to fund your passage 
  to the city of Eleder, where you will meet with the Pathfinder field agent Fola Barun and 
  some of our other allies in the region. Fola will have more current details on the situation 
  in the Kaava Lands, as well as a more thorough explanation of the greater troubles I 
  mentioned previously.
  Safe travels,
  Trade Prince Aaqir al’Hakam
  Most Esteemed Associate,
  Current events in the Kaava Lands have made it clear that the Aspis Consortium remains 
  a stubborn and persistent danger to both our own operations in the area and the region at large. 
  Given that the Consortium has acquired strong allies in the Vanji Prospector’s Guild, so too 
  must we seek a way to strengthen our own position in the region. As such, I am entrusting 
  you with certain privileges to act as an authorities on our behalf, with control of resources 
  capable of effecting significant change in the region.
  While the precise details of how to use these resources are not clear to me at present, I 
  trust that your discerning eye can find an appropriate opportunity to either undermine the 
  Consortium’s operations in the region, or to strengthen our ties with existing allies in the region. 
  Do note that these resources are not to be put to use for exploratory purposes, but must be 
  used to either exploit actionable information on the Consortium’s operations or reinforce our 
  position with established allies. In such precarious times, it is unwise to take significant risks 
  on dubious prospects.
  Bargain wisely, my friend,
  Trade Prince Aaqir al’Hakam 
  
  PATHFINDER SOCIETY SCENARIO
  22
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  ASURA, UPASUNDA
  This six-armed woman has three fanged faces on her head. She wears 
  colorful robes, and her hands wield several exotic weapons.
  UPASUNDA 
  CR 9
  Pathfinder RPG Bestiary 3 27
  LE Medium outsider (asura, evil, extraplanar, lawful)
  Init +7; Senses all-around vision, darkvision 60 ft.; Perception 
  +23
  Aura elusive (50 ft.)
  DEFENSE
  AC 24, touch 21, flat-footed 16 (+7 Dex, +1 dodge, +3 insight, +3 
  natural)
  hp 114 (12d10+48); regeneration 5 (good weapons, good spells)
  Fort +12, Ref +11, Will +15
  Defensive Abilities improved evasion; DR 10/good; Immune 
  curse effects, disease, flanking, poison; Resist acid 10, 
  electricity 10; SR 20
  OFFENSE
  Speed 50 ft.
  Melee mwk longsword +19/+14/+9 (1d8+6/19–20), mwk spear 
  +19 (1d8+9/x3), mwk kukri +19 (1d4+6/18–20), 2 slams +13 
  (1d4+3) or 
  6 slams +18 (1d4+6)
  Special Attacks infused weapons, multiweapon mastery
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—disguise self, greater teleport (self plus 50 lbs. of 
  objects only), feather fall, see invisibility, spider climb
  3/day—deeper darkness, levitate, rainbow pattern (DC 18)
  1/day—haste, hold monster (DC 19), summon (level 4, 2 
  adhukaits 45% or 1 upasunda 20%)
  STATISTICS
  Str 22, Dex 24, Con 19, Int 15, Wis 24, Cha 19
  Base Atk +12; CMB +18 (+20 grapple); CMD 39 (41 vs. grapple)
  Feats Cleave, Combat Reflexes, Deflect Arrows, Dodge, Great 
  Cleave, Improved Grapple, Mobility, Power Attack, Spring 
  Attack
  Skills Acrobatics +19 (+27 when jumping), Bluff +16, Diplomacy 
  +13, Escape Artist +25, Intimidate +16, Knowledge (arcana) 
  +8, Knowledge (planes) +14, Perception +23, Perform (dance) 
  +16, Sense Motive +19, Stealth +19; Racial Modifiers +8 
  Acrobatics when jumping, +6 Escape Artist, +4 Perception
  Languages Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Infused Weapons (Su) In addition to being evil and lawful, 
  weapons an upasunda wields are considered to be magic for 
  the purpose of overcoming damage reduction.
  Multiweapon Mastery (Ex) An upasunda takes no penalties 
  when fighting with multiple weapons.
  SNAKE, EMPEROR COBRA
  This massive green cobra rears its head upward aggressively, its 
  brightly colored, scaly hood flaring in an unmistakable warning.
  EMPEROR COBRA 
  CR 5
  Pathfinder RPG Bestiary 2 252
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  Fort +9, Ref +7, Will +5
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +10 (2d6+9 plus poison)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +11; CMD 23 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus 
  (bite)
  Skills Acrobatics +10, Climb +14, Perception +13, Stealth +11, 
  Swim +14; Racial Modifiers Acrobatics+8, +4 Perception, +4 
  Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 
  rounds; effect 1d3 Con; cure 2 consecutive saves.
  SNAKE, GIANT ANACONDA
  An enormous coil of muscle and scales, this giant snake flicks its arm-
  length tongue in the air as it scans the area for prey.
  GIANT ANACONDA 
  CR 10
  Pathfinder RPG Bestiary 2 252
  N Gargantuan animal
  Init +6; Senses low-light vision, scent; Perception +22
  DEFENSE
  AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, –4 
  size)
  hp 126 (12d8+72)
  Fort +14, Ref +10, Will +5
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +19 (4d6+19/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+19)
  STATISTICS
  Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped)
  Feats Dodge, Improved Critical (bite), Improved Initiative, Power 
  Attack, Skill Focus (Perception), Weapon Focus (bite)
  Skills Climb +21, Perception +22, Swim +21
  
  23
  THE GHOL-GAN HERESY
  
  PATHFINDER SOCIETY SCENARIO
  24
  
  25
  THE GHOL-GAN HERESY
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including 
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  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other 
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  places, locations, environments, creatures, equipment, magical or supernatural 
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  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
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  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Grippli 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.
  Pathfinder Society Scenario #9–23: The Ghol-Gan Heresy © 2018, Paizo Inc.; 
  Author: Charlie Brooks.
  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 #9–23: 
  The Ghol-Gan Heresy
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  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 #
  7–8
  10–11
  —
  2,213
  3,978
  —
  3,095
  4,425
  7,955
  —
  6,190
  Out of
  Subtier
  Pathfinder Society Scenario #9-23: 
  The Ghol-Gan Heresy
  ▫▫▫ Ally of the Exchange: Your endeavors on behalf of the Pathfinder Society have been extremely beneficial 
  for the Exchange, and the faction has noticed. Whenever you purchase an item whose total price is less than or 
  equal to 1,000 gp × your character level, you can check a box next to this boon to receive a 10% discount on that 
  purchase. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase 
  the chosen item, and items obtained in this manner cannot be sold for more than was spent to acquire them 
  under any circumstances.
  ▫▫▫▫▫ Corporate Espionage (Exchange Faction): You have rescued Kahsu, the apostate cleric of Norgorber. 
  Utilizing his insights into Aspis Consortium operations, you have facilitated an Exchange campaign to further 
  undermine Aspis operations while strengthening the Exchange’s business opportunities, granting you control of 
  a minor Exchange trading outpost in the Kaava Lands. When performing your Day Job check, if the result of your 
  check is greater than or equal to 15 + half your character level, check one box next to this boon. Once all five boxes 
  next to this boon are checked, your business in the Kaava Lands has become fully sustaining and you are able to 
  reap its rewards, gaining an additional 200 gp per XP gained when completing an adventure.
  Cyclops Stonecrafting: The Society’s repeated expeditions into the ancient cyclops city of Kaddodi have 
  unlocked the ancient secrets of cyclops stonecrafting. Characters with this boon can purchase primarily metal 
  weapons and armor made out of specially treated hematite, which is as strong as iron and doesn’t have the fragile 
  quality. These stone items cost the same amount as base items of their type, but they weigh only 75% of a base 
  items of their type and are immune to rust effects such as the rusting grasp spell or a rust monster’s rust ability.
  ▫▫▫ Fiend-Keeper (Exchange Faction): You have dedicated Exchange resources, or your own personal wealth, 
  toward providing the grippli fiend-keepers and their tribes with the resources necessary to protect themselves 
  and guard the powerful asura trapped beneath Kaddodi. As payment for your services, the gripplis have presented 
  you with a token attuned specifically to you that can grant you some of the power siphoned from the bound 
  fiend. You can check one of the boxes next to this boon to cast either deeper darkness or haste as a spell-like ability 
  with a caster level equal to your character level.
  Core Campaign
  Subtier 7–8
  Subtier 10–11
  +1 poison-resistant stoneplate (5,200 gp; Pathfinder 
  RPG Ultimate Equipment 121, 14)
  shock amulet of mighty fists (4,000 gp)
  +1 poison-resistant stoneplate (5,200 gp; Pathfinder 
  RPG Ultimate Equipment 121, 14)
  shock amulet of mighty fists (4,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-23 - The Ghol-Gan Heresy.pdf