TEXT: By Nathan King
  Weapon in the Rift
  PATHFINDER SOCIETY SCENARIO #5–13 
  TIER 5–9
  
  characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  Weapon in the Rift makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Bestiary (B1), Pathfinder RPG Bestiary 2 (B2), Pathfinder RPG Bestiary 3 (B3), Pathfinder RPG Ultimate Combat (UC), 
  Pathfinder RPG Ultimate Magic (UM), and Pathfinder RPG Ultimate Equipment (UE). In addition to being available for 
  purchase in bookstores and game stores worldwide, all rules referenced in this adventure can be found in the free 
  Pathfinder Reference Document online at paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
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  Pathfinder Society Scenario #5–13: Weapon in the Rift © 2014, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, 
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  Pathfinder Society Scenario #5–13: Weapon in the Rift is a 
  Pathfinder Society Scenario designed for 5th- to 9th-level 
  Author • Nathan King
  Contributing Artists • Imaginary Friends, Ryan Portillo, 
  Jakub Adam Witowski
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  Publisher • Erik Mona
  Weapon in the Rift
  Pathfinder Society Scenario #5–13
  
  The Worldwound
  • Nerosyan
  • Gundrun
  Ghalcor’s Tower •
  3
  With the recent destruction of the wardstones mere 
  months ago, Nerosyan’s leaders seek an edge to quickly 
  and decisively end the demonic threat. Generals identified 
  Ghalcor’s Tower as an untapped resource that might grant 
  them the upper hand, so they sent scouts to investigate the 
  site and its fabled weapon. Said scouts returned, reporting 
  both that the tower remained sealed and that demons 
  were also performing reconnaissance as if planning to 
  claim the weapon for Deskari’s horde. Worried that the 
  weapon might fall into the wrong hands, Queen Galfrey 
  has dispatched a detachment of troops to hold the location 
  and requisitioned a team of specialists to enter the tower 
  and claim Ghalcor’s weapon for the Fifth Crusade.
  W
  hen the rift in what once was Sarkoris tore 
  open in 4606 ar, demonic creatures spilled out 
  into the surrounding lands and fell upon the 
  unsuspecting Kellid tribes. By the formal start of the First 
  Mendevian Crusade in 4622 ar, Sarkoris was overwhelmed 
  by demons. Undaunted, the crusaders recruited widely 
  and struck back with a united (albeit motley) army, testing 
  not only their physical limits but also their ingenuity. 
  One of the crusaders, a cleric of Iomedae named Ghalcor, 
  spent the latter half of the conflict developing a potent 
  weapon—one he believed capable of turning the tide of the 
  war by destroying the invaders entirely. He and his team 
  competed their work just as the crusade drew to a close in 
  4630 ar, and the weapon never saw use in battle. To ensure 
  that the Abyss could never capture the weapon for its own 
  use, Ghalcor created automatic safeguards that would in 
  the event of a direct attack disable the device and seal off 
  the entire tower.
  The demons returned 8 years later, initiating the 
  Second Mendevian Crusade, and Ghalcor struggled to 
  arm and activate his weapon in time to halt the oncoming 
  host of fiends. Several demons managed to infiltrate 
  the tower moments before Ghalcor could trigger the 
  weapon, and the tower’s safeguards quickly locked down 
  the facility and restrained the intruders. These defense 
  measures also forcibly overrode the weapon’s activation, 
  which damaged both the weapon and the defenses, 
  leaving Ghalcor a prisoner in his own fortress. Try as he 
  might, he couldn’t reverse the damaged safeguards from 
  where he was trapped, and he perished while attempting 
  to repair the jammed system.
  The weapon housed in Ghalcor’s Tower is capable of 
  extracting, storing, and channeling holy energy over a wide 
  area to repel or destroy fiends outright. Ghalcor shared his 
  research with few others, fearing that spies might learn of 
  his invention and turn it against the crusade. As a result, 
  the only surviving records of what the weapon does are 
  locked in Ghalcor’s Tower. Nonetheless, principles of his 
  research contributed to the creation of the wardstones that 
  kept the Worldwound at bay for decades.
  Weapon in the Rift
  By nathan King
  WHERE ON GOLARION?
  Weapon in the Rift begins in the small fishing village of 
  Gundrun, but most of the action takes place in and around 
  Ghalcor’s Tower in the southern reaches of the Worldwound. 
  A once secret weapon of the Crusades, Ghalcor’s Tower now 
  stands dormant, waiting for some adventurers to activate 
  it. For more information regarding the Worldwound and 
  Ghalcor’s Tower, see Pathfinder Campaign Setting: The Inner 
  Sea World Guide and Pathfinder Campaign Setting: The 
  Worldwound, both available in bookstores and game stores 
  everywhere, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  4
  A DANGEROUS MISSION
  Beginning with Season 4, all scenarios operate under the 
  assumption that there are six players in the group and 
  provides notes for scaling down the adventures for smaller 
  groups. Weapon in the Rift also provides GMs notes for 
  scaling the difficulty up. Playing an even harder version 
  of the scenario doesn’t offer extra rewards; it’s available 
  solely to provide groups a legal way to face a greater 
  challenge and win bragging rights. The GM should make 
  this option available to the players before the game begins 
  and should use the notes for scaling up only if all of the 
  players explicitly agree to take on the extra challenge. Be 
  cognizant of the players’ desires; if even one is hesitant 
  or has to be pressured into participating on “hard mode,” 
  don’t use this option. 
  bay, but the Pathfinders must arm and activate Ghalcor’s 
  weapon if they are to survive the fiends’ attack.
  GETTING STARTED
  The PCs receive instructions to travel to the remote 
  village of Gundrun for this mission, and they can 
  purchase supplies before setting out. They encounter no 
  threats of note during their journey to the village. Once 
  they arrive, read or paraphrase the following to get the 
  adventure underway.
  Gundrun is a ramshackle village built on the remains of a once 
  proud clanhold, yet it’s among the few proper settlements that 
  eke out a living in what was once Sarkoris. From the rough yet 
  sturdy buildings, a Mwangi man bedecked in polished, nearly 
  golden plate armor emblazoned with the holy symbol of 
  Iomedae steps onto the dirt road and approaches with a friendly 
  wave. It’s Venture-Captain Jorsal of Lauterbury.
   “Pathfinders, it’s good to see you again. Walk with me, if 
  you will,” Jorsal requests as he turns toward a crude wooden 
  structure. The he gives a quick signal to a standing guard and 
  opens the door, motioning inwards. “Though the Pathfinder 
  Society doesn’t have an official lodge here in Gundrun, the locals 
  have allowed us to use part of Clefthorn Lodge as a war room to 
  discuss upcoming missions and objectives. Please take a seat.” 
  As the room begins to fill, he closes the door behind him and 
  makes his way to a small desk, where a large parchment map 
  supports a host of red and blue figurines.
  “During the First Mendevian Crusade, an Iomedaean cleric 
  named Ghalcor and his assistants built a once-secret weapon to 
  combat the encroaching demonic threat; however, the fighting 
  ended before he could put it to use. I say ‘once-secret’ because 
  the demons heard about the weapon and attacked the tower 
  when combat resumed years later. It seems Ghalcor was caught 
  off-guard. He and his team died in the assault, but not before 
  they triggered special safeguards to keep anyone from capturing 
  the weapon—demon, crusader, or otherwise. Since the weapon 
  was never used, no one knows quite what it does or even how it 
  works. What we do know is that we’ve spotted demons scouting 
  the site as if they intend to break in soon. I trust you understand 
  how that could be worrisome.”
  He picks up several of the blue figurines and moves them 
  from Gundrun to a site labeled ‘Ghalcor’s Tower.’ “Queen Galfrey 
  has sent some of her forces to hold the area around Ghalcor’s 
  Tower, but she needs specialists to find a way in. You,” he says 
  with pride, “are those specialists. Travel north to the tower, 
  enter it, handle any hostiles, and find out how the weapon 
  works; you may also be called on to arm and even activate it, 
  if circumstances demand. A brigade of Nerosyan’s crusaders is 
  already on-site awaiting your arrival, and the esteemed Ollysta 
  Zadrian is due to arrive soon with a small contingent to reinforce 
  their position. She may have more details once you arrive.
  “Make haste, and may the Inheritor guide your actions.”
  SUMMARY
  The PCs receive their mission from Venture-Captain 
  Jorsal in Gundrun, a village just inside the Worldwound. 
  He explains that the PCs are to travel to Ghalcor’s 
  Tower and recover a secret weapon lost during the First 
  Mendevian Crusade. There, they rendezvous with Silver 
  Crusade faction leader Ollysta Zadrian for more details. 
  Ollysta informs the PCs of an oncoming demon army that 
  seeks the weapon to use against the them, and she urges 
  the PCs to act quickly and activate the weapon while the 
  crusaders keep the demons at bay.
  Entering and exploring the tower calls on the PCs to 
  solve several puzzles and dodge traps installed by Ghalcor 
  as part of his tower’s automatic safeguards. The lockdown 
  also trapped a pair of hound archons as defenders, 
  though continued exposure to both the Worldwound’s 
  corruption and Ghalcor’s device have twisted their 
  morals and loyalty; the PCs must either defeat them in 
  combat or convince the corrupted archons to stand aside. 
  The spirit of Ghalcor still haunts the tower—in a mad 
  rage, he attacks the PCs. After defeating him, a calmer 
  aspect of his spirit manifests and provides the PCs with 
  instructions about how to activate the weapon, which also 
  sends his restless soul to the afterlife.
  As the PCs explore the tower, they find several strange 
  canisters used to store holy energy. According to notes 
  the PCs find, these are essential to activating the tower’s 
  weapon. Extracting these holy batteries also deactivates 
  the tower’s remaining defenses, leaving it vulnerable to 
  outside attack. As the Pathfinders enter the control room, 
  demons take advantage of the weakened defenses; several 
  smaller demons begin sabotaging the weapon’s control 
  panels, and an immense shemhazian demon shatters 
  an outer wall in an attempt to reach the device. Ollysta 
  Zadrian assists the PCs in holding the shemhazian at 
  
  Venture-Captain 
  Jorsal of Lauterbury
  5
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  5
  GM RESOURCES
  Weapon in the Rift makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), 
  Pathfinder RPG Bestiary (B1), Pathfinder RPG Bestiary 2 (B2), 
  Pathfinder RPG Bestiary 3 (B3), Pathfinder RPG Ultimate 
  Combat (UC), Pathfinder RPG Ultimate Magic (UM), and 
  Pathfinder RPG Ultimate Equipment (UE). In addition to 
  being available for purchase in bookstores and game stores 
  worldwide, all rules referenced in this adventure can be 
  found in the free Pathfinder Reference Document online 
  at paizo.com/prd.
  The PCs probably have questions about the upcoming 
  mission. Below are some likely questions and answers 
  given by Venture-Captain Jorsal.
  Why is there renewed interest in the weapon? “We’ve 
  never had such a stalemate in previous crusades as we have 
  today. Any ground we gain on the demons, they gain back 
  in another area. By capturing this weapon, we hope to gain 
  significant momentum and conclude the crusade quickly.”
  What if we can’t figure out how to use it? “If 
  there is documentation about how the weapon 
  works anywhere, it’s likely in the tower. 
  I  have faith that with a little ingenuity 
  and skill, you will succeed.”
  Where is Ghalcor’s Tower? “It’s 
  approximately 20 miles north of here. 
  Once you are fully prepared, I have 
  an ally who can provide you swift and 
  reliable transportation.”
  Knowledge (History or 
  Religion)
  Some scholars may recall 
  information on Ghalcor 
  and his team of engineers.
  15+ 
  Ghalcor 
  was 
  a 
  decorated cleric of Iomedae 
  during the First and Second 
  Mendevian Crusades but died 
  in one of the opening skirmishes of 
  the latter war.
  20+ Ghalcor handpicked exemplary crusaders with 
  sterling reputations for a secret project, and later studies 
  showed that they heavily researched the nature of the 
  planes and philosophical texts about morality before 
  departing to construct their tower fortress. Ghalcor 
  had a reputation as one who respected scholars of any 
  background.
  25+ The few research notes that survived Ghalcor’s 
  death were instrumental in developing other powerful 
  works, such as the wardstones that kept the demons at bay 
  until recently.
  30+ Iomedaen scholars prefer to downplay Ghalcor’s 
  final investigations, which delved into several Sarkorian 
  traditions of bloodletting and self-sacrifice to channel 
  and focus one’s power.
  The PCs have an opportunity to purchase supplies 
  before departing, but at this time, the only gear with 
  a market price of 750 gp or less is available for sale 
  in Gundrun. When they are ready to travel, Jorsal 
  introduces them to a Kellid woman who wears a mask 
  and requests he preserve her anonymity. She casts mass 
  phantom steed to create five quasi-real horses, 
  noting that they will last long enough to take 
  their riders to Ghalcor’s Tower. If there are 
  more than five PCs or other creatures in 
  need of swift transportation, Jorsal enters 
  a heated, whispered debate with her 
  to demand she create more 
  mounts, concluding in his 
  passing her a small pouch 
  of coins before she creates 
  more mounts or bestows 
  a speed-enhancing effect 
  on 
  any 
  larger 
  animal 
  companions 
  that 
  would 
  not otherwise be able to keep 
  up. Jorsal wishes the PCs luck 
  before preparing to depart to aid the 
  Society elsewhere.
  APPROACHING THE TOWER
  Ghalcor’s Tower looms over the surrounding wasteland 
  on a plateau that plummets down to the defiled Sarkora 
  River below. At a distance, the tower looks like nothing 
  more than a large outcropping of weathered rock, though 
  this is an illusion maintained by the towers safeguards to 
  help it avoid attention; the mirage fades away at a distance 
  of 100 feet to reveal an octagonal keep of smoothed stone 
  with a central tower that soars more than 100 into the air. 
  Surveying from the foundation to the top of the tower, 
  there’s no obvious entrance; the structure appears sealed.
  Several hundred crusaders have erected a palisade 
  crowned with cold iron spikes around the tower. 
  Dozens of tents fill the enclosed space. Nearest the 
  tower stands a large command pavilion, where a dozen 
  crusaders strategize over battle plans and maps. As the 
  PCs approach, the crusaders call to them to identify 
  themselves and state their business. Ollysta Zadrian, a 
  paladin and retired Pathfinder, joins the crusaders to 
  vouch for the PCs, welcoming them into the camp.
  
  Ollysta Zadrian
  6
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  6
  “Thank you for coming on such short notice, Pathfinders,” Ollysta 
  states calmly. “I hope that Venture-Captain Jorsal explained 
  the situation to you fully because the demonic scouts that we 
  found surveying the tower, have sent for reinforcements. Our 
  movements have not gone unnoticed, and we spotted a large 
  contingent of demons and fiend-spawn moving this way. There 
  are more numerous than we had anticipated, so we are relying 
  on you to secure and prepare Ghalcor’s weapon. I intend to 
  assist in the defense of the camp, and everyone is placing 
  their faith in your success. Venture-
  Captain Jorsal chose each of you for 
  a reason, and I am confident in his 
  decision.” With that, she dons her 
  helmet, walks out of the tent, and 
  calls to her crusaders.
  Ollysta’s crusaders form a circle 
  around her. If there are any Silver 
  Crusade faction PCs, she motions for 
  them to join in as she speaks to those 
  under her command. “Without a 
  doubt, the evil we face today is a 
  challenge. It is a challenge of 
  our skill at arms, and we 
  shall be victorious. It 
  is a challenge of our 
  valor, and we shall 
  bravely 
  face 
  the 
  most dreadful threats as 
  a united whole. Last of all, it is a 
  challenge of our grace, for the Silver 
  Crusade fights here not to conquer but 
  to liberate. Do everything that you 
  can to ensure that the weapon within 
  this tower does not fall into the hands of the demons. 
  Go, and bring light to this forsaken land. I trust each of 
  you to do what you believe is right in accomplishing this 
  goal, for the Society is watching and judging the merits 
  of good by your actions.” With that, she gives the PCs an 
  encouraging clap on the back and nudges them in the 
  direction of their fellow Pathfinders.
  A. GHALCOR’S TOWER
  Ghalcor and his assistants were certain to incorporate 
  an emergency defense plan should some tragedy befall 
  their tower. These safeguards drew upon the same power 
  source that powered the tower’s weapon: pure holy energy 
  that could bring grievous harm to demons. At first 
  Ghalcor experimented with siphoning the raw holiness 
  of the outer planes, but the material proved too volatile; 
  it would dissipate in moments and could not be stored or 
  combined to create a bigger effect. After trial and error, 
  Ghalcor learned that he could more reliably channel 
  the power of good through mortal conduits, namely the 
  faithful of Iomedae. The research team placed several 
  sacred prisms—canisters filled with a liquid alchemical 
  medium—throughout the tower to capture the prayers 
  of the holy, charging the divine batteries to power the 
  immense weapon in area A8. The principles of this 
  power through prayer also maintained the wardstones 
  before their recent failure.
  Although his inventions were cutting edge, Ghalcor 
  could neither plan for every 
  contingency 
  nor 
  understand 
  every consequence of his creation. 
  The sacred prisms that stored holy 
  energy were powerful, capable of 
  leeching the very essence of good 
  from nearby creatures in the absence 
  of prayers and leaving its hosts less 
  noble, less benevolent, and less holy 
  over the course of several years.
  Ghalcor also misjudged how his 
  safeguards would interact with the 
  weapon if they interrupted the latter 
  as it charged. When the 
  demons 
  attacked 
  the 
  tower and triggered 
  its 
  defenses, 
  both 
  systems 
  attempted 
  the draw upon the same 
  power 
  source, 
  causing 
  the weapon to malfunction 
  and the safeguards to activate 
  improperly. When working properly, 
  the safeguards would seal the tower’s 
  doors, discharge a burst of energy 
  to stun any demons inside, and sustain a magical field 
  that would disguise the tower, strengthen its walls, and 
  prohibit teleportation into and out of the structure—
  all while allowing Ghalcor the ability to unlock select 
  sections of the tower to travel through the tower at will, 
  repair systems, and eventually deactivate the wards. 
  However, when the safeguards received insufficient 
  power, the sacred prisms were overtaxed and began to 
  siphon extra energy from Ghalcor and his allies while 
  systematically cutting power to secondary features such 
  as the cleric’s ability to repair or navigate the tower.
  Thus far, the magical field around the tower has 
  stymied both crusader and abyssal efforts break inside, 
  but for all of this, the field is surprisingly delicate; 
  it resonates with a powerful resonance that is easily 
  disrupted by anything with a similar resonance field, 
  such as the one created by a wayfinder. As the PCs approach 
  within a few dozen feet of the tower, their wayfinders emit 
  a pulsing tone, and the compass needles spin with each 
  
  7
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  7
  beat. Each pulse simultaneously sends minute motes of 
  light dancing across the surface of the tower like ripples 
  in a pond that emanate from the point closest to the 
  wayfinder. A PC who casts detect magic can sense the field 
  that surrounds the tower, and succeeding at a DC 20 
  Knowledge (arcana) or Spellcraft check allows the PC to 
  discern that the field has a resonance similar to that of a 
  wayfinder, which could cause them to disrupt one another. 
  When a PC brings a wayfinder within 5 feet of the tower, 
  the motes of pulsing light converge on a point at the 
  northeast corner of the tower, and bringing a wayfinder 
  near that point illuminates a hidden, unlocked door into 
  area A1. This merely suppresses rather than collapses the 
  tower’s defensive field, which remains in effect until the 
  PCs disable the defenses inside.
  Though unlikely, it’s possible that none of the PCs 
  have a wayfinder with which to open the tower. In this 
  event, Ollysta Zadrian approaches the tower after a few 
  minutes to inquire about the PCs’ progress. As she does, 
  the wayfinder inscribed with the holy symbol of Sarenrae 
  (which she keeps as a memento of her time as a Pathfinder) 
  begins to resonate. She lends it to the PCs, noting that they 
  are welcome to use it if it helps them in their mission.
  The interior of the tower has floors tiled with stone. 
  Unless noted otherwise, everburning torches hang from 
  wall sconces at regular intervals; however, the sacred 
  prisms’ constant demands for more power have drained 
  away some of the torches’ magic, so they only provide dim 
  light. Narrow pipes near the ceiling channel muted, blue-
  white light along the building’s perimeter, which helps 
  to maintain the defensive field. Removing a sacred prism 
  (see sidebar on page 10) from its niche extinguishes the 
  torches and the illuminated pipes. The ceilings are 10 
  feet in height everywhere except in area A8.
  A1. The Gauntlet of Justice (CR 8 or CR 11)
  A curving corridor angles to the north before disappearing 
  around a bend. The walls and floors bear gashes and holes, 
  bearing testament to a terrible battle long ago, and a mass of 
  corpses—some humanoid, some demonic, and all dead—litter 
  the cold, tiled floor.
  This hallway creates a killing field thanks to both its 
  narrowness and the multitude of traps installed along 
  its length—some easy to find and others considerably 
  more difficult to spot. The corpses are those of Ghalcor’s 
  assistants who attempted to keep the invading demons at 
  bay as well as those of dretches, babaus, succubi, and other 
  smaller demons that attempted to force their way in.
  Traps: Dozens of holes that connect to now-empty 
  arrow traps pepper the floor, walls, and ceiling of this 
  hallway. Pressure plates on the floor trigger most of 
  the traps, though in places, broken wires attest to traps 
  intended to catch flying intruders. Most of these traps are 
  long since broken or expended, causing an ominous click 
  when a PC steps on the trigger. One trap still possesses 
  both a functioning trigger and ammunition. When a PC 
  steps on the trigger plate, the trap depresses a stud on 
  a faith orb (a magical grenade) and then launches it into 
  the hallway, where it detonates a split second later at the 
  center of the trap’s trigger area. In Subtier 8–9, one of the 
  arrow traps is still armed with a +2 planar arrow (Pathfinder 
  RPG Ultimate Equipment 141). Disabling a trap also allows 
  a PC to recover the trap’s ammunition.
  Subtier 5–6 (CR 8)
  EMPTY ARROW TRAP 
  CR 0 
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual 
  Effect The firing mechanism clicks loudly.
  FAITH ORB LAUNCHER TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 25 
  EFFECTS 
  Trigger location; Reset manual 
  Effect detonating faith orb (flame strike 9d6 divine and fire 
  damage, Reflex DC 17 half); multiple targets (all creatures in 
  a 10-foot-radius burst)
  Subtier 8-9 (CR 10)
  PLANAR ARROW TRAP 
  CR 3 
  Type mechanical; Perception DC 20; Disable Device DC 25 
  EFFECTS 
  Trigger location; Reset manual 
  Effect Atk +20 ranged (1d8+3/×3 damage)
  FAITH ORB LAUNCHER TRAP 
  CR 10
  Type mechanical; Perception DC 30; Disable Device DC 25 
  EFFECTS 
  Trigger location; Reset manual 
  Effect detonating faith orb (flame strike 12d6 divine and fire 
  damage, Reflex DC 17 half); multiple targets (all creatures in 
  a 10-foot-radius burst)
  SCALING ENCOUNTER A1
  To accommodate a party of four PCs, reduce the damage 
  dealt by the faith orb launcher trap by 2d6.
  For groups that explicitly agreed to a greater challenge, 
  increase the faith orb launcher trap’s saving throw DC to 20, 
  and increase the damage dealt by the trap by 1d6.
  
  N
  A. Ghalcor’s Tower
  1 square = 5 feet
  A
  : Abrikamdilu Demon
  S
  : Shemhazian Demon
  A
  A
  S
  A1
  A2
  A3
  A5
  A4
  A6
  A7
  A8
  8
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  8
  
  9
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  9
  Treasure: Some of the equipment worn by the fallen 
  crusaders may be useful to the PCs. In Subtier 5–6, the 
  PCs can find a +1 mithral chain shirt and two potions of cure 
  moderate wounds. In Subtier 8–9, there is instead a suit of 
  +1 mithral full plate and a potion of cure serious wounds.
  Development: If the PCs don’t disarm or trigger the 
  faith orb launcher trap, it later strikes Ollysta Zadrian 
  and her allies when they enter the tower (See the sidebar 
  “Ollysta and the Demon” sidebar on page 18), dealing 10 
  damage to each NPC.
  Rewards: If the PCs fail to encounter the traps or find 
  the treasure, reduce their gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 412 gp.
  Out of Subtier: Reduce each PC’s gold earned by 664 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 916 gp.
  A2. The Acts of Iomedae (CR 5 or CR 8)
  Flowing script of inlaid silver lines the polished walls of this 
  octagonal chamber. A thick, iron door reinforced by four thick, 
  horizontal bars of stone blocks the way to the west, and an open 
  passage leads to the east. A niche in the north wall contains a 
  glass octagonal prism clasped between a set of steel prongs. 
  Liquid that glows with a blue-white radiance fills much of the 
  prism’s interior. A stout lever is set into the wall next to the door.
  The words in this chamber are written in Celestial 
  and are little more than semi-coherent phrases praising 
  The Inheritor Iomedae. In fact, the words merely frame 
  lightly etched images of Iomedae’s miraculous feats 
  and moments of greatest triumph. Each of the four bars 
  across the door has four dials, each numbered from zero 
  to nine with an eleventh blank facet, and each bar also 
  bears a unique inscription in Common and Celestial; 
  give the players Player Handout 1, which presents the 
  inscriptions in descending order.
  Trap: Ghalcor knew that should the tower’s safeguards 
  activate, it should be possible for the crusaders to enter 
  the tower but difficult for demons to do the same. For this, 
  he devised a puzzle based on The Acts of Iomedae, a text 
  that describes the then-mortal goddess’s feats of heroism 
  before she ascended. Opening the door without solving 
  the puzzle is difficult (hardness 10, hp 60, Strength 
  DC 30). Each time the door is struck, forced, or activated 
  with the incorrect number sequence, a trap activates, 
  explosively channeling the energy from the nearby sacred 
  prism into the area. The PCs can easily remove the prism 
  from its socket, but doing so deactivates the mechanism 
  that opens the door. Each time the trap triggers, it drains 
  2 charges from the sacred prism (which contains 6). Even 
  if the prism is drained of all charges, it has just enough 
  power to operate the door’s lock, so opening the door 
  through trial and error is possible.
  Solving the puzzle requires the PCs to set the correct 
  combination on all four sets of dials before pulling the 
  door’s lever. Each inscription references two or more of 
  Iomedae’s eleven acts; the correct number combination 
  for that door is those numbers in that order. For example, 
  an entry that references the tenth and third acts would 
  lead to the combination 1–0–3 with a blank digit at either 
  the beginning or the end of the combination.
  The PCs can remember The Acts of Iomedae with 
  Knowledge (history), Knowledge (religion), or Intelligence 
  checks. If a PC succeeds at a DC 13 check, give the players 
  Player Handout 2. If any exceed the check by 5 or more, 
  also give them Player Handout 3. If any exceed the check 
  by 10 or more, give them Player Handout 4. The correct 
  combinations from top to bottom are 6–7–9–Blank, 4–8–
  Blank–Blank, 1–3–1–1, and 2–5–1–0.
  If the PCs trigger the trap three times (thus draining the 
  prism), have them try once more. If they fail, describe them 
  eventually opening it due to the trap being without power.
  Subtier 5–6 (CR 5)
  HOLY SMITE TRAP
  Type magic; Perception DC 29; Disable Device 29
  EFFECTS
  Trigger touch; Bypass correct combination (see above); Reset 
  automatic
  Effect spell effect (holy smite, 4d8 damage, DC 16 half); 
  multiple targets (all creatures within a 20-ft.-radius burst)
  FAITH ORBS
  FAITH ORB
  Aura moderate evocation; CL 9th
  Slot none; Price 2,250 gp; Weight —
  DESCRIPTION
  This brass orb is a bit larger than a human fist. It’s covered 
  with symbols of goodness and law and thick studs. If used 
  as an improvised weapon, it deals 1d6 points of bludgeoning 
  damage and serves as a good weapon for the purpose of 
  overcoming damage reduction.
  The faith orb is activated when a special stud is depressed, 
  usually marked by a different color metal. Activating the orb 
  is a standard action, though the orb may be thrown as a 
  ranged touch attack (10-foot range increment) as part of 
  the same action used to activate it. At the end of the action 
  or when it hits its target, it triggers a flame strike centered 
  on the orb. Creatures caught in the blast area suffer 9d6 
  damage as the spell (Reflex DC 17 half). The faith orb is 
  consumed in the process. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, flame strike
  
  sacred prism
  10
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  10
  Subtier 8–9 (CR 8)
  HOLY SMITE TRAP
  Type magic; Perception DC 31; Disable Device 31
  EFFECTS
  Trigger touch; Bypass correct combination (see page 9); Reset 
  automatic
  Effect spell effect (heightened empowered holy smite, 5d8 
  damage plus 50%, DC 19 half); multiple targets (all creatures 
  within a 20-ft.-radius burst)
  Development: Once the PCs enter the correct 
  combination and pull the lever, the stone bars retract 
  into the wall, and the door clicks open.
  A3. The Eternal Fight against Evil (CR 8 or CR 11)
  The walls of this large, irregular room are bare but for a gold-
  capped prism socketed into a niche along the south wall and 
  radiates blue-white light. In contrast, the floor is a mess of 
  red and brown stains. A single iron door seals the room to the 
  south, and a set of heavy double doors blocks the east exit.
  In the event of a conventional assault, Ghalcor designed 
  a series of choke points where he and a limited number 
  of defenders could hold off overwhelming odds. In less 
  dangerous times, this served as a training yard for the 
  martial priests. The door to the south is sealed by the 
  tower’s safeguards, but removing or emptying the sacred 
  prisms from both this area and area A2 disables the 
  locking mechanisms. A teleportation circle maintained 
  by the tower’s sacred prisms fills the eastern alcove 
  of this room. Until recently, the tower’s defensive 
  field prevented it from operating, but by the 
  time the PCs reach this area, their actions 
  have either deactivated or suppressed of 
  some of the tower’s defenses—meaning 
  the circle has returned to working order. 
  Finding the circle requires a successful DC 
  34 Perception check. The hound archons (see 
  below) are unable to use the circle, bound as 
  they are to this area.
  Creatures: To assist Ghalcor in this task, he 
  conjured a pair of powerful hound archons—
  celestial legionnaires—to guard the 
  tower for a year at a time, during which 
  their own prayers and magic would 
  bolster the priests’ efforts in charging 
  the sacred prisms. So long as Ghalcor 
  regularly cycled out tired archons with 
  fresh ones, none of the outsiders experienced ill effects; 
  in fact, most perceived their contributions as a minor yet 
  righteous sacrifice to end the Worldwound.
  When the towers safeguards triggered, the tower’s 
  defensive field blocked teleportation effects, nominally 
  to prevent demons from teleporting directly into the 
  structure. Inadvertently, it also prevented the hound 
  archons from returning to their home plane when their 
  service concluded, so they’ve remained in this room for 
  decades as the sacred prisms continued to siphon their 
  extraplanar essence. As a result, the hound archons were 
  drained of their intrinsic holiness and left vulnerable 
  to the influence of the Worldwound; they have changed 
  in appearance and demeanor in insidious ways. Each 
  has developed bony spurs that pierce erupt from their 
  skin at the joints, crimson eyes, and ash-gray fur. With 
  a successful DC 25 Knowledge (planes) check, a PC can 
  determine that their condition has not progressed so far 
  as to change them into another outsider, but reversing 
  the damage would require extended exposure to a 
  particularly strong good-aligned plane or possibly even 
  require atonement.
  SACRED PRISMS
  Ghalcor’s weapon is powerless without a reliable source of 
  holy energy, so the ingenious cleric designed a rudimentary 
  battery capable of storing the essence of good for later use. 
  A sacred prisms that’s fully charged contains 8 charges, 
  though most contain fewer. A PC can learn the following 
  by examining a sacred prism with a successful DC 20 Craft 
  (alchemy, planes, or religion) or Spellcraft check.
  In addition to its use as a battery, a PC can use a sacred 
  prism to augment spells he casts with the good descriptor, 
  expending 2 charges to increase the spell’s caster level 
  by 1, 4 charges to increase the caster level by 2, or 
  8 charges to increase the caster level by 3. A PC 
  can also throw a prism as a splash weapon that 
  destroys the prism and replicates a holy smite 
  spell (Will DC 16) with a caster level equal to 
  the number of remaining charges.
  A PC can recharge a prism in several ways. 
  The prism absorbs spells with the good 
  descriptor cast directly at it, regaining a number 
  of charges equal to the spell’s level. When 
  affected by a channel energy effect augmented 
  by the Alignment Channel feat to harm evil 
  outsiders or heal good outsiders, a prism regains 
  a number of charges equal to the number of dice 
  the PC would roll for the effect. Finally, a 
  good-aligned creature can grasp a prism 
  and concentrate as a full-round action to 
  restore 1d4 charges, though doing so also 
  gives the PC 1 temporary negative level 
  for 24 hours. Prisms cannot hold more than 8 charges.
  
  11
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  11
  They cling to their assigned duty to defend the tower, 
  but their interpretation of that order has evolved over 
  time. They have difficulty recognizing the Iomedaen 
  faithful that should be friends from demons. When 
  the PCs first encounter the archons, the outsiders are 
  hostile, though cautiously optimistic that they might 
  have an opportunity to escape their imprisonment, so 
  the PCs have a brief opportunity to change the archons’ 
  attitude with Diplomacy check (DC 28 for Subtier 5–6, 
  DC 25 for Subtier 8–9). Ensuring them that the PCs 
  have the means to secure their release grants up to a +4 
  bonus on Diplomacy checks depending on how confident 
  and specific the PCs are in their promises. The archons 
  constantly scan the PCs with detect evil, and each evil 
  aura they detect (such as from clerics of evil gods, evil 
  familiars, or even Thassilonian brands) imposes a 
  cumulative –4 penalty to the check. Failing to convince 
  the archons not to attack leads to violence.
  Subtier 5–6 (CR 8)
  CELESTIAL LEGIONNAIRES (2) 
  CR 6 
  CN advanced fiendish hound archon (Pathfinder RPG Bestiary 
  19, 294, 295)
  hp 51 each 
  TACTICS
  Before Combat  When the celestial legionnaires hear the doors 
  to area A2 begin to open, they cast aid on themselves.
  During Combat The celestial legionnaires fight cautiously, using 
  Power Attack only after confirming that a target is easy to hit.
  Morale The celestial legionnaires were commanded to protect 
  further entry into the tower; they fight to the death.
  Subtier 8–9 (CR 11)
  CELESTIAL LEGIONNAIRES (2) 
  CR 9
  Male fiendish hound archon fighter 5 (Pathfinder Bestiary RPG 
  Bestiary 19, 295)
  CN Medium outsider (archon, extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  Aura aura of menace (20 ft., DC 15)
  DEFENSE
  AC 23, touch 12, flat-footed 21 (+2 armor, +2 Dex, +9 natural) 
  hp 109 each (6d10+5d10+49)
  Fort +12, Ref +8, Will +6 (+1 vs. fear); +4 vs. poison
  Defensive Abilities bravery +1; DR 10/good; Immune 
  electricity, petrification Resist cold 15 fire 15; SR 15
  OFFENSE
  Speed 40 ft.
  Melee +1 cold iron greatsword +16/+11/+6 (2d6+6/19-20), 
  bite +13 (1d8+4) 
  or slam +14 (1d4+3), bite +14 (1d8+3)
  Special Attacks smite good (+0 to hit, +11 damage), weapon 
  training (heavy blades +1)
  Spell-Like Abilities (CL 6th; concentration +6)
  Constant—detect evil, magic circle against evil
  At Will—aid, continual flame, greater teleport (self plus 50 
  lbs. of objects only), message
  TACTICS
  Before Combat When the celestial legionnaires hear the doors 
  to area A2 begin to open, they cast aid on themselves.
  During Combat The celestial legionnaires attempt to disarm 
  combatants, favoring weapons wielded by strong melee 
  combatants. The archons carefully study their foes, using 
  Power Attack against those they can hit easily.
  Morale The celestial legionnaires were commanded to protect 
  further entry into the tower. They fight to the death, using 
  their Bolstered Resilience feat when reduced to 25 or fewer 
  hit points.
  STATISTICS
  Str 17, Dex 14, Con 17, Int 13, Wis 13, Cha 10
  Base Atk +11; CMB +14 (+16 disarm); CMD 26 (28 vs. disarm)
  Feats Bolstered ResilienceUC, Combat Expertise, Combat 
  Reflexes, Disarming StrikeAPG, Improved Disarm, Improved 
  Initiative, Iron Will, Power Attack, Toughness 
  Skills Acrobatics +14 (+18 jump), Intimidate +10, Knowledge 
  (planes) +13, Knowledge (religion) +9, Perception +13, Sense 
  Motive +12, Stealth +15, Survival +14; Racial Modifiers 
  +4 Stealth, +4 Survival
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (beast shape II), armor training 1
  Other Gear +1 cold iron greatsword, +1 haramakiUE
  Development: As called creatures, the archons remain in 
  this room even if slain. Resolving the encounter peacefully 
  results in one of two ways. If the PCs agreed to free 
  the archons, the only way for the archons to escape involves 
  their being escorted out by someone with a wayfinder or a 
  SCALING ENCOUNTER A3
  Make the following changes to accommodate a group of 4 
  PCs.
  Subtier 5–6: Remove the advanced simple template from 
  the celestial legionnaires.
  Subtier 8–9: The celestial legionnaires have the sickened 
  condition as a result of their extended exposure to the 
  sacred prisms.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 5–6: Replace the two celestial legionnaires with 
  one celestial legionnaire from Subtier 8–9.
  Subtier 8–9: Add a third celestial legionnaire to the 
  encounter.
  
  12
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  12
  PC touching a wayfinder to an outer wall to create a small 
  breach through which the archons can teleport. If the PCs 
  cannot assist the archons in leaving, the outsiders remain 
  in this room but allow the PCs to pass.
  It’s possible for the PCs to bypass the archons by using 
  the teleportation circle to reach area A6, but this hinders 
  Ollysta Zadrian when she later enters the tower to warn 
  and help the PCs. (See the sidebar “Ollysta and the 
  Demon” sidebar on page 18.)
  Treasure: The sacred prism in this room is partially 
  drained, with only 4 charges due to the hound archons’ 
  change in alignment.
  Faction Notes: By avoiding combat with the archons (or 
  using nonlethal tactics to subdue them), Silver Crusade 
  PCs can impress both Ollysta Zadrian and the Mendevian 
  crusaders. This contributes to the Silver Crusade’s goals 
  for this scenario.
  Rewards: If the PCs fail to defeat or bypass the celestial 
  legionnaires, reduce each PCs gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 333 gp.
  Out of Subtier: Reduce each PC’s gold earned by 646 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 959 gp.
  A4. Alchemy and Magical Workshop
  Two long countertops and a workbench occupy this workshop. 
  The work surfaces are covered with religious symbols, quills, 
  broken glass, and small metal components as well as with dusty 
  alchemical supplies that have not seen use in years. A niche in 
  the southeast wall holds a gold-capped prism that glows with 
  blue-white light. Doors lead to the north, south, and east, and a 
  heavier iron door stands in the room’s northwest corner.
  Here Ghalcor and his assistants assembled the smaller 
  pieces of the tower’s weapon using both magical and 
  alchemical techniques. Ventilation pipes run along the 
  ceiling, providing ventilation for areas A4, A5, and A6, 
  though the insides of the pipes are now coated in dry 
  soot. When the safeguards activated, Ghalcor found it 
  impossible to open or even batter down the iron door, so 
  he made heavy use of this room to try and devise some 
  means of cleansing the tower of demons and repairing 
  the malfunctioning defensive field.
  Treasure: Several magical items of particular value 
  lie scattered about this room under a thick coat of dust. 
  These include two hybridization funnels (Pathfinder RPG 
  Ultimate Equipment 304), a potion of cure moderate wounds, 
  and two potions of resist fire. In Subtier 8–9, there is also a 
  preserving flask (2nd-level extract; Pathfinder RPG Ultimate 
  Equipment 316). The sacred prism here holds four charges.
  Rewards: If the PCs fail to recover the alchemical and 
  magical treasure in this area, reduce each PC’s gold 
  earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 191 gp.
  Out of Subtier: Reduce each PC’s gold earned by 262 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 333 gp.
  A5. The Tower Barracks
  Five cots line the west wall of this barracks. A dusty table, 
  counters, and a hearth share the east side of the room.
  The tower’s occupants used this room as their living 
  quarters, and except for a layer of dust, the space remains 
  clean and organized. The hearth’s chimney vents into a 
  pipe that runs along the ceiling and through the south 
  wall. With a successful DC 16 Perception check while 
  searching the room, a PC uncovers a small diary hidden 
  under one of the cot mattresses; give the players Player 
  Handout 5.
  A6. The Tower Armory
  A large forge flanked by large bellows dominates the east wall, 
  though they and the nearby anvil are caked in soot. Half-full 
  weapon racks hold an assortment of daggers, spears, and 
  swords, and low piles of arrowheads, coal, and metal ingots 
  line the southwest wall.
  Ghalcor’s assistants forged larger pieces of equipment 
  in this smithy, which also served to maintain the tower’s 
  armory. During Ghalcor’s final days, he attempted to 
  create replacement parts with the forge, but the tower’s 
  safeguards sealed the ventilation pipes as surely as they 
  did the rest of the tower; a few ill-fated attempts to heat 
  the coal clogged with ashes and consumed much of the 
  breathable air before Ghalcor admitted defeat.
  The western corner of the room contains a teleportation 
  circle, the partner of the circle found in area A3. Finding 
  the circle requires a successful DC 34 Perception check.
  Treasure: Much of this room is bare, though there are 
  still a few weapons left that the crusaders did not carry 
  into battle. These include three +1 axiomatic bolts and four 
  +2 seeking sling bullets. In Subtier 8–9 there is also a set of 
  pauldrons of the bull (Pathfinder RPG Ultimate Equipment 267).
  Rewards: If the PCs fail to recover the armory’s 
  remaining equipment, reduce their gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 489 gp.
  Out of Subtier: Reduce each PC’s gold earned by 759 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,030 gp.
  A7. The Staging Room (CR 8 or CR 11)
  A long coat rack laden with baggy leather suits and a wooden 
  wardrobe comprise the only furnishings in this room. A 
  desiccated body lies slumped against the north wall, cradling 
  
  Ghalcor
  13
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  13
  a glowing prism in its limp arms. A second prism lies at the 
  body’s side. Iron doors lead to the north and west.
  Although intended for use as a storage room, Ghalcor 
  repurposed this area to hold protective gear once he 
  determined just how dangerous the tower’s weapon 
  could be; early experiments demonstrated that being 
  particularly close to the weapon when it activated could 
  harm even a pious mortal. The leather suits are designed 
  to cover one’s entire body, complete with glass panels 
  to allow a wearer to see normally and filtered ports to 
  facilitate breathing. There are five suits fitted for Medium 
  humanoids and two fitted for Small humanoids. A PC can 
  don a suit in 1d2+1 rounds to receive its full benefits or 
  don it hastily in 1 round for partial benefits that come 
  into play in area A8. The wardrobe contains a variety 
  of spare parts, specialized tools, and herb-infused oils 
  necessary to keep the weapon in working order. (The PCs 
  can discover more about these suits by asking Ghalcor’s 
  ghost; see Development on page 14.)
  Creatures: The corpse is that of Ghalcor, who perished 
  here as he channeled his remaining energy into a sacred 
  prism following a desperate hypothesis that he could 
  override the defenses with a fully charged prism. The 
  strain killed him, and his restless spirit has tried in vain 
  to test his hypothesis ever since, despite not being able to 
  manipulate physical objects.
  Subtier 5–6 (CR 8)
  GHALCOR 
  CR 8
  Male unique Allip (Pathfinder RPG Bestiary 3 12)
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +13
  Aura babble (30 ft., DC 19)
  DEFENSE
  AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge)
  hp 85 (9d8+45) 
  Fort +8, Ref +8, Will +8
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +9 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity (DC 19)
  TACTICS
  During Combat Ghalcor babbles and attacks any living 
  creature, focusing on priests of good-aligned gods because 
  they remind him of his life’s work and tragic demise.
  Morale Ghalcor fights until destroyed.
  STATISTICS
  Str —, Dex 17, Con —, Int 15, Wis 15, Cha 20
  Base Atk +6; CMB +9; CMD 25
  SCALING ENCOUNTER A7
  Make the following changes to accommodate a group of 4 
  PCs.
  Subtier 5–6: Reduce the saving throw DCs of Ghalcor’s 
  babble and touch of madness abilities by 2.
  Subtier 8–9: Reduce the saving throw DCs of Ghalcor’s 
  babble and touch of madness abilities by 2, and reduce the 
  saving throw DCs of his spells and oracle revelations by 1. 
  Make the following changes for groups that explicitly 
  requested additional challenge.
  Subtier 5–6: Ghalcor had an assistant who also rose as 
  an allip. Add an advanced allip to the encounter. Increase 
  the Wisdom damage dealt by Ghalcor’s touch attack to 1d6.
  Subtier 8–9: Ghalcor’s had an assistant who also rose as 
  an allip. Add a unique allip (using the stats from Subtier 5–6) 
  to the encounter.
  
  14
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  14
  room’s floor and casts invisibility purge when he hears the 
  doors to area A4 open.
  During Combat Ghalcor babbles and attacks any living creature, 
  focusing on priests of good-aligned gods because they remind 
  him of his life’s work and tragic demise. He uses spells like 
  confusion and greater command to slow down attackers. 
  Morale Ghalcor fights until destroyed.
  STATISTICS
  Str —, Dex 16, Con —, Int 13, Wis 13, Cha 22
  Base Atk +10; CMB +13; CMD 30
  Feats Ability Focus (touch of insanity), Combat Casting, Dodge, 
  Improved Critical (incorporeal touch), Improved Initiative, 
  Improved Lightning Reflexes, Lightning Reflexes
  Skills Disable Device +10, Fly +18, Intimidate +19, Knowledge 
  (engineering) +11, Knowledge (planes) +14, Knowledge 
  (religion) +14, Perception +14, Sense Motive +9, 
  Spellcraft +14, Stealth +13
  Languages Abyssal, Aklo, Common
  SQ madness, oracle’s curse (wrecker), relentless compulsion, 
  revelations (balefire, planar haze, unearthly terrain)
  SPECIAL ABILITIES
  Balefire (Su) Ghalcor’s balefire oracle revelation allows him to 
  burn his foes with eldritch fires drawn from the Abyss itself 
  twice per day. As a standard action, he causes one target 
  within 30 feet to become wreathed in flames; the target 
  takes 10d6 points of fire damage and is staggered for 1 
  round (Reflex DC 21 half and negate staggered).
  Planar Haze (Su) As a swift action, Ghalcor can fill an area 
  with a fog cloud, like the spell of the same name, except it 
  originates at the center of the spell effect and cannot expand 
  beyond the spell’s area.
  Relentless Compulsion (Su) See Subtier 5–6.
  Unearthly Terrain (Su): As a standard action, Ghalcor can turn 
  one 20-foot square into difficult terrain for 1 round per level. 
  He can use this ability 9 times per day.
  Wrecker (Su) Any held objects by Ghalcor gain the broken 
  condition when he attempts to use or equip them but regain 
  their actual condition if employed by anyone else. If a held 
  item is restored to unbroken condition, it becomes broken 
  again the following round.
  Development: Once the PCs destroy the allip, there is a 
  brief respite before a calm and peaceful ghost of Ghalcor 
  rises from his corpse and bows to the Pathfinders. 
  “For the second time, demons draw near,” he explains. “If you 
  have made it this far, then I trust you have disabled many of my 
  tower’s defenses—contingencies that trapped even me when 
  they triggered. The weapon awaits beyond, though I suspect it 
  lacks the energy to activate properly. The prisms that you have 
  seen store the essence of Heaven itself, which I harvested out 
  of hubris. You will see places to slot them in the control panel 
  at the top of the stairs. Once you are ready to fire the weapon, 
  Feats Dodge, Flyby Attack, Improved Initiative, Improved 
  Lightning Reflexes, Lightning Reflexes
  Skills Fly +22, Intimidate +14, Knowledge (engineering) +10, 
  Knowledge (planes) +10, Knowledge (religion) +13, 
  Perception +13, Sense Motive +8, Stealth +11
  Languages Abyssal, Aklo, Common
  SQ madness, relentless compulsion
  SPECIAL ABILITIES
  Relentless Compulsion (Su) Ghalcor constantly tries to 
  recalculate how he failed and why, relentlessly pursuing a 
  perfect solution that is just out of reach. Thus, he’s adept at 
  predicting failure allowing him to re-roll any one d20 roll and 
  taking the higher result, even after knowing the results.
  Subtier 8–9 (CR 11)
  GHALCOR 
  CR 11
  Male allip oracle 10 (Pathfinder RPG Advanced Player’s Guide 
  42, Pathfinder RPG Bestiary 3 12)
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +14
  Aura babble (60 ft., DC 18)
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+6 deflection, +3 Dex, +1 
  dodge)
  hp 147 (4d8+10d8+84)
  Fort +10, Ref +9, Will +12
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +13 (1d4 Wisdom damage/19–20)
  Special Attacks babble, touch of insanity (DC 18)
  Oracle Spells Known (CL 10th; concentration +16)
  5th (4/day)—greater command (DC 21), lesser planar 
  binding (DC 21), mass inflict light wounds (DC 21)
  4th (6/day)— confusion (DC 20), dismissal (DC 20), inflict 
  critical wounds (DC 20), terrible remorseUM (DC 20), 
  3rd (7/day)—bestow curse (DC 19), borrow fortuneAPG, 
  inflict serious wounds (DC 19), invisibility purge, vermin 
  shape IUM
  2nd (8/day)—desecrate, graceAPG, inflict moderate wounds 
  (DC 18), oracle’s burdenAPG (DC 18), resist energy, sound 
  burst (DC 18)
  1st (8/day)—bane (DC 17), doom (DC 17), endure elements, 
  inflict light wounds (DC 17), murderous commandUM 
  (DC 17), protection from law, sanctuary (DC 17)
  0 (at will)—bleed (DC 16), create water, detect magic, 
  guidance, light, mending, read magic, resistance, virtue
  Mystery outer riftsISWG
  TACTICS
  Before Combat Ghalcor casts resist energy (fire) as soon as he 
  detects intruders in his tower. He then waits just inside the 
  
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  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  15
  turn both keys at once, and I shall pray that my creation is 
  powerful enough to banish the scourge of Sarkoris.”
  Having said his piece, Ghalcor slowly begins to fade. The 
  PCs can ask him a question or two before he disappears. 
  Typical questions and their answers are below.
  What does the weapon do? “My creation channels holy 
  energy over a massive area, as if Iomedae herself had 
  spoken a single word of ineffable holiness. All who are 
  evil shall feel its wrath.”
  What are these suits for? “The Mendevian Crusade 
  welcomes all warriors, even if they are not truly devout 
  and pure of heart. Those suits help to shield our less 
  zealous allies.”
  How can we charge these prisms? “Those who can 
  channel the power of good can direct it into the prisms. I 
  fed these prisms my every prayer and very vitality, though 
  I miscalculated once again and lost my life in the process. 
  Be careful.”
  If the PCs have removed at least two sacred prisms 
  from their niches (see areas A2, A3, and A4), then when 
  Ghalcor’s spirit goes dormant, the tower’s remaining 
  safeguards weaken enough that the north door is no 
  longer barred. He trapped demons in area A8 awaken, 
  begin to resume their destruction of the tower’s weapon. 
  The PCs can hear this vandalism with a successful DC 10 
  Perception check through the doors.
  At this point, the scenario is on a countdown, for each 
  round the demons spend sabotaging the weapon, the 
  harder it is to activate properly. At the same time, from 
  outside the tower, Ollysta Zadrian spots a shemhazian 
  demon bound for the tower, and she rushes inside to alert 
  the PCs. The consequences of Ollysta’s actions are detailed 
  in the “Ollysta and the Demon” sidebar on page 18.
  Treasure: Several treasures rest with Ghalcor’s corpse: a 
  cassock of the clergy (Pathfinder RPG Ultimate Equipment 214), 
  a scroll of align weapon, and a potion of shield of faith (CL 12th). 
  In Subtier 8–9, there is also a celestial shield (Pathfinder 
  RPG Ultimate Equipment 131). In addition, the sacred prism 
  in Ghalcor’s arms is fully charged (8 charges), and a sacred 
  prism with no charges is next to him.
  Rewards: If the PCs fail to defeat Ghalcor, reduce each 
  PCs gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 645 gp.
  Out of Subtier: Reduce each PC’s gold earned by 902 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,160 gp.
  A8. THE CONTROL ROOM (CR 9 OR CR 12)
  The entire room hums with energy. An immense column of 
  silver and steel rises through the center of this tower, almost 
  touching the ceiling nearly one hundred feet above, where it’s 
  capped by an elaborate device much like an astrolabe of gold 
  and glass. Stairs made of metal mesh round the perimeter of 
  the tower clockwise before reaching a platform twenty feet off 
  the ground. A C-shaped console occupies much of the platform.
  Ghalcor’s weapon—the fruit of the cleric’s tireless 
  labor—resides in this chamber along with the control 
  panel that controls its armament and activation. The 
  weapon incorporates four distinct features: the control 
  panel, the astrolabe-like device at the tower’s top that 
  channels the energy from the control panel, the column 
  that elevates the device to help it project its effect across a 
  large area, and the panels at the top of the tower that open 
  to project and direct the weapon’s blast. When charged 
  and fired, the weapon creates an effect similar to the holy 
  word spell with an immense radius, albeit less devastating 
  to creatures with neutral alignments. Unfortunately, one 
  of the weapon’s weaknesses is that to arm and activate it 
  requires drawing on all of the tower’s energy, including 
  that which powers its defenses. Once the PCs open the 
  doors into this area, the enchantments that veil and 
  harden the walls drop, leaving the structure vulnerable.
  The control panel has four octagonal slots in its center 
  panel that can each fit one sacred prism, allowing the 
  weapon to draw on the prisms’ energy and use their 
  charges. The weapon requires at least 17 charges to fire 
  properly, though it can create a lesser effect with as few as 
  14 charges and operate with fewer than four prisms. Each 
  round that an abrikandilu demon (see “Creatures,” below) 
  spends sabotaging the control panel (a full-round action) 
  makes the device less efficient, increasing the number 
  of charges needed to activate the weapon by 1. Firing the 
  weapon requires the operators to simultaneously turn 
  two dials located at opposite ends of the control panel—
  likely requiring two creatures to cooperate unless one 
  were to have extraordinary reach.
  The control panel also has several dozen labeled controls 
  that are fairly intuitive, including switches labeled “safety” 
  and “arm weapon,” dials labeled “activate weapon” and 
  “open windows,” and various gauges that measure the state 
  of the weapon’s systems and the energy available for use. 
  Using the controls requires no special training, though a 
  PC can operate the controls with finesse and a successful 
  DC 15 Intelligence check or DC 20 Use Magic Device check 
  to coax greater performance out of the weapon; this treats 
  the weapon as having 1 additional charge available when 
  being activated, plus 1 additional charge for every 5 points 
  by which the PC exceeded the check’s DC.
  These procedures take time. Loading a sacred prism 
  into one of the slots is a move action. One must then 
  spend a full-round action operating the controls to 
  begin arming the weapon, which provokes an attack of 
  opportunity. The following round, PCs can turn the 
  
  Shemhazian Demon
  16
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  16
  demon batters through the defending crusaders in an 
  attempt to destroy or capture the weapon. When combat 
  begins, the PCs hear Ollysta Zadrian shouting a warning 
  and urging the Pathfinders to activate the weapon as 
  quickly as possible.
  “Focus on the activating the weapon! I will hold off the demon 
  for as long as I draw breath!”
  On initiative count 15 when the PCs enter the area, 
  the shemhazian demolishes approximately 15 feet of the 
  northeast wall as well as a 5-foot section of the stairs as 
  it tears into the tower. On initiative count 10, Ollysta 
  arrives with two crusaders, and the trio tries to hold off 
  the shemhazian while the PCs combat the abrikandilu 
  demons and activate the weapon.
  It’s not necessary to roll individual attacks for these 
  NPCs, whose actions are described in the “Ollysta and 
  the Demon” sidebar on page 18. Instead, the demon’s 
  intended threat takes three forms. First, the demon’s 
  gaze affects all creatures within 30 feet of it (including 
  those on the mesh stairs), paralyzing any non-evil 
  creature for 1 round (Fortitude DC 19 negates; DC 21 in 
  Subtier 8–9). Second, the shemhazian makes an 
  attack of opportunity against any creature 
  that passes through its threatened area, 
  including those leaping the gap in the 
  broken staircase. In Subtier 5–6, it uses 
  its pincer (+23 to hit, 1d12+6 damage), 
  and in Subtier 8–9 it uses its claws (+25 
  to hit, 2d6+12 damage). Finally, some 
  of the demon’s actions can harm the 
  PCs, as noted in the “Ollysta and the 
  Demon” sidebar.
  The 
  encounter’s 
  Challenge 
  Rating accounts for the shemhazian 
  behaving as a threatening hazard, 
  not as a traditional combatant that 
  targets PCs with full-attack actions 
  and similarly brutal tactics that the PCs 
  are not prepared to handle. The demon 
  should only favor targeting a PC under 
  extraordinary circumstances, such as 
  charging the demon alone, and even 
  then the GM is advised to use less 
  damaging combat options such as 
  the Awesome Blow feat to throw 
  the PC back into the fight with the 
  abrikandilu demons.
  Follow the script presented 
  in the “Ollysta and the 
  Demon” sidebar as closely 
  as possible, understanding 
  dials that fire the weapon as standard actions (turning 
  both dials as a single standard action if a creature can 
  reach them). A PC can perform any of these actions while 
  averting his gaze, but increase the time taken to perform 
  an action by one step (move becomes a standard action, 
  full-round becomes 2 rounds) for blind PCs.
  Creatures: When Ghalcor first attempted to activate the 
  tower’s weapon years ago, two abrikandilu demons were 
  able to clamber through the tower’s windows, slide down 
  the central column, and begin tearing apart the device—
  actions that triggered the tower’s safeguards and locked 
  the offending demons in a form of stasis. When the 
  PCs deactivate the tower’s defenses by detaching sacred 
  prisms and defeating Ghalcor, the demons awaken and 
  loudly resume their work. If the PCs somehow bypass 
  Ghalcor or enter this area without detaching two or 
  more sacred prisms, the demons are insubstantial hazes 
  that are immune to damage until someone 
  deactivates the tower’s defenses.
  The tower’s vulnerability doesn’t go 
  unnoticed, and a powerful shemhazian 
  
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  17
  that the actions may change slightly depending on the 
  PCs’ choices. The PCs are free to assist the crusaders 
  with healing, attacks, and helpful spells, though with 
  the exception of healing hit points, the script does 
  not account for the PCs’ aid in an exact way; the GM is 
  welcome to reduce the damage dealt to an aided target 
  by 5 to 15 points to reflect a PC’s significantly assisting 
  the crusaders during a round. Ollysta has 80 hit points 
  at the start of this battle, and each of her crusaders have 
  40 hit points.
  Remember that the PCs may have bypassed the traps 
  in area A1 or bypassed the corrupted archons in area A3, 
  which deal 10 damage to the NPCs. Even if delayed, the 
  PCs can hear Ollysta coming and shouting to them to 
  activate the weapon.
  All Subtiers
  SHEMHAZIAN DEMON 
  CR 16
  hp 246 (Pathfinder RPG Bestiary 2 80)
  TACTICS
  Before Combat The shemhazian already used its blasphemy 
  spell-like ability earlier in the battle.
  Morale If reduced to 40 or fewer hit points, the shemhazian 
  extracts itself from the tower and uses greater teleport 
  to escape.
  Subtier 5-6 (CR 9)
  ABRIKANDILU BERSERKERS (2) 
  CR 6
  Abrikandilu barbarian 3 (Pathfinder Campaign Setting: The 
  Worldwound 42)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 15, touch 10, flat-footed 13 (+2 Dex, +5 natural, –2 rage)
  hp 79 each (8 HD; 5d10+3d12+27)
  Fort +10, Ref +7, Will +7
  Defensive Abilities uncanny dodge, trap sense +1; Immune 
  electricity, poison; Resist acid 10, cold 10, fire 10
  Weaknesses hatred of mirrors
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d6+6 plus mutilation), 2 claws +14 (1d4+6)
  Ranged improvised weapon +10 (1d6+6)
  Special Attacks destructive attacks, mutilation, rage 
  (9 rounds/day), rage powers (1)
  Spell-Like Abilities (CL 5th; concentration +5)
  3/day—cause fear (DC 11), shatter (DC 12)
  1/day—summon (level 1, 1 abrikandilu 50%)
  TACTICS
  Before Combat One berserker noisily begins breaking apart 
  the control panels as the other one inspects its surroundings.
  SCALING ENCOUNTER A8
  To accommodate a group of only four PCs, the shemhazian 
  casts telekinesis rather than an inflict spell to disarm one 
  of the crusaders during the second round. The abrikandilu 
  berserkers are sickened for the first 3 rounds of combat as 
  they recover from their stasis, and an abrikandilu takes twice 
  as long to damage the control panels.
  Make the following changes for groups that explicitly 
  requested additional challenge.
  Subtier 5–6: The shemhazian demon uses its claw for 
  attacks of opportunity and casts mass inflict moderate 
  wounds rather than mass inflict light wounds. Add the 
  advanced simple template to the abrikandilu berserkers.
  Subtier 8–9: The shemhazian demon uses its bite attack for 
  attacks of opportunity and still has not used its blasphemy 
  spell-like ability. It uses blasphemy during the second round 
  instead of its normal tactics just as the crusaders charge, 
  instantly killing the two crusaders and weakening Ollysta; 
  halve any damage dealt by allied NPCs for the rest of the 
  battle. Finally, apply the advanced simple template to the 
  abrikandilu berserker on the stairs.
  During Combat The abrikandilu berserker on the platform 
  takes cover behind the control panel and continues to 
  damage it, redirecting its attacks to nearby enemies. The 
  other abrikandilu defends the stairs, throwing hunks of 
  rubble and metal at distant foes. The demons delight in 
  breaking smaller weapons, wands, and potions.
  Morale After decades of stasis, the demons are itching for a 
  chance to destroy something. They fight to the death.
  Base Statistics When not raging, the abrikandilu demon’s 
  statistics are AC 17, touch 12, flat-footed 15; hp 63; Fort +8, 
  Will +5; Melee bite +12 (1d6+4 plus mutilation), 2 claws +12 
  (1d4+4); Str 19, Con 12; CMB +12, CMD 24; Skills Climb +15.
  STATISTICS
  Str 23, Dex 15, Con 16, Int 8, Wis 12, Cha 11
  Base Atk +8; CMB +14 (+16 sunder); CMD 24 (26 vs. sunder)
  Feats Improved Sunder, Iron Will, Power Attack, Throw 
  AnythingB, Vital Strike
  Skills Acrobatics +10 (+14 when jumping), Appraise +7, 
  Climb +17, Disable Device +13, Perception +16; Racial 
  Modifiers +4 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ fast movement
  SPECIAL ABILITIES
  Destructive Attacks (Ex) An abrikandilu’s natural attacks can 
  threaten and confirm critical hits against objects. In addition, 
  they gain a +5 racial bonus on Strength checks made to 
  break or destroy objects.
  Mutilation (Su) An abrikandilu’s bite causes hideous, ugly 
  wounds that not only mar beauty but supernaturally 
  
  18
  PATHFINDER SOCIETY SCENARIO
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  18
  diminish a creature’s sense of self-worth. A creature bitten 
  by an abrikandilu must succeed at a DC 15 Fortitude save or 
  gain a –1 penalty on all Charisma-based checks. This penalty 
  can stack as high as a –5 penalty with multiple bites and 
  failed saves. This lasts even after the wounds are healed; the 
  penalty decreases by 1 point every 24 hours. This is a curse 
  effect. The save DC is Constitution-based.
  Hatred of Mirrors (Ex) An abrikandilu loathes the sight of 
  its own reflection. Using a mirror grants a +5 bonus on 
  Intimidate checks against an abrikandilu. An abrikandilu 
  adjacent to a mirror or attacked by a mirror-carrying creature 
  (at the GM’s discretion, some shields could be considered 
  mirrors) must attempt a DC 15 Will save at the start of its 
  turn. If it fails, it must focus all of its actions that round on 
  attempts to destroy the mirror.
  Subtier 8-9 (CR 12)
  ABRIKANDILU BERSERKERS (2) 
  CR 9
  Abrikandilu barbarian 6
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 17, touch 11, flat-footed 14 (+3 Dex, +6 natural, –2 rage)
  hp 121 each (11 HD; 5d10+6d12+50)
  Fort +12, Ref +9, Will +8
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  Immune electricity, poison; Resist acid 10, cold 10, fire 10
  Weaknesses hatred of mirrors
  OFFENSE
  Speed 40 ft.
  Melee heavy pick +17/+12/+7 (1d6+9/×4), bite +12 (1d6+3 plus 
  mutilation)
  Ranged improvised weapon +14 (1d6+6)
  Special Attacks destructive attacks, mutilation, rage 
  (15 rounds/day), rage powers (knockback, raging 
  climber +6, smasherAPG)
  Spell-Like Abilities (CL 5th; concentration +5)
  3/day—cause fear (DC 11), shatter (DC 12)
  1/day—summon (level 1, 1 abrikandilu 50%)
  TACTICS
  Before Combat One abrikandilu noisily begins breaking apart 
  the control panels as the other one inspects its surroundings.
  During Combat The abrikandilu berserker on the platform 
  takes cover behind the control panel and continues to 
  damage it, redirecting its attacks to nearby enemies. The 
  other abrikandilu defends the stairs, throwing hunks of 
  rubble and metal at distant foes. The demons delight in 
  breaking weapons, armor, wands, and potions as well as 
  using the knockback rage ability to push enemies off the 
  stairs and platform.
  Morale After decades of stasis, the demons are itching for a 
  chance to destroy something. They fight to the death.
  OLLYSTA AND THE DEMON
  The conflict between Ollysta and the shemhazian demon is 
  a thrilling backdrop for this encounter; however, managing 
  several high-level combatants as part of this combat could 
  slow down the action and severely detract from the dramatic 
  atmosphere. As a result, the script below establishes the NPCs’ 
  actions as the PCs manage their own fight. During rounds 1 to 
  5, reduce any damage dealt to the shemhazian by the NPCs by 
  5 for each incapacitated crusader.
  Remember that the PCs may have bypassed the traps in 
  area A1 or bypassed the corrupted archons in area A3; each 
  bypassed situation deals 10 damage to the NPCs.
  Round 1: With an immense roar, the shemhazian breaks 
  into the tower. Ollysta and two crusaders arrive through the 
  southern door.
  Round 2: The shemhazian casts mass inflict light wounds 
  (mass inflict serious wounds in Subtier 8–9) on Ollysta, the 
  crusaders, and any PCs nearby. Ollysta and the crusaders charge 
  toward the demon, deal 40 damage to it, use their lay on hands 
  class feature, and take a net 30 points of damage each for the 
  round.
  Round 3: The shemhazian shakes the tower, which 
  showers all creatures in area A8 with rubble, dealing 3d6 
  bludgeoning damage (Reflex DC 15 half); the NPCs take 5 
  points each. It then swats Ollysta with its Awesome Blow 
  feat, knocking her back 10 feet. She stands and rejoins 
  the melee, suffering attacks of opportunity before healing 
  herself to take a net 30 damage for the round (20 hit points 
  remaining). The crusaders attack, miss, and heal themselves, 
  regaining a net 5 hit points.
  Round 4: The shemhazian casts mass inflict light wounds 
  (mass inflict serious wounds in Subtier 8–9) on Ollysta and any 
  other targets nearby (dealing 15 damage to the NPCs). Ollysta 
  and her crusaders use their lay on hands ability (recovering 
  damage dealt this round), attack, and deal 60 points of damage.
  Round 5: The shemhazian performs a full attack action, 
  first slaying the two crusaders before focusing its attacks on 
  Ollysta. She falls to an attack only to cast heroic defianceAPG to 
  remain standing with only 5 hit points remaining. She strikes 
  the demon for 30 points of damage.
  Round 6: The shemhazian performs a full attack action with 
  Power Attack, dealing up 120 points of damage to Ollysta. 
  Ollysta dies.
  Round 7: The shemhazian casts mass inflict light wounds 
  (mass inflict serious wounds in Subtier 8—9) on nearby PCs.
  Round 8: The shemhazian spends its turn breaking open a 
  larger hole to climb through.
  Round 9: The shemhazian tries to break the weapon’s 
  central column, which causes a horrid screeching.
  Round 10: The shemhazian breaks the weapon’s central 
  column, which prevents the PCs from firing the weapon. On 
  subsequent rounds it attacks any surviving PCs.
  
  Abrikandilu 
  Demon
  19
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  WEAPON IN THE RIFT
  19
  Base Statistics When not raging, the abrikandilu demon’s 
  statistics are AC 19, touch 13, flat-footed 16; hp 99; Fort +10, 
  Will +6; Melee heavy pick +15/+10/+5 (1d6+6/×4), bite +10 
  (1d6+2 plus mutilation); Str 19, Con 12; CMB +15, CMD 28; 
  Skills Climb +18.
  STATISTICS
  Str 23, Dex 16, Con 16, Int 8, Wis 12, Cha 11
  Base Atk +11; CMB +17 (+21 sunder); CMD 28 (30 vs. sunder)
  Feats Greater Sunder, Improved Sunder, Iron Will, Power 
  Attack, Throw AnythingB, Toughness, Vital Strike
  Skills Acrobatics +11 (+15 when jumping), Appraise +7, 
  Climb +26, Disable Device +17, Perception +19; Racial 
  Modifiers +4 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ fast movement
  Other Gear mwk studded leather, heavy pick, amulet of 
  natural armor +1, thieves’ tools
  Development: When the PCs fire the weapon, blue-
  white energy explodes from the devices at the top of the 
  tower and crashes over everything in a one-mile radius. 
  If the weapon activated with at least 17 charges, this works 
  like a holy word spell with a caster level of 20 and a saving 
  throw DC equal to the number of charges used. Halve 
  the effect’s caster level against lawful neutral, neutral, 
  and chaotic neutral creatures (unless such a creature has 
  an evil aura). A creature wearing one of the leather suits 
  from area A7 treats his effective hit dice as six higher when 
  determining the weapon’s effects and gains a +6 resistance 
  bonus on saving throws against the effect; these benefits 
  are halved if he donned the suit hastily. The effect also 
  destroys non-artifact magic items with evil auras within 
  100 feet, though such an item protected by one of the 
  leather suits receives a saving throw to resist destruction.
  Triggering the weapon with between 14 and 16 charges 
  creates a similar effect, and though it fails to kill 
  the shemhazian and many stronger demons, they 
  flee as quickly as they can. Activating the weapon 
  with only this much power causes key pieces to 
  jam and fracture, which ensures the weapon 
  will not be available for use without extensive 
  repairs. Nonetheless, the PCs actions secure for the 
  crusaders a much-needed respite.
  If the PCs flee the tower before activating the weapon, 
  the shemhazian commands the abrikandilu demons to 
  cease their destruction. The demon army allows the PCs 
  and crusaders to run away so that they might spread the 
  word of Deskari’s new weapon and sow seeds of terror 
  among their allies.
  Faction Notes: This encounter presents Silver Crusade 
  faction PCs with multiple opportunities to champion the 
  power of good and impress the Mendevian crusaders, 
  though faction PCs needn’t accomplish all of them to 
  make a good impression. First, they can fire the weapon 
  before the start of the fifth round, which saves the 
  crusaders outside from being overwhelmed. Second, a PC 
  can directly aid Ollysta and her companions in their fight 
  against the shemhazian by dealing 30 or more points of 
  damage to it (45 or more for Subtier 8–9), heal Ollysta and 
  the crusaders for a combined total of 25 points of damage 
  or more (40 points or more in Subtier 8–9), or use the aid 
  another action to aid her attacks or Armor Class at least 
  twice during the combat; even though Ollysta ordered the 
  PCs to focus on the weapon, she can admire a PC’s zeal in 
  challenging the most dangerous foe (this is an individual 
  accomplishment). Finally, if the PCs fire the weapon with 
  22 or more charges, the resulting flare is visible for miles 
  and bolsters the crusaders’s resolve.
  Rewards: If the PCs fail to activate the tower’s weapon, 
  reduce each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 458 gp.
  Out of Subtier: Reduce each PC’s gold earned by 770 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,083 gp.
  
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  20
  If the PCs fail to activate the weapon, the demons spend 
  several weeks repairing the damage and corrupting the 
  invention. The product of their toil is a fearsome creation 
  able to blast battlefields with pure evil, open additional 
  rifts in the Worldwound, or perhaps worse. Whatever the 
  case, the Pathfinder Society has failed the Mendevian 
  Crusade in its time of need.
  Primary Success Conditions
  The PCs successfully complete their main mission so 
  long as they activate the weapon in Ghalcor’s Tower using 
  at least 14 charges. Doing so earns each PC 1 Prestige 
  Point and the Ghalcor’s Spellcraft and Mendevian 
  Commendation boons on her Chronicle sheet.
  Secondary Success Conditions
  The PCs successfully complete their secondary success 
  condition if they both activate the weapon in Ghalcor’s 
  Tower using at least 17 charges and prevent Ollysta Zadrian 
  from dying during the scenario. Doing so earns each PC 1 
  Prestige Point.
  Faction Notes
  Members of the Silver Crusade have an opportunity 
  to impress the Pathfinder Society, the Mendevian 
  crusaders, and Ollysta Zadrian through their deeds. If 
  a Silver Crusade PC accomplishes two of the following 
  four conditions, she earns the Champion of Ghalcor’s 
  Legacy boon on her Chronicle sheet: use Diplomacy or 
  nonlethal methods to resolve area A3, directly aid Ollysta 
  Zadrian in her fight against the Shemhazian, activate the 
  weapon within four rounds during area A8, or activate 
  the weapon using at least 22 charges. Specific details for 
  fulfilling these conditions are found in the faction notes 
  section in area A8 on page 19.
  CONCLUSION
  Activating Ghalcor’s weapon marks an important 
  turning point on the southern front as the PCs destroy 
  or banish a large army of demons, boost crusader morale, 
  and rattle the nerves of those fiends too far away to 
  experience the weapon’s wrath. Crusaders cheer the PCs 
  as they emerge from the tower and hastily send messages 
  to inform Queen Galfrey of their success. With the tower 
  reclaimed, the Pathfinder Society has an opportunity 
  to examine an early crusade site and the notes of an 
  innovative and battle-hardened scholar. The Mendevian 
  Crusade acquires an invaluable fortress defended by a 
  nearly unstoppable weapon. The discovery that Ghalcor’s 
  creation is unable to move hardly dampens the crusaders’ 
  spirits.
  If Ollysta survived the battle, she praises the PCs for 
  their valor and heroism.
  “Since the attack on the Starrise Spire several months ago, 
  the Pathfinder Society has been working tirelessly to assist 
  the people of Nerosyan. While performing rescue missions, 
  diplomatic 
  assignments, 
  and 
  stealth 
  operations, 
  you 
  Pathfinders have shouldered great responsibilities and realized 
  even greater goals. I applaud all of you for your tireless pursuit 
  in fighting for what is right. In this time of need, it is good 
  to see a team such as yourselves work together to complete 
  what was thought impossible. For this, Mendev—truly all of 
  Avistan—shall remember you.”
  If Ollysta perished before the PCs activated the weapon, 
  members of the Silver Crusade gather to praise her deeds 
  and dedication before pooling their funds to secure her 
  return to life. The crusaders do not fault the PCs for 
  her death—for the right cause, even death can seem an 
  insignificant sacrifice.
  
  21
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  21
  PLAYER HANDOUT 1: INSCRIPTIONS
  A broken sword is reborn in knight-saving blood so that Absalom might withstand evil.
  Inspired by her courage by fight of the righteous, the Black Prince was judged in the 
  Halls of Aroden.
  By escaping the wound, her royal servants helped her slay the King of the Barrowood, 
  ascending her to godhood.
  Because of The Battle of Three Sorrows, the cities of Eleder and Kantaria prospered 
  with freedom and wealth.
  You recall some of the eleven acts of Iomedae—deeds she performed while still a 
  mortal.
  Sixth: After the Whispering Tyrant used magic to break her sword, she fused it 
  together with a prayer and an oath to bring an end to his evil, with her pure heart and 
  righteous ire reforging it in an instant.
  Eighth: She convinced the graveknight known only as the Black Prince to throw 
  himself upon his sword as punishment for his evil. This reversed his undead state, 
  redeeming his soul and allowing him to be judged in the Halls of Aroden.
  Eleventh: At the Pit of the Starstone in Absalom, she cast her cloak of common wool 
  before her. It straightened and expanded to become a firm walkway across the gap, 
  allowing her to enter the Cathedral and take the Test.
  You recall several of the eleven acts of Iomedae—deeds she performed while still a 
  mortal.
  Fourth: With heartfelt words and a prayer to Arazni, she convinced a regiment of 
  mortally wounded knights at the Second Battle of Encarthan to hold back a wave of 
  wraiths long enough for reinforcements to arrive at dawn to save them.
  Seventh: An image of Iomedae appeared at a shrine to Aroden in Absalom, healing 
  anyone virtuous who touched it and burning wicked folk who came too near. When 
  she later became a goddess, the shrine was expanded into a temple dedicated to her, 
  named the Seventh Church.
  Ninth: She gave nine drops of her blood to free nine righteous knights imprisoned 
  by the vampire-mage Basilov; she and the knights then slew him when he attempted 
  to recapture them.
  Tenth: She ruled the city of Kantaria for a year and a day while its lord, heirless 
  patriarch of House Narikopolous, was missing. The city prospered despite constant 
  attacks by shapechanging horrors—horrors which she battled personally.
  PLAYER HANDOUT 2: ACTS OF IOMEDAE
  PLAYER HANDOUT 3: ACTS OF IOMEDAE
  
  22
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  22
  You recall all of the eleven acts of Iomedae—deeds she performed while still a mortal.
  First: She slew the fell beast Nakorshor’mond and cut the still-sleeping bodies of her 
  circle from its gullets.
  Second: She defeated a coven of Garundi witches, freeing the city of Eleder from their 
  tyranny.
  Third: While riding a griffon in an aerial battle, she cut the wings from Segruchen 
  the Iron Gargoyle, so-called King of the Barrowood. While falling and before he could 
  escape, she pursued and slew him.
  Fifth: She smote Erum-Hel, Lord of the Morghs, at the Battle of Three Sorrows (where 
  the Whispering Tyrant returned Arazni’s body to the Knights of Ozem). This drove 
  Erum-Hel to flee, crippled, to Orv.
  PLAYER HANDOUT 4: ACTS OF IOMEDAE
  PLAYER HANDOUT 5: FINAL JOURNAL ENTRY
  Everything! I’ve tried everything, and still my creation 
  defies me! I would pull all the sacred prisms from their 
  sockets to deactivate the defenses if I could, but even now 
  those same defenses I insisted on creating prevent me 
  from reaching the only things that could allow me to stop 
  the defenses, which would allow me to reach them were it not 
  for the defenses, which keep me from reaching them! 
  Am I even making sense anymore?
  I have resolved to charge the remaining prisms. Perhaps 
  their energy will enable me to override the system. Ideally I 
  could remove the prisms and actually open all of the doors 
  properly.
  
  23
  WEAPON IN THE RIFT
  WEAPON IN THE RIFT
  23
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #5–13: 
  Weapon in the Rift
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  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 
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  14. Reformation: If any provision of this License is held to be 
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  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.
  Pathfinder Society Scenario #5–13 Weapon in the Rift © 2014, Paizo 
  Publishing, LLC; Author: Nathan King
  
  paizo.com/pathfinder
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2014 Paizo Publishing, LLC.
  Available Now
  Mythic Adventures lets you play a hero that is a cut above the ordinary sellsword, more powerful 
  than your average hedge wizard, and able to take on challenges far beyond those of your ordinary 
  contemporaries. With powers and abilities beyond the reach of mere mortals, a mythic character 
  takes on the agents of deities and rushes headlong into the abyss. GO BE LEGENDARY.
  myTHIc
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  FROM LEGENDARY DEEDS  
  COME LEGENDARY HEROES
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  COME LEGENDARY HEROES
  
  paizo.com/pathfinder
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2014 Paizo Publishing, LLC.
  Available Now!
  Woe to you, O earth and sea, for Bestiary 4 comes packed full of more beasties from lore and 
  literature. From Cthulhu to nosferatu, dragons to demon lords, Bestiary 4 is an indispensible volume 
  of more than 250 monsters for the Pathfinder Roleplaying Game.
  BesTiary 4
  BesTiary 4
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  4 THE NUMBER OF THE BESTIARY
  THE NUMBER OF THE BESTIARY
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  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 #
  5–6
  1,264
  2,528
  8–9
  2,740
  5,481
  Out of
  subtier 2,002
  4,004
  —
  —
  —
  Pathfinder Society Scenario #5–13: 
  Weapon in the Rift
  Champion of Ghalcor’s Legacy: Over the course of a short battle, you laid to rest a fallen cleric’s restless 
  spirit, battled a powerful demon, and reclaimed a weapon that routed the hordes of the Abyss. Needless 
  to say, Ollysta Zadrian was impressed by your valor. Halve the cost of Silver Crusade faction vanities you 
  purchase with Prestige Points (maximum discount 4 PP). In addition, reduce the Fame requirement for 
  qualifying for the Silver Crusader vanity (Pathfinder Society Field Guide 22) to 30.
  Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s 
  notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and 
  the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this 
  boon, all of your Pathfinder Society Organized Play characters have access to the following spells from 
  Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources 
  page: burst with light, detect demon, and righteous blood.
  Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth 
  Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-
  based skill and ability checks made to influence crusaders of Mendev (maximum +3).
  FAITH ORB
  Aura moderate evocation; CL 9th
  Slot none; Price 2,250 gp; Weight —
  DESCRIPTION
  This brass orb is a bit larger than a human fist. It’s covered with symbols of goodness and law and thick studs. If used 
  as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of 
  overcoming damage reduction.
  The faith orb is activated when a special stud is depressed, usually marked by a different color metal. Activating the 
  orb is a standard action, though the orb may be thrown as a ranged touch attack (10-foot range increment) as part of the 
  same action used to activate it. At the end of the action or when it hits its target, it triggers a flame strike centered on 
  the orb. Creatures caught in the blast area suffer 9d6 damage as the spell (Reflex DC 17 half). The faith orb is consumed 
  in the process.
  CONSTRUCTION
  Requirements Craft Wondrous Item, flame strike
  All Subtiers
  Subtier 8–9
  +1 axiomatic bolt (267 gp, limit 3)
  +1 planar arrow (267 gp, limit 1; Pathfinder RPG 
  Ultimate Equipment 146)
  +2 seeking sling stone (267 gp, limit 4)
  cassock of the clergy (4,600 gp; Pathfinder RPG 
  Ultimate Equipment 214)
  faith orb (2,250 gp, limit 1)
  potion of shield of faith (CL 12th; 600 gp, limit 1)
  celestial shield (13,170 gp; Pathfinder RPG Ultimate 
  Equipment 131)
  pauldrons of the bull (10,000 gp; Pathfinder RPG 
  Ultimate Equipment 267)
  preserving flask (2nd-level extract; 4,000 gp; 
  Pathfinder RPG Ultimate Equipment 316)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 5/S05-13 Weapon in the Rift.pdf