TEXT: By Tom Phillips
  HRETHNAR’S THRONE
  PATHFINDER SOCIETY SCENARIO #8-15 
  TIER 5–9
  
  Pathfinder Society Scenario #8–15: Hrethnar’s 
  Throne is a Pathfinder Society Scenario designed 
  for 5th- through 9th-level characters (Tier 5–9; 
  Subtiers 5–6 and 8–9). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Tom Phillips
  Development Leads • Ron Lundeen and 
  Mark Moreland
  Cover Artist • Javier Charro
  Interior Artists • Javier Charro and Sebastian Rodriguez
  Cartographer • Sean Macdonald
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Robert G. McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, 
  Brad Matteson, and Joe Pasini
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
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  Pathfinder Society Scenario #8–15: Hrethnar’s Throne © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered 
  trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder 
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  GM ResouRces
  Hrethnar’s Throne makes use of the following Pathfinder Roleplaying Game products: Pathfinder RPG 
  Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder 
  RPG Bestiary 4, Pathfinder RPG Bestiary 5, Pathfinder RPG Monster Codex, Pathfinder RPG NPC Codex, 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Advanced Race Guide (ARG), Pathfinder 
  RPG GameMastery Guide, 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 relevant rules from the Bestiary 
  volumes, Monster Codex, and NPC Codex are reprinted at the end of the scenario for the GM’s convenience.
  Table of Contents
  Hrethnar’s Throne                   3
  Appendix: Stat Blocks               21
  Map                                   26
  Chronicle Sheet                    28
  
  Eye of
  Abendego
  The Shackles
  Mediogalti Island
  • Gloomspires
  3
  failed coup—the only day of the year on which the doorway 
  to Sevenfingers’s final tomb bleeds back into this reality.
  In recent years, the half-orc Venture-Captain Calisro 
  Benarry has led Pathfinder expeditions to this Gloomspire, 
  not only uncovering hints of the mighty pirate who once 
  ruled it but also obtaining the Orb of Stars, a powerful 
  magic item that can temporarily cease the Gloomspires’ 
  unpredictable movements. These have made her one of the 
  few who can reliably navigate the site, much to the envy of 
  her rivals. Benarry has made her share of enemies in her 
  time as a venture-captain, and she still has a handful of 
  rivals from her Shackles days before joining the Society. 
  One of her most capable competitors is Feristal Faroon, a 
  T
  he Gloomspires are a collection of towering stone 
  columns that rise from the ocean between the 
  Shackles and Mediogalti Island. For ages, they have 
  remained shrouded in fog that stubbornly resists the 
  strongest winds, and magic causes the columns to shift at 
  random, defying every attempt to map or even count them. 
  For Sempet Sevenfingers, a powerful wizard and pirate 
  captain at large in the Shackles 300 years ago, the infamous 
  Gloomspires proved an excellent hiding spot for his ill-
  gotten wealth. From there, Sevenfingers launched raids in 
  his ship Voracious, a black-hulled vessel said to have come 
  from the nightmare realm of Leng itself. At first, he used 
  the existing halls and chambers of a specific spire only 
  to hide his treasure, but as he approached the end of his 
  life, he began renovating the spire to become his tomb. 
  Sevenfingers’s chief lieutenant, the Ulfen pirate Hrethnar 
  Olvaradsson, crafted powerful ritual anchors bound into 
  his own flesh to tame the spire’s willful nature and limit 
  access to the lowest level of Sevenfingers’s tomb.
  The more Hrethnar worked on the tomb, the more 
  concerned he became about Sevenfingers’s motives and 
  plans. When he realized Sevenfingers intended to entomb 
  all the tomb’s architects with him, Hrethnar instigated 
  a mutiny, but Sevenfingers easily quashed the coup. 
  Sevenfingers knew that he couldn’t slay Hrethnar without 
  dismissing the ongoing enchantments, so he instead 
  imprisoned his treacherous lieutenant within the spire, in 
  an extradimensional prison crafted from the hull of the 
  Voracious. The prison’s entrance is in the third level of the 
  tomb, mockingly called Hrethnar’s Throne.
  In the centuries since, neither Sevenfingers nor Hrethnar 
  has truly died. Sevenfingers embraced lichdom, and Hrethnar 
  remains trapped and ageless in his extradimensional prison. 
  The latter has remained busy, for although Sevenfingers has 
  since sequestered himself within what he believes to be an 
  impenetrable vault, Hrethnar has further augmented the 
  ritual anchors tattooed into his skin to unlock the lowest 
  level of the spire. He lacks only three things: a way out of 
  the prison, the added muscle to overpower his onetime 
  master, and the patience to await the anniversary of his 
  HRETHNAR’S 
  THRONE
  By Tom Phillips
  This adventure takes place in the Gloomspires, 
  specifically the second level of Sevenfingers’s tomb. The 
  Gloomspires are located roughly 100 miles southwest 
  of the Eye of Abendego, midway between Mediogalti 
  Island and the westernmost isles of the Shackles. For 
  more information regarding the regions bordering the 
  Gloomspires, see Pathfinder Campaign Setting: The 
  Inner Sea World Guide, Pathfinder Campaign Setting: 
  Isles of the Shackles, and Pathfinder Campaign Setting: 
  Lost Kingdoms, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  Free Captain who still holds a grudge about one of Benarry’s 
  heists years ago. Faroon recently learned of the venture-
  captain’s prize find and plans to plunder it herself. 
  ADVENTURE SUMMARY
  The PCs are aboard the Grinning Pixie, Venture-Captain 
  Calisro Benarry’s ship and mobile Pathfinder lodge, as it 
  approaches the thick fog around the Gloomspires. She calls 
  them into her quarters to review the task that lies ahead, 
  using this as an opportunity to quickly catch everyone up 
  to speed on the nature of the mysterious Gloomspires. As 
  she’s describing how she intends to explore a deeper level 
  during this expedition, a ballista bolt crashes through the 
  cabin’s wall and a lookout calls out that a Shackles vessel has 
  launched a surprise attack from the fog and is closing to 
  board. The PCs fight alongside Benarry and her crew as they 
  fend off a boarding action instigated by the crew of the Black 
  Whisper, a pirate ship captained by Benarry’s longtime rival, 
  Feristal Faroon.
  The battle leaves both ships badly damaged, and the PCs 
  soon discover that Faroon has learned about Sevenfingers’s 
  tomb from her extensive network of spies and informants 
  and now plans to plunder the mystical site. Furthermore, the 
  PCs learn that Faroon believes that Sevenfingers’s infamous 
  lieutenant Hrethnar still languishes somewhere on the third 
  level of the tomb and that Faroon intends to free Hrethnar to 
  gain access to more of Sevenfingers’s treasures and mysteries. 
  The PCs also learn that the Black Whisper’s attack was merely 
  a diversionary tactic, intended to allow Faroon and her team 
  to reach the Gloomspires ahead of Benarry. As Benarry needs 
  to help oversee the Grinning Pixie’s repairs and sort through 
  the Black Whisper’s inventory, she asks the PCs to enter 
  Sevenfingers’s tomb and intercept Faroon before her rival 
  undoes everything the Pathfinders have accomplished there. 
  Captain Benarry provides the PCs with a dose of magical 
  moss to help them safely descend the deadly Oblivion Shaft 
  and reach the second level of the tomb.
  Following Faroon’s trail, the PCs explore Hrethnar’s 
  Throne, where they find several dead creatures—both tomb 
  guardians and Faroon’s shipmates—and are themselves 
  ambushed by dangerous mummies. Eventually, the PCs 
  reach a chamber containing a massive machine that 
  provides access to Hrethnar’s extradimensional prison. After 
  defeating the machine’s guardians, the PCs must determine 
  how to operate the disabled machine and open the spatial 
  rift leading to Hrethnar’s extradimensional prison.
  Through the rift, the PCs arrive on the deck of a strange 
  black galley, which they soon discover is Sevenfingers’s 
  infamous flagship, Voracious. The Voracious appears to drift 
  just off the coast of the dream realm of Leng, although the 
  ship is a self-contained realm. Descending into the hold of 
  the ship, the PCs must defeat or perhaps negotiate with a 
  dangerous warden native to Leng before they can enter 
  Hrethnar’s prison cell. There, the PCs find Faroon and 
  her remaining allies engaged in delicate negotiations with 
  Hrethnar. Hrethnar wants to hear what the PCs have to 
  say; although the suspicious pirate is most likely to remain 
  neutral in the inevitable battle between Faroon and the PCs 
  (the latter being agents of the former’s hated rival), the PCs 
  might gain Hrethnar as an ally—or as an enemy. Even if 
  Hrethnar remains neutral, he vows to aid the victors, so long 
  as they free him from the Voracious.
  GETTING STARTED
  The scenario begins with a briefing from Venture-Captain 
  Calisro Benarry aboard the Grinning Pixie. During the 
  briefing, Faroon’s Black Whisper launches a surprise attack 
  against the Grinning Pixie.
  “Hear that, my friends? The winds here howl like no others on 
  Golarion. It’s a sound that haunts my dreams. We’ve arrived.” 
  Calisro Benarry, Pathfinder venture-captain and master of the 
  Grinning Pixie, smiles grimly and gestures for everyone present 
  to take a seat at her captain’s table. As the Grinning Pixie lurches 
  back and forth amid the storm-tossed waves, Captain Benarry 
  happily produces a silver chalice, pours herself a drink from a clay 
  jug of Sargavan spiced rum, and passes the jug around the table. 
  Benarry’s smile fades as she looks through a nearby porthole. The 
  skies beyond the aperture are a roiling black and gray, scarred by 
  frequent streaks of lightning that spread across the sky like the 
  web of some massive demonic spider.
  Benarry takes a long swallow of rum and clears her throat. 
  “Well, most of you probably know where we are and why we’re 
  here, but for the uninitiated, let me be the first to welcome you 
  to the Gloomspires. We’re in the middle of nowhere—half-way 
  between Tempest Cay and the southern tip of Mediogalti Island. 
  We’re also practically hugging the Eye of Abendego, which is why 
  the weather’s so inviting.”
  The captain pauses to drain the rest of her chalice. She then 
  peers inside the empty cup and her face twists into a disappointed 
  frown. A moment later, after a particularly bright flash of lightning 
  illuminates the cabin, she recovers her focus. “Right, then, the 
  Gloomspires. I’ve spent half my life studying these mystical 
  stone spires and in recent years I’ve sponsored several Pathfinder 
  expeditions to unravel the secrets of the most ill-famed of the 
  lot: the spire containing Old Sevenfingers’s tomb. We’ve been 
  successful—for the most part—though the tomb has claimed more 
  than a few Pathfinders. To date, we’ve explored and mapped the 
  upper two levels of the tomb and we’ve uncovered an impressive 
  array of treasures and secrets. Secrets belonging not only to Old 
  Sevenfingers but also to the enigmatic race that raised the spires 
  when the world was young.”
  “So, now we’re back. This time our focus is the third level of the 
  tomb, a place known as Hrethnar’s Throne. Hrethnar Olvaradsson 
  was a pirate from the Land of the Linnorm Kings who made a name 
  for himself three centuries ago raiding ships and settlements along 
  
  A. Boarding Action
  1 square = 5 feet
  Pathfinder Flip-Mat: Pirate Ship
  N
  A5
  A1
  A2
  A4
  A3
  5
  HRETHNAR’S THRONE
  Broken Bay and the Ironbound Islands. He eventually made his 
  way south to the Shackles and fell in with Sempet Sevenfingers. 
  He served as Old Sevenfingers’s first mate and chief advisor for 
  many years until the two had a violent falling-out. Legend has 
  it that Hrethnar grew greedy and hungry for power and tried to 
  lead a mutiny against his master—a mutiny that failed miserably. 
  In retaliation, Sevenfingers had Hrethnar entombed alive on a 
  special dungeon level he mockingly named Hrethnar’s Throne.”
  “Our mission is to explore and map the third level of the tomb 
  and pull as many secrets and as much loot from the place as we 
  can. I’m particularly interested to know about Hrethnar’s fate.”
  Benarry then settles back into her seat. “Okay, then. That’s the 
  shape of things. Does anyone have any ––.” 
  A loud crash fills the cabin as the Grinning Pixie’s starboard hull 
  suddenly explodes inward, filling the cabin with wooden shrapnel. 
  A massive ballista bolt lodged in the Grinning Pixie’s hull has split 
  the heavy oak captain’s table in half.
  “We’re under attack!” cries Benarry as she rushes for the door. 
  “Prepare to repel boarders!”
  Despite the startling appearance of the ballista bolt that 
  pierces the hull of the ship and sunders the heavy oak table, 
  Benarry and the PCs are uninjured. Benarry immediately 
  rushes topside, ordering the PCs to follow her.
  A. BOARDING ACTION
  Under orders from their captain, Faroon, the crew of the 
  Black Whisper used the fog around the Gloomspires to 
  approach the Grinning Pixie and launch a surprise attack. Led 
  by Faroon’s hobgoblin first mate, Golgatak, the crew of the 
  Black Whisper seeks to sink the Grinning Pixie and slaughter 
  Benarry’s crew. Although Faroon has confidence in her first 
  mate, Golgatak’s assault is fundamentally a diversionary 
  tactic. Whether the attack succeeds or not, it provides Faroon 
  with a head start to reach Sevenfingers’s tomb.
  The following locations are the most significant during 
  the boarding action.
  A1. Grinning Pixie: The Grinning Pixie has a crew of 25 
  sailors (N human experts 3) working to repair damage from 
  the surprise assault. The main sail and sterncastle of the 
  Grinning Pixie are ablaze, thanks to bombs Golgatak threw 
  just before the PCs arrived on deck. The crew is working to 
  put out the fires and repair damage done by the ballista.
  A2. Door to Captain’s Cabin: Captain Benarry and the 
  PCs emerge from this door onto the deck of the Grinning 
  Pixie. The wily captain quickly appraises the situation before 
  barking orders to everyone on the main deck. She orders 
  the PCs to protect her ship and crew, pointing to Golgatak 
  and the veteran buccaneers moving across the aft gangplank 
  
  Golgatak
  PATHFINDER SOCIETY SCENARIO
  6
  (area A4) and swinging over to the 
  Grinning Pixie with grapnels.
  A3. Fore Gangplank: Benarry and 
  six loyal marines (N human fighters 
  3) charge across the fore gangplank 
  to disrupt the sailors aboard the 
  Black Whisper. 
  A4. Aft Gangplank: The pyromaniac 
  hobgoblin Golgatak and the most 
  capable combatants on the Black Whisper 
  surge across this gangplank to murder 
  the crew of the Grinning Pixie; the PCs 
  are likely to confront them here. This 
  area is described below. 
  A5. Black Whisper: The Black 
  Whisper is crewed by 38 sailors 
  (N human experts 1) pressed 
  into service by Captain Faroon. 
  Two light ballistae on the deck are currently 
  unloaded, and Benarry and her marines 
  ensure that the sailors on the Black Whisper are too engaged to 
  reload and fire them. These sailors immediately surrender if 
  Golgatak and the veteran buccaneers are defeated. 
  A4. Aft Gangplank (CR 9 or CR 12)
  Benarry and her marines spend this encounter fighting 
  Faroon’s crew on the Black Whisper. It is up to the PCs to 
  defend the Grinning Pixie and repel the boarding party 
  surging across the aft gangplank.
  Creatures: The Black Whisper’s boarding party is led by 
  a pyromaniac hobgoblin first mate named Golgatak and 
  consists of several veteran buccaneers who have served 
  Feristal Faroon for years. In Subtier 8–9, two galvos join 
  the boarding party. Faroon encountered the galvos a short 
  time ago; after an initially violent confrontation, she and 
  the galvos agreed to a temporary partnership. Though 
  not particularly loyal to Faroon, the monsters are eager to 
  murder the crew of the Grinning Pixie.
  Subtier 5–6 (CR 9)
  GOLGATAK 
  CR 7
  Hobgoblin bombardier (Pathfinder RPG Monster Codex 120; see 
  page 22)
  hp 71
  Combat Gear acid (3), alchemist’s fire (4), smokesticks (2), 
  tanglefoot bags (2), unstable accelerantARG (3); Other Gear +2 
  leather armor, bombchuckerMC, mwk short sword, 30 gp
  TACTICS
  Before Combat Golgatak drinks his resist energy (fire) extract.
  During Combat Golgatak begins combat by drinking his haste 
  extract and then targeting the PCs with his bombs. When he 
  runs out of bombs or if he is engaged in melee, he drinks his 
  mutagen and fights with his short sword.
  Morale Golgatak is fanatically committed to prove 
  himself to Captain Faroon and fights to the death.
  BLACK WHISPER BUCCANEERS (6) 
  CR 2
  Veteran buccaneers (Pathfinder RPG NPC 
  Codex 267; see page 25)
  hp 26 each
  Combat Gear potion of cure 
  light wounds, alchemist’s fire; 
  Other Gear studded leather, 
  masterwork heavy crossbow 
  with 10 bolts, mwk scimitar, 
  throwing axe, 25 gp
  TACTICS
  During Combat Half of these 
  buccaneers follow Golgatak 
  across the aft gangplank while 
  the other half swing across to the deck of the 
  Grinning Pixie with grapnels. They charge the 
  PCs with their scimitars, using their crossbows against targets 
  that remain out of melee range.
  Morale If Golgatak is killed, the buccaneers surrender.
  Subtier 8–9 (CR 12)
  GOLGATAK 
  CR 7
  Hobgoblin bombardier (Pathfinder RPG Monster Codex 120; see 
  page 22)
  hp 71
  TACTICS
  Use the tactics from Subtier 5–6.
  BLACK WHISPER BUCCANEERS (6) 
  CR 2
  Veteran buccaneers (Pathfinder RPG NPC Codex 267; see 
  page 25)
  hp 26 each
  TACTICS
  Use the tactics from Subtier 5–6.
  GALVOS (2) 
  CR 9
  hp 127 each (Pathfinder RPG Bestiary 4 120; see page 21)
  TACTICS
  During Combat The galvos slip into the Grinning Pixie through 
  holes in the hull and exit the door at area A2 to assist the 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove three buccaneers from the encounter.
  Subtier 8–9: Remove one galvo from the encounter.
  Scaling Encounter A4
  
  7
  HRETHNAR’S THRONE
  This thumb-sized lump of lightweight moss glows faintly.
  Spectre Moss
  boarding party. They focus their attacks on characters that 
  hang back from the buccaneers, using their electrically 
  charged bites and slams. 
  Morale A galvo reduced to fewer than 20 hit points attempts to 
  flee into the sea. The galvos also attempt to flee if Golgatak 
  is killed, as they deem their bargain with Faroon discharged 
  when her first mate falls. 
  Development: If the PCs defeat Golgatak, the sailors on 
  the Black Whisper surrender. They profess their innocence 
  of any wrongdoing and each sailor claims they were 
  pressed into service by the ship’s master, Feristal Faroon. 
  As a token of goodwill, the sailors identify where Captain 
  Faroon hid the key to the Black Whisper’s treasure hold (see 
  Treasure below).
  Captain Benarry knows Captain Faroon and the Black 
  Whisper. Benarry explains that she and Faroon have crossed 
  paths numerous times over the years, and that Faroon holds 
  a grudge against Benarry for a heist they both participated in 
  many years ago that didn’t go Faroon’s way. Though Benarry 
  declines to offer further details, she confirms that Faroon 
  is a dangerous arcane spellcaster and a cold-blooded killer 
  who holds a deep animosity for the Pathfinder Society.
  If asked about Faroon’s whereabouts, the sailors explain that 
  she left the Black Whisper a little over an hour ago along with 
  a team of special operatives. The sailors explain that the Black 
  Whisper’s boarding action was intended to allow Faroon and her 
  team to reach Sevenfingers’s tomb ahead of Benarry.
  Although the sailors were forbidden from interacting 
  with Captain Faroon’s special operatives, they explain that 
  the team included a female troll named Roortha, a Chelish 
  woman who openly wore a holy symbol of Asmodeus, a tall 
  Keleshite warrior armed with a silver-bladed falchion, a 
  cloaked Varisian woman armed with a rapier, and a chubby, 
  pale-skinned halfling. Captain Benarry can confirm that the 
  troll Roortha has been Faroon’s bodyguard for many years, 
  but she doesn’t know any of Faroon’s other allies.
  A search of the captain’s cabin of the Black Whisper reveals 
  Faroon’s journal tucked into a desk drawer. The journal 
  confirms Faroon’s intentions and the diversionary nature 
  of the boarding action. The journal also reveals that Faroon 
  recently interrogated and murdered a Pathfinder agent 
  who Captain Benarry routinely used to pass important 
  information along to her superiors in Absalom, a woman 
  named Skaela Karvo. Benarry noticeably blanches when 
  she learns of Skaela’s murder, and she reveals that Skaela 
  knew everything that Benarry does about the tomb; Skaela 
  even had copies of all of the maps the previous Pathfinder 
  expeditions created. 
  Treasure: The Black Whisper’s treasure hold contains a 
  modest amount of treasure looted from various ships. Benarry 
  claims the contents of the hold for herself and her crew, but 
  allows the PCs to claim the loot from the boarding party.
  Rewards: If the PCs do not defeat Golgatak and the 
  buccaneers, reduce each PC’s gold earned by the following 
  amount.
  Subtier 5–6: Reduce each PC’s gold earned by 821 gp.
  Out of Subtier: Reduce each PC’s gold earned by 950 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,079 gp.
  BENARRY’S REQUEST
  The Black Whisper suffered only a small amount of damage 
  during the boarding action, but the Grinning Pixie was 
  not so lucky. In addition to the ballista bolt embedded in 
  her hull, her main sail hangs in smoldering tatters from 
  Golgatak’s fiery bomb attack. Additionally, the hull breach 
  from the ballista bolt extends several feet below the ship’s 
  waterline which has caused the ship to start taking on a 
  great deal of water. 
  After receiving the information from the Black Whisper’s 
  crew and Faroon’s journal, Benarry pulls the PCs aside for a 
  private conversation.
  “The situation has changed a bit,” Captain Benarry says, eyeing 
  her crew as they begin making necessary repairs. “I originally 
  intended to join you for this trip into the tomb. But with the Pixie 
  taking on water and all of this other damage—not to mention 
  the time it will take to thoroughly search the Black Whisper—I’m 
  going to ask you to venture into the tomb on your own.
  “Your primary goal is the same: explore Hrethnar’s Throne. I want 
  every inch of the third level of Old Sevenfingers’s tomb thoroughly 
  mapped and documented.” Benarry pauses for a moment, and 
  then lowers her voice. “Feristal Faroon’s involvement certainly 
  throws a goose in the rigging. I know you’re not hired killers, but 
  she and her team must be taken out. She knows too much and 
  this tomb holds some dangerous secrets. If she ever decided to 
  sell her secrets to our enemies, the Society could suffer greatly 
  SPECTRE MOSS
  PRICE
  1,200 GP
  SLOT none
  CL 9th
  WEIGHT —
  AURA moderate abjuration
  When eaten, this sweet-tasting spongy moss grants 
  immunity to energy drain and negative energy effects, 
  including channeled negative energy, for 1 minute. Eating 
  spectre moss does not remove negative levels that the 
  creature has already gained, but it does remove the 
  penalties from negative levels for the duration of its effect.
  Craft Wondrous Item, death ward
  CONSTRUCTION REQUIREMENTS
  COST 600 GP
  
  PATHFINDER SOCIETY SCENARIO
  8
  and everything we’ve worked for here would be for naught.
  “Also, find out how Faroon gained access to the tomb. There are 
  only two ways I know of to secure access: wait for the solstice, or 
  use the Orb of Stars, which I have right here. As you can see,” she 
  says, gesturing to the spires as they shift into different positions 
  again, “the Gloomspires are still moving. If Faroon has indeed 
  reached the tomb already, she and her team have somehow 
  figured out a way to reach them safely and accurately, even when 
  the damned things shift. Faroon’s smart—a lot smarter than me—
  so I’m thinking she’s uncovered a secret way to reach the spires 
  that we don’t know about. I want that information.”
  Benarry then hands the PCs the Orb of Stars, a spherical 
  artifact that, when activated, fixes the Gloomspires in place 
  for several days. She also warns the PCs about the pit of 
  life-draining energy called the Oblivion Shaft that connects 
  the second and third levels of Sevenfingers’s tomb, and she 
  gives each of them one dose of spectre moss (see page 7). She 
  explains how to use both magic items and ensures the PCs 
  understand that the spectre moss is only to be used to safely 
  descend the Oblivion Shaft—“it doesn’t last long and ye’d be 
  unwise to squander it.” 
  Though she has yet to enter the tomb herself, Benarry has 
  become quite familiar with the sea around the Gloomspires 
  and has mapped many of the reefs and rock outcroppings 
  that routinely sink approaching vessels. Benarry gives the 
  PCs these maps and, if they do not have a way to reach the 
  tomb on their own, she offers them the use of her magical 
  folding boat called Old Flotsam. With Old Flotsam, it takes 
  the PCs a little more than an hour reach the base of the 
  Gloomspires containing Sevenfingers’s tomb.
  NOTABLE LORE
  Once the urgent matter of the boarding action is passed, 
  the PCs may recall lore about the Gloomspires and Sempet 
  Sevenfingers, which are both well-known legends in the 
  region. Before continuing, allow the PCs a chance to 
  remember some facts about these topics. PCs who played 
  Hall of the Flesh Eaters or The Labyrinth of Hungry Ghosts may 
  recall some of this information.
  Knowledge (arcana) or Knowledge (history)
  Based on the results of a Knowledge (arcana) or Knowledge 
  (history) check, the PCs might already know about the 
  Gloomspires. Each PC recalls all the information whose DC 
  is less than or equal to the result of her check.
  15+: The Gloomspires are an ancient field of massive 
  stone columns that rise from the Arcadian Ocean. Most 
  sages say they were already old when the Ghol-Gan Empire 
  was young. The Gloomspires are hollow and contain many 
  chambers and passages, all of which are believed to be 
  cursed, monster-infested, or both.
  20+: Since the time of the Ghol-Gan Empire, many of 
  the Gloomspires have been explored, and some have even 
  been claimed and repurposed by other beings. Of these, 
  Sevenfingers’s tomb is the most well known.
  25+: The Gloomspires are inundated with strange, reality-
  warping effects. The columns occasionally shift their 
  positions, and many explorers report feeling a sense of 
  wrongness and foreboding just from being in the area. This 
  bizarre magic also makes teleportation and plane-traveling 
  magic very difficult, though summoning spells tend to 
  function normally.
  30+: A humanoid race of powerful sorcerers called the 
  Makers constructed the Gloomspires during the Age of 
  Serpents. The Makers are believed to have fled to Golarion 
  to escape enslavement in a nightmarish realm.
  Knowledge (arcana), Knowledge (history), or 
  Knowledge (local)
  Based on the results of a Knowledge (arcana), Knowledge 
  (history), or Knowledge (local) check, the PCs might already 
  know about Sempet Sevenfingers. Each PC recalls all the 
  information whose DC is less than or equal to the result of 
  her check.
  15+: Sempet Sevenfingers was a legendary pirate who was 
  active in the region 300 years ago.
  20+: From his dreaded flagship, the Voracious, Sevenfingers 
  commanded a small fleet of pirate ships. His practice of 
  using kuru cannibals to augment his boarding parties 
  inspired fear and hatred across the Shackles.
  25+: Sevenfingers was a powerful wizard who dabbled in 
  necromancy and communed with evil outsiders, entities 
  from the Dark Tapestry, and other beings from unspeakable 
  realms beyond Golarion.
  30+: Sevenfingers had dealings with the denizens of Leng. 
  His flagship, the Voracious, was actually a black ship of Leng, 
  gifted to Sevenfingers by his dreadful allies.
  THE GLOOMSPIRES
  The Gloomspires have long influenced the mythology of the 
  Shackles region, and the site has spawned countless tavern 
  tales, though the spine-chilling legends concerning Sempet 
  Sevenfingers remain the most popular.
  The Makers
  The Gloomspires were created during the Age of Serpents 
  by a race of humanoids called the Makers. The Makers 
  fled to the region after having been held in thrall by an 
  even more powerful group. Scholars debate whether these 
  builders originated from another continent, another planet, 
  or another plane altogether. The Makers wielded powerful 
  magic (as evidenced by the overwhelming enchantments 
  that continue to influence the ruins), and each column 
  served as the personal demesne of a Maker.
  Though exceptionally long-lived, the Makers were not 
  
  9
  HRETHNAR’S THRONE
  immortal, and if any of their descendants survived into later 
  ages, there is no evidence as to what or where those creatures 
  might be. What does seem clear is that by the time the Ghol-
  Gani began worshipping nature spirits and constructing 
  their first primitive settlements, the Makers were no more, 
  and the Gloomspires stood abandoned.
  Inhabitants
  After the Makers’ disappearance, the Gloomspires became 
  a favorite destination for explorers, treasure-hunters, and 
  colonists of all kinds. The first to arrive were the ancient 
  Ghol-Gani, whose great cities of Garkotar and Tzaarban 
  stood within a few hundred miles of the site. Though most 
  cyclopes shunned the Gloomspires, a few of the more 
  adventurous giants turned columns into laboratories, 
  prisons, temples, and tombs. Other races, such as the 
  serpentfolk and urdefhan, discovered the Gloomspires via 
  subterranean passages connecting a few of the columns’ 
  lowest levels with the caverns of Nar-Voth.
  In the past 600 years, visitors from Garund and Avistan—
  mostly pirates—also explored the site, though the majority 
  of these explorers stumbled upon the Gloomspires by 
  accident or were marooned there. A few enterprising and 
  powerful individuals have converted the columns into 
  temporary lairs, treasure vaults, or permanent abodes over 
  the years. Of these residents, Sempet Sevenfingers remains 
  the most notorious.
  Features of the Gloomspires
  The following special features are present inside and around 
  the Gloomspires.
  Alien Architecture and Atmosphere: At first glance, 
  the clean, rectangular design of the Gloomspires looks 
  rather plain. However, this apparent simplicity belies the 
  structures’ complex alien architecture, which manifests 
  in peculiar ways. Explorers within a column occasionally 
  see the walls, ceilings, and floors shift and quiver in their 
  peripheral vision. Another, more subtle effect of this 
  strange geometry is the slight distortion of the column’s 
  dimensions; despite countless attempts to reconcile the 
  numbers, explorers find the straight-sided columns are a 
  uniform 120 feet across, yet the summits often measure as 
  much as 180 feet to a side.
  Additionally, a palpable sense of wrongness saturates 
  the Gloomspires. Shadows flicker and move in unnatural 
  directions, strange sounds and unidentifiable scents tease 
  the senses, and alternating sensations of claustrophobia 
  and agoraphobia periodically assail visitors. Though these 
  alien features and sensations have no actual game effects, 
  clever GMs can use them to nurture an ambiance of danger 
  and foreboding.
  Ceilings, Floors, and Walls: The passages and chambers 
  within the Gloomspires are constructed of huge blocks of 
  dark-gray stone. Most passages are 12 feet high, and most 
  chambers have ceilings that are 20 feet high.
  Doors: Unless otherwise noted, the doors in the 
  Gloomspires are 8-foot-tall, 4-foot-wide slabs of seamless 
  dark-gray stone (hardness 8, hp 90, break DC 40). Each door 
  has a stone handle and opens fairly easily, requiring a move 
  action and a successful DC 8 Strength check. The doors are 
  10 inches thick and provide excellent sound insulation; 
  increase the DC of Perception checks made to listen through 
  a door by 10 rather than 5.
  Skylights: Some of the chambers within the Gloomspires 
  feature triangular niches that contain skylights—small 
  windows only about a foot across. During daylight hours, 
  they provide dim light.
  Twisted Magic and Dangerous Geometry: A powerful 
  variant form of the forbiddance spell (CL 20th) radiates 
  from the Gloomspires out to a distance of 1 mile. This 
  effect seals the Gloomspires against all interplanar travel 
  and teleportation into or within the site. Such effects 
  automatically fail, and if a creature attempts such magic 
  while within 10 feet of a spire, the stone attempts to siphon 
  away the caster’s life energy, dealing 1d6 points of damage 
  per spell level (Fortitude DC 20 half ). A creature who dies 
  from this damage is utterly consumed by the site’s strange 
  geometry. Only miracle or wish can restore such a creature. 
  Summoning spells function normally.
  Visibility: Strange, wind-resistant fog permanently 
  envelops the Gloomspires. The interior chambers of 
  Sevenfingers’s tomb do not contain a significant amount of 
  fog unless otherwise noted.
  B. INSIDE THE TOMB
  The PCs can’t reach the spire containing Sempet 
  Sevenfingers’s tomb until they activate the Orb of Stars, 
  as Benarry directed. Using the device causes the spires to 
  lock in place as though the solstice were occurring. Feristal 
  Faroon and her associates used a special magical tea of 
  Faroon’s invention called Gloomspire tisane to reach the 
  spire instead.
  Upon reaching the base of the spire, the PCs must ascend 
  the narrow, winding stairs that twist around it. Nearly two-
  thirds of the way up the stairs, the PCs discover a breach 
  in the wall leading into one of the tomb’s chambers. PCs 
  who examine the breach and succeed at a DC 15 Knowledge 
  (engineering) or Knowledge (nature) check realize that it was 
  created by intentional brute force and was not the result of 
  an earthquake or other natural effect. 
  Through her research and the interrogation of the 
  Pathfinder messenger Skaela Karvo, Feristal Faroon acquired 
  the maps of the tomb created by the previous Pathfinder 
  expeditions to the site. From these maps, Faroon accurately 
  deduced the position of the chamber leading to the tower’s 
  unexplored third level. When Faroon and her team ascended 
  
  B. Hrenthrar’s Tomb
  1 square = 5 feet
  N
  B3
  B1
  B2
  B7
  B5
  B6
  B4a
  B4b
  PATHFINDER SOCIETY SCENARIO
  10
  This strong herbal tea is a dark violet color.
  Gloomspire Tisane
  GLOOMSPIRE TISANE
  PRICE
  2,250 GP
  SLOT none
  CL 9th
  WEIGHT —
  AURA moderate abjuration
  By imbibing this bitter dark violet brew, a creature gains 
  the ability to safely access any of the Gloomspires. Though 
  the spires continue to shift for creatures that do not drink 
  Gloomspire tisane, a creature consuming it can access any of 
  the Gloomspires as if they were fixed in place. Additionally, 
  while under the brew’s effects, a creature can see twice as 
  far as normal in conditions of fog or mist. For example, it can 
  see creatures up to 10 feet away when in a fog cloud instead 
  of only 5 feet (though such creatures still have concealment). 
  The tisane’s effects last for 24 hours. As soon as the effects 
  end, the creature experiences a madness-inducing waking 
  nightmare and takes 1d6 points of Wisdom damage.
  Craft Wondrous Item, break enchantment
  CONSTRUCTION REQUIREMENTS
  COST 600 GP
  the spire’s stairs to that location, she summoned an earth 
  elemental to bash a hole into the tomb. The jagged gap leading 
  into the tomb is roughly four feet wide and eight feet high.
  B1. Makers’ Sanctum
  This unfurnished chamber is illuminated by three wall-
  mounted stone braziers to the north bearing continual flame 
  spells (CL 20th). Long gouges mar the walls, floor, and ceiling, 
  and several piles of rubble and broken stonework litter the 
  floor. A heavy black curtain cordons off the far southwest 
  corner of the chamber. The area within 15 feet of the hole to 
  the spire’s exterior (shaded on the map) contains a permanent 
  silence effect (CL 20th) that extends from the floor to the ceiling.
  This chamber has remained abandoned since its former 
  occupants were destroyed many months ago. Old bloodstains 
  and other signs of the battle are still evident here.
  B2. Oblivion Shaft
  A yawning pit full of crackling black energy dominates the 
  southwestern corner of this otherwise empty chamber.
  This shaft descends 300 feet to a stone trap door leading 
  to area B3. All but the lowest 10 feet of the shaft is infused 
  
  11
  HRETHNAR’S THRONE
  with crackling negative energy. Living creatures that enter 
  the shaft take increasing amounts of negative energy 
  damage each round, and undead creatures heal the same 
  amount (1d6 the first round, 2d6 the second, and so on, up 
  to a maximum of 6d6 in Subtier 5–6 and 10d6 in Subtier 
  8–9). Oddly, the negative energy effect only affects beings 
  descending the shaft or who remain stationary within it, not 
  those who ascend it. Spending 1 round ascending resets the 
  damage back to 1d6.
  At the bottom of the shaft is a round trap door of dark 
  gray stone that is enchanted with an arcane lock (CL 20th). 
  The trap door has hardness 8, 90 hit points, and a break 
  of DC 20 (increased to DC 30 due to the arcane lock). The 
  negative energy hazard does not affect the area 10 feet above 
  the stone trap door. 
  Faroon used a wand of death ward to protect herself and 
  her companions as they descended the shaft, ensured a safe 
  landing with feather fall, and then used a scroll of knock to 
  bypass the arcane lock.
  B3. Hrethnar’s Throne Room (CR 8 or CR 11)
  Beneath the round stone trap door is a large chamber, its floor 
  dozens of feet below. Dominating one end of the chamber is a 
  massive stone throne, nearly twice as tall as an adult human. 
  Numerous narrow passages lead away from the chamber, as does 
  a much larger hall opposite the great throne.
  The distance from the stone trap door in the ceiling to the 
  floor is 70 feet. This chamber is enchanted with a continuous 
  feather fall effect (CL 20th) that only affects living creatures 
  (not objects, constructs, or undead). 
  Sevenfingers designed this chamber as a mocking tribute to 
  his advisor-turned-traitor, Hrethnar. A brass plaque is affixed to 
  the base of the throne inscribed with the following words in the 
  Common tongue: “Behold, Hrethnar’s throne. Cold and empty, 
  befitting a traitor.” Above this plaque is an empty compartment 
  with a shallow key-shaped storage cavity; this once stored the 
  key to operate the machine from Leng in area B5, but Faroon 
  took it while her companions battled the mummies here. 
  Once Faroon had the key, she and her surviving companions 
  retreated through the doors to the south.
  Creatures: Several mummified guardians watch over this 
  chamber. The creatures lurk down the narrow side passages 
  leading away from the chamber (leading to areas B4a and 
  B4b); each mummy lurks in a separate passageway. The 
  mummies drip a strange black sludge like that found in 
  areas B4a and B4b.
  Subtier 5–6 (CR 8)
  SWAMP MUMMIES (4) 
  CR 4
  hp 52 each (Pathfinder RPG Bestiary 5 178; see page 25)
  TACTICS
  During Combat One round after the first PC reaches the floor of 
  this room, the mummies attack. They batter the PCs with their 
  disease-bearing fists and keep as many of the PCs as possible 
  within the effect of their drowning aura.
  Morale The mummies fight until destroyed. They pursue fleeing 
  PCs, but they do not leave areas B3, B4a, and B4b.
  Subtier 8–9 (CR 11)
  LENG MUMMIES (2) 
  CR 9
  Mummified denizen of Leng (Pathfinder RPG Bestiary 4 196, 
  Pathfinder RPG Bestiary 2 82)
  CE Medium undead (augmented outsider, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +15
  Aura frightful presence (30 ft., DC 20, 1d6 rounds)
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
  hp 115 each (10d8+60)
  Fort +12, Ref +11, Will +6
  Defensive Abilities unusual anatomy; DR 5/—; Immune undead 
  traits; Resist cold 30, electricity 30; SR 19
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee bite +15 (1d8+4 plus 1d6 Dex drain), 2 claws +14 
  (1d6+4)
  Special Attacks burst of vengeance, dust stroke, sneak attack 
  +3d6
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—tongues
  3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), 
  levitate, minor image (DC 17)
  1/day—locate object
  TACTICS
  Before Combat When the mummies detect anyone 
  approaching—such as a creature manipulating the trap door 
  above the center of the room, one of the mummies uses 
  minor image to create an image of Hrethnar Olvaradsson, a 
  powerfully built, golden-haired Ulfen man wearing midnight 
  blue robes, seated on the enormous stone throne.
  During Combat One round after the first PC reaches the floor of 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one swamp mummy from the 
  encounter.
  Subtier 8–9: The Leng mummies remain injured from 
  their battle with Faroon and her associates. Each Leng 
  mummy has only 85 hit points.
  Scaling Encounter B3
  
  PATHFINDER SOCIETY SCENARIO
  12
  this room, the mummies attack. During the first two rounds 
  of combat they use their burst of vengeance ability to gain an 
  extra bite attack. Thereafter, the mummies use Spring Attack 
  to dart in and out of melee, striking at a different PC each 
  round with a bite attack.
  Morale The mummies fight until destroyed. They pursue fleeing 
  PCs, but they do not leave areas B3, B4a, and B4b.
  STATISTICS
  Str 18, Dex 18, Con —, Int 16, Wis 17, Cha 21
  Base Atk +10; CMB +14; CMD 29
  Feats Deceitful, Dodge, Mobility, Improved Natural Attack (bite, 
  claws), Persuasive, Spring Attack, Toughness, Weapon Finesse, 
  Weapon Focus (bite)
  Skills Bluff +21, Diplomacy +7, Disable Device +12, 
  Disguise +12 (+16 when disguised as a Medium 
  humanoid), Intimidate +11, Knowledge (arcana) +15, 
  Perception +15, Profession (sailor) +8, Sense Motive +15, 
  Sleight of Hand +16, Spellcraft +10, Stealth +20, Use Magic 
  Device +16; Racial Modifiers +4 Disguise when disguised as 
  a Medium humanoid, +4 Stealth
  Languages Aklo; tongues
  SQ no breath
  SPECIAL ABILITIES
  Burst of Vengeance (Su) Despite its slow, lumbering nature, a 
  Leng mummy is capable of lurching forward to attack with 
  a short but surprising explosion of speed. Twice per day as a 
  swift action, a Leng mummy may act as if affected by a haste 
  spell for 1 round.
  Dexterity Drain (Su) The otherworldly teeth and tongues of 
  a Leng mummy deal 1d6 points of Dexterity drain with a 
  bite. Constructs, elementals, and other creatures that do not 
  possess flesh are immune to this effect. A successful DC 20 
  Fortitude save reduces the Dexterity drain to 1 point. The save 
  DC is Charisma-based.
  Dust Stroke (Su) A creature killed by a Leng mummy’s natural 
  attack disintegrates into a cloud of dust and ash, completely 
  destroying the victim’s body (as per disintegrate).
  Site-Bound (Su) A Leng mummy is bound to the site in which 
  it was created and loses its planar fast healing ability and its 
  plane shift spell-like ability. This also hampers its sneak attack 
  damage, reducing it to 3d6.
  Unusual Anatomy (Ex) Each Leng mummy’s internal anatomy 
  is different, and it has a 50% chance to treat any critical hit 
  or sneak attack against it as a normal hit.
  Vulnerability (Su) The mummification process leaves a 
  Leng mummy vulnerable to fire. As a fail-safe in case 
  of rebellion, a mummified creature is subtly marked 
  during the ritual process with a hieroglyph someplace 
  inconspicuous on its body or wrappings that identifies the 
  particular energy type to which it is vulnerable. A successful 
  DC 20 Perception check is needed to find the mark, but 
  a successful DC 25 Linguistics check is still required to 
  decipher the hieroglyph’s meaning.
  B4. Mummy Troughs
  These two long chambers are nearly identical. Each contains 
  a long, 10-foot-deep trough carved into the stone floor that 
  runs the length of one wall. Each trough is filled with a vile 
  bubbling black sludge that reeks of salt water and rotten 
  meat and radiates strong necromancy to spells such as detect 
  magic. Though icy cold to the touch, the sludge is harmless 
  to living creatures. If a humanoid body is submerged in the 
  sludge for 1 week, it rises as a swamp mummy. If the body 
  of a non-humanoid corporeal creature is submerged in the 
  sludge for 1 week, it rises with the mummified creature 
  template. This effect otherwise functions as create undead (CL 
  20th). A successful DC 25 Knowledge (arcana) or Spellcraft 
  check identify the sludge’s magical properties.
  The trough in area B4a contains several corpses almost 
  completely submerged in the sludge. These are the bodies 
  of the mummies destroyed by Faroon and her allies, placed 
  here by the remaining mummies shortly before the PCs 
  arrived. These creatures will transform into six swamp 
  mummies (in Subtier 5–6) or three mummified denizens of 
  Leng (in Subtier 8–9) in one week.
  The trough in area B4b contains the blood-spattered 
  corpses of two of Faroon’s allies: Lexara, a female Varisian 
  rogue and Mashhoud, a male Keleshite warrior. These 
  bodies have not yet been submerged in the trough, and their 
  gear is still here. 
  Treasure: Lexara’s gear consists of a masterwork rapier 
  and an empty handy haversack. Mashhoud’s gear consists of 
  a silver falchion and a chain shirt (this is a +1 mithral chain 
  shirt in Subtier 8–9).
  Rewards: If the PCs do not recover the bodies in area B4b, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 228 gp.
  Out of Subtier: Reduce each PC’s gold earned by 311 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 394 gp.
  B5. The Long Hall
  This 
  long 
  featureless 
  hall 
  is 
  imbued 
  with 
  the 
  extradimensional magic that permeates the Gloomspires. 
  The unlit hall extends for 1,001 feet and is obviously 
  much too large to fit within the Gloomspire’s exterior 
  dimensions. The hall ends at a set of unlocked stone 
  double doors.
  B6. Communication Devices
  A side passage widens into a dead end flanked by two alcoves. 
  Carved into the wall of the western alcove is a bas-relief of a 
  humanoid face with bulging eyes, two small holes for a nose, and 
  a wide mouth filled with roiling black and violet mist. Hovering a 
  few feet from the floor in the eastern alcove is a two-foot diameter 
  black sphere, its glass-like surface reflecting a vast cityscape of 
  ruined buildings beneath a dark, alien sky.
  
  13
  HRETHNAR’S THRONE
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: The strange green goo impedes the 
  oozes slightly; the oozes take a –2 penalty on all attack 
  rolls and combat maneuver checks.
  Scaling Encounter B7
  The objects in the alcoves are ancient communication 
  devices used by the Makers, the race of sorcerous humanoids 
  that erected the Gloomspires during the Age of Serpents. 
  Sempet Sevenfingers discovered these objects in the halls of 
  another Gloomspire and transported them here, although 
  they never functioned reliably after being relocated, and 
  Sevenfingers eventually lost interest in them.
  The Face of the Void: The bas-relief once allowed the ancient 
  Makers to directly communicate with Nyarlathotep, 
  one of the Outer Gods of the Dark Tapestry. 
  Though Nyarlathotep’s attachment to the 
  carved image was broken millennia ago, 
  it still contains a dangerous vestige of the 
  Outer God’s dreadful psyche. A creature 
  touching the image with bare flesh has its 
  Intelligence, Wisdom, and Charisma scores 
  each reduced to 1 (DC 20 Will negates). 
  Affected creatures are unable to use 
  Intelligence-, Wisdom-, or Charisma-
  based skills (except Perception), 
  cast spells, understand language, 
  or communicate coherently. 
  The subject remains in this 
  state until a heal, limited wish, 
  miracle, or wish spell is used 
  to remove the effect or they are 
  removed from the Gloomspires for 24 hours. 
  Even on a successful save, the creature takes 1d4 points of 
  Wisdom damage.
  The Sphere from Eox: The hovering black sphere once 
  allowed the Makers to communicate with their brethren 
  that chose to join the ranks of the bone sages on the distant 
  world of Eox. It is still linked to an identical sphere on Eox, 
  located atop a long-abandoned building in the heart of 
  the city of Orphys. Though the sphere still functions and 
  constantly reflects Orphys’s alien cityscape, the inhabitants 
  of Eox have ignored it since the Age of Serpents. If touched 
  or struck with any amount of force, the sphere bursts in a 
  harmless misty spray and then reforms 30 seconds later.
  Creature: One of Faroon’s allies, a Chelish devotee of 
  Asmodeus named Ataishya Gloor (LE female human adept 
  10), slipped away from her allies during their flight from the 
  mummies and made her way here. She touched the Face of 
  the Void, believing it held powerful secret knowledge, and it 
  wiped her mind clean as described above. Ataishya stands 
  rooted to the spot near the carved image. Though her mind 
  is gone, Ataishya can still walk about if led. If statistics for 
  Ataishya are necessary, use the stat block for the cultist 
  on page 249 of Pathfinder RPG NPC Codex, but remove her 
  magic items.
  Development: If Ataishya is healed, she is grateful. 
  Though she wants nothing more to do with Sevenfingers’s 
  tomb, she provides useful information about Feristal 
  Faroon, including the means 
  to create Gloomspire tisane (see 
  page 10) that Faroon and her 
  team used to safely access 
  the tomb. 
  Rewards: If the PCs do 
  not lead Ataishya out of the 
  Gloomspires, cross off the 
  Gloomspire tisane on each PC’s 
  Chronicle sheet. The PCs do 
  not need to cure Ataishya’s 
  condition personally, but as long 
  as they escort her to safety, she is 
  eventually cured and imparts the 
  recipe for Gloomspire tisane to the 
  Pathfinder Society.
  B7. The Machine from Leng   
    
   
   
  (CR 7 or CR 10)
  This large, oddly shaped chamber has a high ceiling and a floor 
  completely covered with a thin layer of oily green goo. An 
  enormous machine squats in the northeastern corner, leaking 
  the strange green goo. The machine resembles a massive rotting 
  tangle of fleshy, metal-banded tentacles of green and mauve 
  flesh studded with strange blinking gauges, crystal levers, and 
  crackling metal wires. The undulating mass constantly emits a 
  bizarre chorus of high-pitched wails, hooting whistles, and low 
  throaty growls.
  The ceiling here is 30 feet high. The green goo covering 
  the floor is three inches deep and makes the entire floor very 
  slippery. It costs 2 squares of movement to enter a square 
  covered by the goo, and the DC of Acrobatics checks there 
  increases by 5. A DC 10 Acrobatics check (DC 15 in Subtier 
  8–9) is required to run or charge across the green goo.
  The strange machine was a gift to Sempet Sevenfingers 
  from his allies in Leng, originally designed as an engine for 
  his flagship Voracious. It once allowed Sevenfingers to sail the 
  Voracious from Golarion to the great gray sea in the Dimension 
  of Dreams for the pirate-wizard’s occasional visits to the city 
  of Sarkomand. After Hrethnar’s failed mutiny, Sevenfingers 
  transformed the Voracious into an extradimensional prison 
  that now exists between Golarion and Leng, repurposing this 
  
  PATHFINDER SOCIETY SCENARIO
  14
  machine to serve as its gateway. To safely open the portal to 
  Hrethnar’s prison, a creature must insert the obsidian key from 
  the throne in area B3 and manipulate the machine’s strange 
  living control panel to open a temporary spatial rift. Feristal 
  Faroon used the obsidian key, and it remains in her possession. 
  The PCs can open the portal without the key (see Development 
  below), but must contend with the machine’s guardians first.
  Creatures: If a creature approaches within 10 feet of the 
  machine without the obsidian key, the machine belches forth a 
  magma ooze (in Subtier 5–6) or a pair of shard slags (in Subtier 
  8–9). The green goo in the room does not impede the oozes 
  and does not count as water for the purposes of the creatures’ 
  vulnerability to water.
  Subtier 5–6 (CR 7)
  MAGMA OOZE 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 184; see page 23)
  TACTICS
  During Combat The magma ooze attacks the nearest PC.
  Morale The magma ooze fights until destroyed. It does not 
  pursue the PCs beyond this chamber.
  Subtier 8–9 (CR 10)
  SHARD SLAGS (2) 
  CR 8
  hp 126 each (Pathfinder RPG Bestiary 4 240; see page 24)
  TACTICS
  During Combat The shard slags attack different PCs if possible, 
  preferring enemies closest to the machine from Leng.
  Morale The shard slags fight until destroyed. They do not pursue 
  the PCs beyond this chamber.
  Development: After the PCs defeat the machine’s guardians, 
  it shudders and forms a lifelike image made of its own 
  tendrils and vile fluids. The image depicts Feristal Faroon 
  inserting the obsidian key into the machine’s flesh, a glowing 
  spatial rift opening, and Faroon walking through the rift 
  accompanied by a halfling and a troll. The machine absorbs 
  the image back into its body and a hand-shaped depression 
  appears in its place, remaining until the PCs interact with it.
  If a PC places a hand on the hand-shaped depression, the 
  machine immediately envelops the PC’s hand to the elbow. 
  The PC takes 1d6 points of Charisma damage as inhuman 
  visions assault the PC’s psyche. A DC 20 Will save (DC 24 
  in Subtier 8–9) reduces this to 1 point of Charisma damage 
  instead. Whether the PC fails or succeeds at the save, the 
  machine releases the PC and opens the portal—a shimmering 
  rift that hovers a few inches off the ground—in the center 
  of the chamber. The portal remains open for 1 minute. If it 
  closes, a PC must interact with the machine again to reopen it.
  PCs stepping through the rift instantly appear on the 
  poop deck of the Voracious (area C1).
  C. HRETHNAR’S PRISON
  The Voracious has been Hrethnar’s extraplanar prison for the 
  past 300 years. Made of glistening lacquered black wood and 
  sporting three tattered black sails, the Voracious floats in a 
  roiling gray sea within sight of the shore of Leng—though 
  the ship remains invisible and impenetrable to the beings 
  who call that dreaded realm home.
  C1. The Black Ship
  Read the following when the PCs step through the portal 
  created by the machine of Leng in area B7.
  The trip through the shimmering portal is instantaneous and leads to 
  If fewer than 90 minutes remain in which to complete 
  the scenario, the machine does not create any oozes to 
  attack the PCs.
  Optional Encounter
  Though the Voracious exists on the periphery of the 
  nightmare realm of Leng, and those aboard the ship can 
  see some of Leng’s geographical features, it is located in 
  its own pocket dimension. The Voracious has the following 
  planar traits (for more information on these traits, see 
  pages 184–188 of Pathfinder RPG GameMastery Guide).
  Normal Gravity
  Timeless: Time stands still aboard the Voracious. 
  Creatures and objects do not age while they remain 
  aboard the ship, and creatures do not require food or 
  water to survive. A creature other than Hrethnar that 
  leaves the Voracious resumes aging normally. Due to a 
  powerful curse established by Sevenfingers, if Hrethnar 
  travels more than a mile from the Gloomspires, his true 
  age immediately catches up to him and he dies of old 
  age. Hrethnar is aware of this curse and will not willingly 
  leave Sevenfingers’s tomb if freed from his prison. The 
  Voracious is not timeless with respect to magic, so any 
  spells cast retain their normal durations.
  Finite Shape: Limited to the dimensions of the Voracious.
  Limited Morphic: Only Sempet Sevenfingers can alter 
  the Voracious at will. The current prison turnkey (see 
  area C3) can make the door leading to area C4 fade into 
  or out of existence.
  Strongly Chaos-Aligned and Mildly Evil-Aligned
  Enhanced Magic: Spells and spell-like abilities with the 
  chaotic or evil descriptor are enhanced.
  Impeded Magic: Spells and spell-like abilities with the 
  good or lawful descriptor are impeded.
  Voracious Planar Traits
  
  C. Hrethnar’s Prison
  1 square = 5 feet
  C1
  C2
  C2
  C3
  C4
  C3a
  Pathfinder Flip-Mat Classic: Ship
  N
  15
  HRETHNAR’S THRONE
  
  PATHFINDER SOCIETY SCENARIO
  16
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Yl’nesegva attempts to parley with the 
  PCs if reduced to fewer than 50 hit points and, if forced 
  to flee, returns with only one denizen of Leng.
  Scaling Encounter C3
  the sterncastle of a black-hulled ghost ship. Though an icy wind blows 
  the tattered remains of the ship’s useless black sails, some other force 
  seems to push the vessel through a churning gray sea. Overhead, the 
  sky is full of unrecognizable stars and an enormous white moon. To 
  starboard, the gray sea is vast and endless. Several hundred yards 
  to port, a single bleak rock, studded with strangely proportioned 
  architecture, rises from the sea. A brass plaque mounted on the mast 
  behind the ship’s wheel is inscribed with the name Voracious.
  The portal leading back to area B7 is permanently open 
  on this end. However, if the PCs return through the portal, 
  they must interact with the machine from Leng again (as 
  described in area B7) to reopen it.
   The Voracious exists in its own extradimensional pocket 
  nestled within the dreaded nightmare realm of Leng. From 
  the deck of the Voracious, the PCs can see they are adrift in a 
  great mist-shrouded sea and that the moon and stars above are 
  all wrong. The ship continuously sails around a bleak, rocky 
  island dominated by strangely proportioned architecture. 
  This is the Nameless Rock, an island infested by moon-beasts 
  and their servants located off the coast of Leng. The PCs can 
  see numerous monstrous forms moving about the island and 
  other horrors flying overhead from time to time, but none of 
  these creatures can see or interact with the ship.
  C2. Main Deck
  The main deck of the Voracious is devoid of any crew. The ship’s 
  small rowboat is rotted and useless, and a small storeroom at 
  the fore of the ship is filled with empty, rotting sea chests. 
  The windowless captain’s cabin at the rear of the main 
  deck is devoid of any furnishings and its floor, ceiling, and 
  walls are all painted pitch black. When the cabin door is 
  closed, a creature can sit in silent meditation in the lightless 
  cabin for 10 minutes and ask the otherworldly entities that 
  call Leng home a single question that can be answered by a 
  simple yes or no, as per commune. A creature invoking this 
  ability can ask only a single question, and the effect can be 
  invoked only once per day. When the PCs enter the cabin 
  for the first time, the spirit-entities powering the commune 
  effect empathically inform the PCs about the effect and how 
  to invoke it.
  PCs near the stairs to the hold hear the strange, hollow 
  piping of an alien wind instrument emanating from below.
  C3. The Thing in the Hold (CR 8 or CR 11)
  Feeble gray light shines through narrow rectangular apertures 
  above corroded metal cannon-like structures, illuminating this 
  surprisingly spacious ship’s hold.
  The ceiling in the ship’s hold is 10 feet high. The cannons 
  that Sempet Sevenfingers once used on the Voracious have 
  been altered and corroded by the alien environment of 
  Leng; they are now no more than cannon-shaped lumps of 
  useless iron. The cabins to the fore and aft of this deck once 
  held slaves, but only iron rings remain. 
  The door at area C3a leading to the lower hold is not 
  visible. Constructed of special materials mined deep under 
  Leng’s subterranean underworld, the iron door has special 
  reality-warping properties and does not fade into existence 
  unless the hold’s guardian either wills the door to appear 
  (see Development below), is killed, or leaves the Voracious.
  Creature: The alien piping music originates from a strange, 
  multi-piped, flute-like instrument being played by Yl’nesegva, 
  guardian of the hold and turnkey of Hrethnar’s prison. 
  Sevenfingers made a pact with powerful forces of Leng to 
  secure a perpetual guardian over the prison. Yl’nesegva is 
  but one of hundreds of similar beings that have served as a 
  temporary guardian here. Each guardian serves here for one 
  year and a day before they are replaced by another of their kind, 
  using plane shift to enter and leave the ship’s hold. In Subtier 
  5–6, Yl’nesegva is a denizen of Leng. In Subtier 8–9, Yl’nesegva is 
  a moon-beast. Yl’nesegva attacks intruders immediately.
  Faroon and her allies did not interact with Yl’nesegva at 
  all; they instead used a scroll of dimension door to reach the 
  lower hold directly.
  Subtier 5–6 (CR 8)
  YL’NESEGVA 
  CR 8
  Denizen of Leng (Pathfinder RPG Bestiary 2 82; see page 21)
  hp 95
  TACTICS
  During Combat Yl’nesegva targets as many of the PCs as possible 
  with hypnotic pattern. It then attacks the closest PC with its bite 
  and claws.
  Morale Because the Voracious is so closely tied to the demiplane 
  of Leng, Yl’nesegva suspects that if it were killed aboard the 
  ship, it would be permanently destroyed. If reduced to fewer 
  than 30 hit points, the creature attempts to parley with the PCs 
  instead of fighting to the death (see Development on page 17).
  Subtier 8–9 (CR 11)
  YL’NESEGVA 
  CR 11
  Moon-beast (Pathfinder RPG Bestiary 3 195; see page 23)
  hp 133
  
  17
  HRETHNAR’S THRONE
  TACTICS
  During Combat Yl’nesegva targets as many PCs as possible 
  with confusion. It then targets the strongest-looking PCs 
  with dominate person for its next three actions, ordering 
  any dominated PCs to slay their former companions. Next, 
  Yl’nesegva uses shadow evocation to target the PCs with an 
  ice storm. If these tactics fail to eliminate the PCs, Yl’nesegva 
  engages them in melee.
  Morale If reduced to fewer than 30 hit points, the creature 
  attempts to parley with the PCs instead of fighting to the 
  death (see Development below).
  Treasure: Yl’nesegva’s flute is an excellently crafted 
  art object manufactured by inhuman hands. It functions 
  as pipes of the sewers in Subtier 5–6 and pipes of painUE in 
  Subtier 8–9.
  Development: If Yl’nesegva parleys with the PCs, it 
  explains that it is the guardian of the traitorous Hrethnar 
  Olvaradsson. Yl’nesegva also reveals that another band 
  of interlopers arrived in the hold a few minutes ago and 
  used magic to avoid it by transporting themselves directly 
  into Hrethnar’s prison below. Yl’nesegva can describe the 
  interlopers as Faroon, a troll, and a halfling.
  Throughout its interactions with the PCs, Yl’nesegva uses 
  detect thoughts to ensure the PCs’ honesty. The guardian’s 
  actions vary depending on how the PCs interact with it. 
  If the PCs offer to enter the prison and defeat Faroon and 
  her allies, Yl’nesegva grants them permission to do so 
  and offers them its magical flute (see Treasure above) as 
  compensation upon completing the task. It then wills the 
  door at area C3a to fade into existence, providing access to 
  Hrethnar’s cell in the lower hold (area C4).
  If the PCs admit that they want to free or kill Hrethnar, 
  Yl’nesegva grows furious and immediately casts plane shift 
  to escape, returning to the Voracious in one hour fully 
  healed and with two denizens of Leng as reinforcements. 
  If the PCs take any actions that demonstrate they intend 
  to free Hrethnar (such as returning this way accompanied 
  by Hrethnar), or if they refuse to parley, Yl’nesegva 
  immediately uses plane shift to get away, returning fully 
  healed with two denizens of Leng as reinforcements to 
  kill the PCs and recapture their prisoner. Although these 
  forces search the Voracious thoroughly, they do not leave 
  the Voracious. 
  Once Yl’nesegva is killed or leaves via plane shift, the door 
  leading to area C4 fades into existence.
  Rewards: If the PCs do not recover Yl’nesegva’s flute, 
  cross off the pipes of the sewers (in Subtier 5–6) and pipes 
  of pain (in Subtier 8–9) on each PC’s Chronicle sheet and 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 95 gp.
  Out of Subtier: Reduce each PC’s gold earned by 548 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,000 gp.
  C4. Hrethnar’s Cell (CR 9 or CR 12)
  Completely devoid of furnishings, this bleak and uninviting ship’s 
  hold is bathed in a feeble gray light.
  This lower hold is 10 feet tall and contains several iron 
  rings affixed to the floor. A feeble gray light akin to starlight 
  provides dim illumination throughout the hold.
  Creatures: When the PCs arrive, Feristal Faroon and her 
  two surviving allies are engaged in delicate negotiations 
  with Hrethnar Olvaradsson, a powerful Ulfen man wearing 
  midnight blue robes.
  When the PCs enter the hold, Faroon takes advantage of 
  the interruption to reinforce her plea rather than fight the 
  PCs immediately.
  “See, my lord Hrethnar?” the dark-haired elven woman says with a 
  honeyed voice. “It is just as I said; you are no longer safe here. Let us 
  work together to dispatch these assassins. Then, once I free you from 
  this horrible place, we can return to Golarion, loot your treacherous 
  master’s tomb, and return to a life of blood and plunder!”
  The broad-chested Ulfen man shakes his head. “I will not rush 
  my decision, Faroon. You and your words are both lovely to me, 
  but I want to hear what these bravos have to say first.” He turns to 
  his new visitors. “I seek to leave this prison and exact my revenge 
  against my former master, Sempet Sevenfingers. What have you 
  to offer me? Before you answer, consider this: only I have the 
  power to reach Sevenfingers’s final tomb.” 
  The man then opens the front of his robe to partially reveal his 
  bare chest. Many tiny arcane runes and sigils are tattooed into his 
  flesh. They glow softly as they reflect the pale gray light of the hold.
  The PCs can plead their case to Hrethnar, making the 
  Ulfen pirate an enemy or an ally by attempting a single 
  Diplomacy check with the following modifiers:
  Situation 
  Diplomacy DC Modifier 
  Each PC of Ulfen ancestry 
  +1
  The PCs insist they intend to free Hrethnar 
  +3
  The PCs insist they want to help Hrethnar  
   
   
  exact revenge against Sevenfingers 
  +5
  After calculating the result of the Diplomacy check, 
  consult the following table for the outcome:
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Mortivar has decided that he isn’t willing 
  to die for Faroon in this strange place. Once combat 
  begins, the halfling flees.
  Scaling Encounter C4
  
  Feristal Faroon
  PATHFINDER SOCIETY SCENARIO
  18
  Diplomacy Result 
  Outcome
  15 or less 
  Hrethnar allies with Faroon and attacks   
   
  the PCs.
  16–39 
  Hrethnar remains neutral. He says he will   
   
  ally with the victor of the following fight.
  40 or more 
  Hrethnar allies with the PCs and attacks   
   
  Faroon and her allies.
  Regardless of Hrethnar’s choice, Faroon realizes that she 
  needs to eliminate the PCs and attacks them. 
  Subtier 5–6 (CR 9)
  FERISTAL FAROON 
  CR 8
  NE queen of staves (Pathfinder NPC 
  Codex 220; see page 24)
  hp 67
  Gear +2 leather armor, +1 
  quarterstaff, amulet of natural 
  armor +1, cloak of resistance +1, spell 
  component pouch, spellbook, 276 gp.
  TACTICS
  During Combat Faroon casts displacement on herself 
  and then casts lightning bolt and magic 
  missile targeting the PCs. She then casts 
  mirror image and enters melee. She 
  prefers to fight alongside Roortha.
  Morale In the hold of the Voracious in 
  the nightmare realm of Leng, Faroon 
  feels like a trapped animal. Bitter and 
  desperate, she fights to the death.
  ROORTHA 
  CR 5
  Female troll (Pathfinder Bestiary 268; see page 25)
  hp 63
  TACTICS
  During Combat Roortha positions herself next to Faroon and 
  attacks anyone that tries to engage Faroon in melee.
  Morale Roortha fights to the death.
  MORTIVAR 
  CR 4
  NE guild initiate (Pathfinder NPC Codex 146; see page 22)
  hp 41
  TACTICS
  During Combat Mortivar drinks his potion of invisibility. He then 
  moves into a flanking position with his allies and fights with 
  his short sword.
  Morale Mortivar surrenders if Faroon is killed and pleads for mercy.
  HRETHNAR OLVARADSSON 
  CR 6
  Male human fighter 7/evoker 7
  LE Medium humanoid (human)
  Init –3; Senses Perception +1
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 109 (14 HD; 7d6+7d10+42)
  Fort +4, Ref –1, Will +3 (+2 vs. fear)
  Weaknesses negative levels, weakened
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +7/+2 (1d3+4 nonlethal)
  Special Attacks intense spells (+3 damage), weapon 
  training (axes +1)
  Arcane School Spell-Like Abilities (CL 7th; 
  concentration +10)
  6/day—force missile (1d4+3)
  Evoker Spells Prepared (CL 7th;  
  concentration +10)
  1st—mage armor (4), shocking grasp (3)
  0 (at will)—detect magic
  Opposition Schools Divination, Enchantment
  TACTICS
  Before Combat Hrethnar casts mage 
  armor on himself.
  During Combat Hrethnar 
  casts his offensive spells and 
  uses his force missile spell-like 
  ability. After these abilities are 
  exhausted, he dares his enemies 
  to toss him an axe so he can take 
  his foes with him into death.
  Morale Hrethnar is haughty and proud. He 
  fights to the death.
  STATISTICS
  Str 18, Dex 10, Con 18, Int 16, Wis 12, Cha 15
  Base Atk +10; CMB +7; CMD 17
  Feats Arcane Strike, Craft Wondrous Item, Improved Critical 
  (battleaxe), Improved Initiative, Improved Iron Will, Iron 
  Will, Lightning Reflexes, Scribe Scroll, Spell Mastery, Step Up, 
  Toughness, Vital Strike, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe)
  Skills Bluff +0, Craft (alchemy) +8, Intimidate +3, Knowledge 
  (arcana) +9, Knowledge (geography) +3, Knowledge (history) 
  +5, Knowledge (nature) +3, Knowledge (planes) +8, Perception 
  +1, Sense Motive +1, Spellcraft +8, Survival +3, Swim +3
  Languages Aklo, Common, Polyglot, Skald, Varisian
  SQ arcane bond (ring of counterspells), armor training 2, immortal
  Gear ring of counterspells (contains dominate person)
  SPECIAL ABILITIES
  Immortal (Su) While imprisoned aboard the Voracious, Hrethnar 
  does not age, nor does he require food or water to sustain him. 
  If removed from the Voracious, he begins to age normally. If 
  taken more than 1 mile from the Gloomspires, his lost years 
  catch up to him and he instantly dies.
  Negative Levels (Su) Hrethnar’s life force has slowly drained 
  away during his long imprisonment. He currently has 7 
  
  Hrethnar
  19
  HRETHNAR’S THRONE
  negative levels that can’t be removed until he is removed from 
  the Voracious. The effects of these negative levels have already 
  been calculated into his stat block.
  Weakened (Ex) Hrethnar does not have access to his spellbook. 
  Without his spellbook, Hrethnar can only recall and cast the 
  spells associated with his Spell Mastery feat (detect magic, 
  mage armor, and shocking grasp). He is also unarmed.
  Subtier 8–9 (CR 12)
  FERISTAL FAROON 
   
  CR 11
  NE fey enchantress (Pathfinder NPC Codex 169; see page 21)
  hp 56
  TACTICS
  Before Combat Faroon cast false life and mage armor on herself 
  several hours ago. 
  During Combat Faroon uses her fleeting glance ability to 
  turn invisible and then casts mind fog before casting mass 
  suggestion and dominate person. She then casts lightning 
  bolt, magic missile, and then spectral hand so she can 
  deliver touch spells such as bestow curse, poison, or 
  touch of idiocy. She remains adjacent to Roortha.
  Morale Use the tactics from Subtier 5–6.
  ROORTHA 
  CR 5
  Female troll (Pathfinder Bestiary 268;  
  see page 25)
  hp 63
  TACTICS
  During Combat Roortha positions herself next 
  to Faroon and attacks anyone that tries to 
  engage Faroon in melee.
  Morale Roortha fights to the death.
  MORTIVAR                                      CR 8
  NE halfling slinger (Pathfinder NPC Codex 84; 
  see page 22)
  hp 72
  Combat Gear +1 elf-bane bullets (5), potion 
  of bull’s strength, potion of cure moderate 
  wounds, potion of heroism, potion of invisibility; 
  Other Gear breastplate, +1 halfling sling staff 
  with 20 bullets, short sword, belt of incredible 
  dexterity +2, brooch of shielding (35 points of 
  damage remaining), 161 gp
  TACTICS
  Before Combat Mortivar drinks his potions of 
  bull’s strength and heroism. 
  During Combat If fighting elves, Mortivar 
  stays back from the fight, wielding his 
  sling staff until he’s out of elf-bane 
  bullets. Otherwise, he leaps into the fray, 
  bashing foes and hurling bullets with 
  his sling staff while using Deadly Aim and Vital Strike.
  Morale Mortivar surrenders if Faroon is killed and pleads for mercy.
  HRETHNAR OLVARADSSON 
  CR 6
  LE male human fighter 7/evoker 7 (see Subtier 5–6)
  hp 109
  Evoker Spells Prepared (CL 7th; concentration +10)
  3rd—lightning bolt (3, DC 17)
  1st—mage armor (4), shocking grasp (3)
  0 (at will)—detect magic
  TACTICS
  Use the tactics from Subtier 5–6, except that Hrethnar’s Spell 
  Mastery feat allows him to prepare detect magic, lightning 
  bolt, and mage armor.
  Rewards: If the PCs do not defeat Faroon and her allies, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 1,460 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,185 
  gp.
  Subtier 8–9: Reduce each PC’s gold earned by 2,910 
  gp.
  CONCLUSION
  Freeing Hrethnar from his extradimensional 
  prison is a simple matter of walking him 
  through the portal atop the Voracious’s 
  sterncastle (area C1) that leads back to area 
  B7. Hrethnar can’t go through the portal 
  alone and must be accompanied to use 
  it. Hrethnar eagerly explains this to the 
  PCs. Even though he is evil, Hrethnar is an 
  honorable man and feels indebted to the 
  PCs for freeing him. Hrethnar explains that 
  he can’t leave the Gloomspires without his 
  lost years catching up to him. He therefore 
  settles in the old Makers’ Sanctum (area B1) 
  and promises to act as an ally and advisor 
  for future Pathfinder expeditions to 
  the tomb. He is especially eager for the 
  Pathfinders to return and help him 
  avenge himself against his old master.
  Hrethnar spoke the truth when 
  he said that only he could access 
  Sevenfingers’s final tomb. However, the 
  arcane tattoos inked on his body are 
  the true key. PCs who study the tattoos 
  and succeed at a DC 20 Knowledge 
  (arcana) or Spellcraft check realize 
  that they form a powerful arcane key 
  that unlocks a magical door located 
  somewhere in Sevenfingers’s tomb. 
  The symbols suggest that this door 
  
  PATHFINDER SOCIETY SCENARIO
  20
  only fades into existence on a particular date or when a 
  specific set of events unfold (the date of Hrethnar’s mutiny, 
  which Hrethnar can explain if he is allied with the PCs). 
  The contents of the lower level of Sevenfingers’s tomb are 
  beyond the scope of this scenario.
  REPORTING NOTES
  If the PCs ally with Hrethnar and return him to the 
  Gloomspires, check box A on the reporting sheet.
  PRIMARY SUCCESS CONDITIONS
  If the PCs thoroughly map the third level of Old 
  Sevenfingers’s tomb (areas B1–B7), they achieve their primary 
  success condition and each PC earns 1 Prestige Point. 
  SECONDARY SUCCESS CONDITIONS
  If the PCs defeat Captain Feristal Faroon, they achieve 
  their secondary success condition and earn 1 additional 
  Prestige Point. 
  
  21
  HRETHNAR’S THRONE
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  DENIZEN OF LENG 
  CR 8
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 95 (10d10+40); planar fast healing 5
  Fort +11, Ref +11, Will +6
  Defensive Abilities no breath, unusual anatomy; Immune poison; 
  Resist cold 30, electricity 30; SR 19
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d6+2 plus 1d6 Dexterity drain), 2 claws +14 
  (1d4+2)
  Special Attacks sneak attack +5d6
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—tongues
  3/day—detect thoughts (DC 17), hypnotic pattern (DC 17), levitate, 
  minor image (DC 17)
  1/day—locate object, plane shift (DC 20, self only)
  STATISTICS
  Str 14, Dex 18, Con 19, Int 18, Wis 17, Cha 21
  Base Atk +10; CMB +12; CMD 27
  Feats Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
  Skills Bluff +22, Diplomacy +7, Disable Device +14, Disguise +12 
  (+16 as humanoid), Intimidate +12, Knowledge (any one) +17, 
  Perception +16, Profession (sailor) +8, Sense Motive +16, Sleight 
  of Hand +17, Spellcraft +12, Stealth +17, Use Magic Device +18; 
  Racial Modifiers +4 Disguise when disguised as a Medium 
  humanoid
  Languages Aklo; tongues
  SPECIAL ABILITIES
  Dexterity Drain (Su) The otherworldly teeth and tongues of a 
  denizen of Leng deal 1d6 points of Dexterity drain with a bite. 
  Constructs, elementals, and other creatures that do not possess 
  flesh are immune to this effect. A successful DC 19 Fortitude save 
  reduces the Dexterity drain to 1 point. The save DC is Constitution-
  based.
  Planar Fast Healing (Su) A denizen of Leng maintains a connection 
  to Leng at all times, and when away from Leng, it has fast healing 
  5. It loses this ability on Leng or in areas where planar connections 
  do not function. If killed, a denizen’s body dissolves into 
  nothingness in 1d4 rounds, leaving behind its equipment. A slain 
  denizen reforms in Leng, similar to a slain summoned creature; it 
  can only be permanently killed if its fast healing is negated.
  Unusual Anatomy (Ex) A denizen’s internal anatomy varies from 
  individual to individual, and has a 50% chance to treat any critical 
  hit or sneak attack against it as a normal hit.
  FEY ENCHANTRESS 
  CR 11
  Elf sorcerer 12
  CN Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, 
  +1 dodge, +1 natural)
  hp 56 (12d6+12)
  Fort +5, Ref +10, Will +12; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +10/+5 (1d6–1/18–20)
  Ranged mwk shortbow +10/+5 (1d6/×3)
  Bloodline Spell-Like Abilities (CL 12th; concentration +17)
  8/day—laughing touch
  12 rounds/day—fleeting glance
  Sorcerer Spells Known (CL 12th; concentration +17)
  6th (3/day)—mass suggestion (DC 25)
  5th (6/day)—dominate person (DC 24), mind fog (DC 24), tree 
  stride
  4th (7/day)—bestow curse (DC 19), charm monster (DC 21), 
  crushing despair (DC 23), poison (DC 19)
  3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22), 
  lightning bolt (DC 18), suggestion (DC 22)
  2nd (7/day)—false life, glitterdust (DC 17), hideous laughter (DC 
  21), scorching ray, spectral hand, touch of idiocy
  1st (8/day)—charm person (DC 18), entangle (DC 16), mage 
  armor, magic missile, shield, ventriloquism (DC 16)
  0 (at will)—dancing lights, daze (DC 19), detect magic, ghost 
  sound (DC 15), mage hand, message, prestidigitation, ray of 
  frost, read magic
  Bloodline fey
  STATISTICS
  Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 20
  Base Atk +6; CMB +5; CMD 21
  Feats Dodge, Eschew Materials, Greater Spell Focus 
  (enchantment), Improved Iron Will, Iron Will, Lightning 
  Reflexes, Spell Focus (enchantment), Weapon Finesse
  Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18, 
  Knowledge (arcana) +6, Knowledge (nature) +5, Perception 
  +12, Spellcraft +9 (+11 to identify magic item properties)
  Languages Common, Elven, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), elven magic, 
  weapon familiarity, woodland stride
  Combat Gear elixir of love (2), scroll of wall of force; Other Gear 
  masterwork rapier, masterwork shortbow with 20 arrows, 
  cloak of resistance +1, hat of disguise, headband of alluring 
  charisma +2, ring of protection +2, jewelry (worth 300 gp), 
  1,825 gp
  GALVO 
  CR 9
  NE Medium magical beast (aquatic)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +10
  
  PATHFINDER SOCIETY SCENARIO
  22
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 127 (15d10+45)
  Fort +12, Ref +13, Will +6
  Defensive Abilities swarmlike; DR 10/slashing; Immune 
  electricity
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +19 (1d6+3 plus 2d6 electricity), 2 slams +19 (1d6+3 
  plus 2d6 electricity)
  Ranged eel dart +19 touch (1d6+3 plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  STATISTICS
  Str 17, Dex 19, Con 16, Int 7, Wis 12, Cha 8
  Base Atk +15; CMB +18; CMD 33 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Point-Blank Shot, 
  Power Attack, Precise Shot, Vital Strike, Weapon Finesse
  Skills Perception +10, Stealth +15, Swim +15
  Languages Aquan (can’t speak)
  SQ amphibious, compression, varied attack
  SPECIAL ABILITIES
  Eel Dart (Ex) A galvo can launch one of its component eels 
  like a dart up to 30 feet as a ranged touch attack. An eel 
  dart deals a number of points of damage equal to 1d6 + 
  the galvo’s Strength modifier plus 1d6 points of electricity 
  damage.
  Swarmlike (Ex) A galvo has no discernible anatomy, and is 
  not subject to critical hits or flanking. It is also immune to 
  any physical spell or effect that targets a specific number of 
  creatures (including single-target spells such as disintegrate). 
  Mind-affecting effects that target a single creature function 
  normally against a galvo, since the creature’s individual 
  components share a hive mind. A galvo takes half again as 
  much damage (+50%) from damaging area effects such as 
  fireball and splash weapons.
  Varied Attack (Ex) A galvo’s slam attack deals both bludgeoning 
  and slashing damage since the creature is formed completely 
  of biting eels.
  GUILD INITIATE 
  CR 4
  Halfling rogue 5
  LE Small humanoid (halfling)
  Init +8; Senses Perception +9
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 41 (5d8+15)
  Fort +4, Ref +11, Will +1; +2 vs. fear
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee+1 short sword +9 (1d4+1/19–20)
  Ranged mwk hand crossbow +9 (1d3/19–20)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15
  Base Atk +3; CMB +2; CMD 16
  Feats Improved Initiative, Lightning Reflexes, Point-Blank Shot, 
  Weapon Finesse
  Skills Acrobatics +14 (+10 when jumping), Bluff +10, Climb +10, 
  Disable Device +14, Knowledge (local) +8, Perception +9, 
  Sleight of Hand +12, Stealth +16
  Languages Common, Halfling
  SQ rogue talents (finesse rogue, slow reactions), trapfinding +2
  Combat Gear potions of cure light wounds (2), potion of 
  invisibility; Other Gear masterwork studded leather, +1 short 
  sword, masterwork hand crossbow with 20 bolts, masterwork 
  thieves’ tools, tindertwig (5), 60 gp
  HALFLING SLINGER 
  CR 8
  Halfling fighter 9
  N Small humanoid (halfling)
  Init +5; Senses Perception +5
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size)
  hp 72 (9d10+18)
  Fort +11, Ref +11, Will +9; +4 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 20 ft.
  Melee+1 halfling sling staff +18/+13 (1d4+9/19–20) or
  short sword +14/+9 (1d4+4/19–20)
  Ranged+1 halfling sling staff +22 (1d6+8/19–20/×3)
  Special Attacks weapon training (thrown +2, light blades +1)
  STATISTICS
  Str 16, Dex 20, Con 14, Int 8, Wis 12, Cha 12
  Base Atk +9; CMB +13; CMD 26
  Feats Deadly Aim, Greater Weapon Focus (halfling sling staff), 
  Improved Critical (halfling sling staff), Iron Will, Mounted 
  Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon 
  Focus (halfling sling staff), Weapon Specialization (halfling 
  sling staff)
  Skills Acrobatics +7 (+3 when jumping), Climb +5, Perception +5, 
  Ride +17, Survival +15
  Languages Common, Halfling
  SQ armor training 2
  Combat Gear +1 elf-bane bullets (5), potion of bull’s strength, 
  potion of cure moderate wounds, potion of heroism, potion of 
  invisibility; Other Gear breastplate, +1 halfling sling staff with 
  20 bullets, short sword, belt of incredible dexterity +2, brooch 
  of shielding (35 points of damage remaining), 161 gp
  HOBGOBLIN BOMBARDIER 
  CR 7
  Hobgoblin alchemist (grenadier) 8 (Pathfinder RPG Bestiary 175, 
  Pathfinder RPG Advanced Player’s Guide 26, Pathfinder RPG 
  Monster Codex 116)
  LE Medium humanoid (goblinoid)
  
  23
  HRETHNAR’S THRONE
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 71 (8d8+32)
  Fort +9, Ref +10, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +8/+3 (1d6+1/19–20)
  Ranged bomb +12/+7 (4d6+2 fire)
  Special Attacks alchemical weapon (swift action), bomb 14/day 
  (4d6+2 fire, DC 16), directed blast
  Alchemist Extracts Prepared (CL 8th)
  3rd—fly, haste
  2nd—barkskin, cat’s grace, false life, invisibility, resist energy
  1st—bomber’s eyeAPG, expeditious retreat, shield, true strike (2)
  STATISTICS
  Str 12, Dex 18, Con 16, Int 14, Wis 10, Cha 8
  Base Atk +6; CMB +7; CMD 21
  Feats Point-Blank Shot, Precise Shot, Throw Anything, Toughness, 
  Weapon Focus (bomb)
  Skills Craft (alchemy) +15, Heal +7, Knowledge (arcana) +11, 
  Knowledge (engineering) +8, Knowledge (nature) +11, 
  Perception +16, Spellcraft +13, Use Magic Device +6
  Languages Aklo, Common, Goblin, Sylvan
  SQ alchemy (alchemy crafting +8, identify potions), alternate 
  racial features, discoveries (concussive bomb [4d4+2 sonic 
  plus deafness], fast bombs, precise bombs [2 squares], smoke 
  bomb, stink bomb), mutagen (+4/–2, +2 natural, 80 minutes), 
  swift alchemy
  Combat Gear wand of cure light wounds (40 charges), acid 
  (3), alchemist’s fire (4), smokesticks (2), tanglefoot bags 
  (2), unstable accelerantARG (3); Other Gear +2 leather armor, 
  bombchuckerMC, mwk short sword, eyes of the eagle, 30 gp
  SPECIAL ABILITIES
  Alternate Racial Features (Ex) The bombardier has the engineer 
  racial trait in place of sneaky, granting him a +2 bonus on 
  Craft (alchemy) and Knowledge (engineering) checks. He also 
  employs the hobgoblin alternate favored class option for his 
  alchemy levels, granting him four additional uses of his bomb 
  ability each day.
  MAGMA OOZE 
  CR 7
  N Large ooze (fire)
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 85 (9d8+45)
  Fort +8, Ref –2, Will –2
  Defensive Abilities split (cold and slashing, 8 hp); Immune fire, 
  ooze traits
  Weaknesses vulnerability to cold, vulnerability to water
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +14 (2d6+13 plus 2d6 grab, and burn)
  Space 10 ft.; Reach 5 ft.
  Special Attacks burn (2d6, DC 19), constrict (2d6+13 plus burn)
  STATISTICS
  Str 28, Dex 1, Con 21, Int —, Wis 1, Cha 1
  Base Atk +6; CMB +16 (+20 grapple); CMD 21 (can’t be tripped)
  Skills Climb +17
  SQ lava body
  SPECIAL ABILITIES
  Lava Body (Ex) The magma ooze is formed of molten rock. 
  Whenever a creature strikes a magma ooze with a weapon, 
  that weapon takes 4d6 points of fire damage unless the 
  attacker makes a DC 19 Fortitude save. Damage caused to 
  weapons in this manner is not halved, but hardness does 
  help prevent some of the damage dealt. The save DC is 
  Constitution-based.
  Vulnerability to Water (Ex) A significant amount of water, 
  such as that created by a create water spell, the contents 
  of a large bucket, or a blow from a water elemental, that 
  strikes a magma ooze forces the creature to make a DC 20 
  Fortitude save to avoid being staggered for 2d4 rounds. A 
  magma ooze that is immersed in water must make a DC 
  20 Fortitude save each round (this DC increases by +1 each 
  subsequent round) or become petrified, reverting once the 
  water is gone.
  MOON-BEAST 
  CR 11
  CE Large aberration
  Init +7; Senses blindsight 90 ft.; Perception +21
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +9, Will +15
  Defensive Abilities amorphous; DR 10/piercing or slashing; 
  Immune cold, gaze attacks, illusions, poison; Resist electricity 
  30; SR 22
  OFFENSE
  Speed 50 ft., climb 20 ft.; air walk
  Melee 2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 tentacles, 1d6+9 plus Wisdom drain)
  Spell-Like Abilities (CL 11th; concentration +18)
  Constant—air walk
  At will—detect thoughts (DC 19)
  3/day—charm monster (DC 21), dispel magic, dominate person 
  (DC 22), shadow conjuration (DC 21), shadow evocation (DC 
  22), veil (DC 23)
  1/day—confusion (DC 21), major image (DC 20), mirage arcana 
  (DC 22), plane shift (self only)
  STATISTICS
  Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25
  Base Atk +10; CMB +17; CMD 31
  
  PATHFINDER SOCIETY SCENARIO
  24
  Feats Combat Casting, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility, Weapon Focus (tentacle)
  Skills Climb +14, Diplomacy +14, Intimidate +24, Knowledge 
  (arcana) +11, Knowledge (planes) +18, Perception +21, Sense 
  Motive +18, Spellcraft +21, Stealth +24, Use Magic Device +21; 
  Racial Modifiers +8 Stealth
  Languages Aklo (can’t speak); telepathy 300 ft.
  SQ compression, no breath
  SPECIAL ABILITIES
  Wisdom Drain (Su) A creature that takes rend damage from 
  a moon-beast must succeed at a DC 22 Will save or take 
  1d4 points of Wisdom drain. A moon-beast heals 5 points of 
  damage for each point of Wisdom it drains in this manner. If it 
  drains a victim to 0 Wisdom, the moon-beast gains the effects 
  of a heal spell. The save DC is Constitution-based.
  QUEEN OF STAVES 
  CR 8
  Elf fighter 2/abjurer 5/eldritch knight 2
  N Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 
  natural)
  hp 67 (2d10+5d6+2d10+23)
  Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear
  Defensive Abilities bravery +1; Immune sleep; Resist 5 fire
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +11/+6 (1d6+7)
  Abjurer Spells Prepared (CL 6th; concentration +8)
  3rd—displacement, lightning bolt (DC 15), protection from energy
  2nd—darkness, false life, mirror image (2), protection from arrows
  1st—cause fear (DC 13), magic missile, shield (2), true strike
  0 (at will)—ghost sound (DC 12), message, open/close, touch of 
  fatigue (DC 12)
  Opposition Schools conjuration, enchantment
  STATISTICS
  Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +6; CMB +9; CMD 23
  Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude, 
  Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon 
  Focus (quarterstaff), Weapon Specialization (quarterstaff)
  Skills Knowledge (arcana) +10, Knowledge (local, nobility, 
  planes, religion) +6, Perception +11, Ride +7, Sense Motive 
  +5, Spellcraft +12 (+14 to identify magic item properties), 
  Stealth +8
  Languages Common, Draconic, Elven, Sylvan
  SQ arcane bond (+1 quarterstaff), diverse training, elven magic, 
  protective ward (2 rounds, +2 deflection, 5/day), weapon 
  familiarity
  Gear +2 leather armor, +1 quarterstaff, amulet of natural armor 
  +1, cloak of resistance +1, spell component pouch, spellbook, 
  276 gp
  SHARD SLAG 
  CR 8
  N Huge ooze (fire)
  Init –2; Senses blindsight 60 ft., tremorsense 60 ft.;  
  Perception –5
  Aura molten form (5 ft., 1d6 fire damage)
  DEFENSE
  AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
  hp 126 (12d8+72)
  Fort +10, Ref +2, Will –1
  DR 5/magic; Immune acid, electricity, fire, ooze traits
  Weaknesses vulnerable to cold and water
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee 1d4+2 slag blades +13 (1d8+6/19–20 plus 2d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks excruciating burn (DC 16), molten form, slag 
  blades
  STATISTICS
  Str 22, Dex 6, Con 23, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +17; CMD 25 (can’t be tripped)
  SQ no breath
  SPECIAL ABILITIES
  Burrow (Ex) A shard slag can burrow through solid stone at half 
  its normal burrow speed.
  Excruciating Burn (Ex) A living creature that takes fire damage 
  from a shard slag must succeed at a DC 16 Fortitude save or 
  be staggered for 1 round. This is a fire effect. The save DC is 
  Constitution-based.
  Molten Form (Ex) A shard slag’s molten metal body is hot 
  enough to melt stone. Creatures that begin their turn within 
  5 feet of a shard slag take 1d6 points of fire damage. Anyone 
  striking a shard slag with a natural weapon or unarmed strike 
  takes 2d6 points of fire damage. A creature that grapples 
  a shard slag or is grappled by one takes 3d6 points of fire 
  damage each round the grapple persists. A creature that 
  strikes a shard slag with a weapon can attempt a DC 22 Reflex 
  save; if it fails, it’s unable to pull the weapon away from the 
  shard slag’s molten body quickly enough, and the weapon 
  takes 2d6 points of fire damage. Unattended objects in 
  contact with a shard slag take 2d6 points of fire damage per 
  round. Damage caused to weapons and unattended objects 
  is not halved, and ignores the first 5 points of hardness. The 
  save DC is Constitution-based.
  Slag Blades (Ex) Each round, a shard slag manipulates its molten 
  metal form to create 1d4+2 blade-like protrusions it can 
  extend to attack prey. The slag blades each strike as Medium 
  longswords that deal an additional 2d6 points of fire damage. 
  Additionally, the slag blades are natural weapons, so a shard 
  slag can use them to attack creatures it grapples. Due to a 
  shard slag’s constantly roiling molten body, the slag blades 
  melt away at the end of the shard slag’s turn each round to be 
  immediately replaced by 1d4+2 new slag blades.
  Vulnerable to Water (Ex) If a significant amount of water—
  
  25
  HRETHNAR’S THRONE
  such as the contents of a large bucket, the liquid created by 
  a create water spell, or a blow from a water elemental—
  strikes a shard slag, the creature must succeed at a DC 20 
  Fortitude save or be staggered for 1d6 rounds. A shard slag 
  that is immersed in water is automatically staggered and 
  must succeed at a DC 20 Fortitude save each round (this 
  DC increases by 1 each subsequent round) or be petrified, 
  reverting to its molten metal form once the water is gone.
  SWAMP MUMMY 
  CR 4
  LE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +12
  Aura drowning (30 ft., DC 15), unnatural aura (30 ft.)
  DEFENSE
  AC 17 touch 10, flat-footed 16 (+6 natural)
  hp 52 (7d8+21)
  Fort +6, Ref +3, Will +7
  DR 5/—; Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +10 (1d8+5 plus bog rot)
  STATISTICS
  Str 20, Dex 12, Con —, Int 6, Wis 15, Cha 15
  Base Atk +5; CMB +10; CMD 21
  Feats Great Fortitude, Improved Initiative, Power Attack, 
  Toughness
  Skills Perception +12, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Bog Rot (Su) Curse and disease—slam; save Fort DC 15; onset 1 
  minute; frequency 1/day; effect 1d6 Con and 1d6 Dex; cure 
  —. Bog rot is both a curse and disease, and can be cured only 
  if the curse is first removed, at which point the disease can 
  be magically removed. Even after the curse element of bog 
  rot is lifted, a creature suffering from it can’t recover naturally 
  over time. Anyone casting a conjuration (healing) spell on the 
  afflicted creature must succeed on a DC 20 caster level check 
  or the spell is wasted and the healing has no effect. Anyone 
  who dies from bog rot melts into a noisome sludge and can’t 
  be raised without a resurrection spell or greater magic. The 
  save DC is Charisma-based.
  Drowning Aura (Su) All creatures within a 30-foot radius of a 
  swamp mummy must succeed at a DC 15 Will save or be unable 
  to speak or breathe. A creature can still hold its breath, and 
  creatures that don’t breathe air are unaffected. Whether or not 
  the save is successful, that creature can’t be affected again by the 
  same swamp mummy’s drowning ability for 24 hours. This is a 
  mind-affecting affect. The save DC is Charisma-based.
  TROLL 
  CR 5
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  STATISTICS
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant
  VETERAN BUCCANEER 
  CR 2
  Human warrior 4
  CE Medium humanoid (human)
  Init +3; Senses Perception –1
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +6 (1d6+1/18–20)
  Ranged mwk heavy crossbow +7 (1d10/19–20) or 
  throwing axe +7 (1d6+1)
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Mobility, Toughness
  Skills Acrobatics +6, Climb +6, Intimidate +6, Profession (sailor) 
  +3, Swim +17
  Languages Common, Orc
  Combat Gear potion of cure light wounds, alchemist’s fire; Other 
  Gear studded leather, heavy crossbow with 10 bolts, mwk 
  scimitar, throwing axe, 25 gp
  
  PATHFINDER SOCIETY SCENARIO
  26
  
  27
  HRETHNAR’S THRONE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  procedures, processes and routines to the extent such content does not embody the 
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  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
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  this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
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  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
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  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
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  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
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  an indication as to compatibility, except as expressly licensed in another, independent 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Ooze, Magma from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene.
  Pathfinder Society Scenario #8–15: Hrethnar’s Throne © 2017, Paizo Inc.; 
  Author: Tom Phillips.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-15: 
  Hrethnar’s Throne
  
  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
  8–9
  —
  1,302
  2,692
  —
  1,997
  2,604
  5,383
  —
  3,994
  Out of
  Subtier
  Pathfinder Society Scenario #8-15: 
  Hrethnar’s Throne
  Experience with Dark Dreams: You have traveled aboard the Voracious, a ship inhabiting its own demiplane 
  off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark 
  influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the 
  mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an 
  outsider with the evil subtype —you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. 
  Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell 
  or a similar effect; you are not fatigued by that effect and rest normally that night.
  Core Campaign
  All Subtiers
  Subtier 8–9
  +2 leather armor (4,160 gp)
  amulet of natural armor +1 (2,000 gp)
  bombchucker (12 gp; Pathfinder RPG Monster Codex 117)
  cloak of resistance +1 (1,000 gp)
  handy haversack (2,000 gp)
  pipes of the sewers (1,150 gp)
  ring of counterspells (4,000 gp)
  unstable accelerant (50 gp; Pathfinder RPG Advanced  
      Race Guide 123)
  +1 elf-bane ammunition (166 gp; limit 5; may be any 
  type of ammunition)
  belt of incredible dexterity +2 (4,000 gp)
  brooch of shielding (35 points of damage remaining; 520 
  gp; limit 1)
  elixir of love (150 gp)
  eyes of the eagle (2,500 gp)
  hat of disguise (1,800 gp)
  headband of alluring charisma +2 (4,000 gp)
  pipes of pain (12,000 gp; Ultimate Equipment 315) 
  ring of protection +2 (4,000 gp)
  scroll of wall of force (1,125 gp)
  wand of cure light wounds (40 charges; 600 gp; limit 1)
  GLOOMSPIRE TISANE
  PRICE
  2,250 GP
  SLOT none
  CL 9th
  WEIGHT —
  AURA moderate abjuration
  By imbibing this bitter dark violet brew, a creature gains 
  the ability to safely access any of the Gloomspires. Though 
  the spires continue to shift for creatures that do not drink 
  Gloomspire tisane, a creature consuming it can access any of 
  the Gloomspires as if they were fixed in place. Additionally, 
  while under the brew’s effects, a creature can see twice as 
  far as normal in conditions of fog or mist. For example, it can 
  see creatures up to 10 feet away when in a fog cloud instead 
  of only 5 feet (though such creatures still have concealment). 
  The tisane’s effects last for 24 hours. As soon as the effects 
  end, the creature experiences a madness-inducing waking 
  nightmare and takes 1d6 points of Wisdom damage.
  Craft Wondrous Item, break enchantment
  CONSTRUCTION REQUIREMENTS
  COST 600 GP
  SPECTRE MOSS
  PRICE
  1,200 GP
  SLOT none
  CL 9th
  WEIGHT —
  AURA moderate abjuration
  When eaten, this sweet-tasting spongy moss grants 
  immunity to energy drain and negative energy effects, 
  including channeled negative energy, for 1 minute. Eating 
  spectre moss does not remove negative levels that the 
  creature has already gained, but it does remove the 
  penalties from negative levels for the duration of its effect.
  Craft Wondrous Item, death ward
  CONSTRUCTION REQUIREMENTS
  COST 600 GP
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-15 - Hrethnar's Throne.pdf