TEXT: By Cole Kronewitter
  THE RASPING REBIRTH
  PATHFINDER SOCIETY SCENARIO #10-09          TIER 12–15
  
  Pathfinder Society Scenario #10–09: The Rasping 
  Rebirth is a Pathfinder Society Scenario designed 
  for 12th- through 15th-level characters (Tier 12–15; 
  Subtiers 12–13 and 14–15). 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 PathfinderSociety.club.
  HOW TO PLAY
  Author • Cole Kronewitter
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Josef Kucera, Chris Seaman, and 
  Lindsey Wakefield
  Cartographer • Jason Engle, Sean Macdonald, and  
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda 
  Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris S. 
  Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
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  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Paizo Inc.
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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 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #10–09: The Rasping Rebirth © 2018, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the 
  Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
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  GM ResouRces
  The Rasping Rebirth makes use of the Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and 
  Pathfinder RPG Mythic Adventures (MA). This adventure assumes the GM has access to these 
  sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at pfrd.info, and the relevant rules from the Bestiary volumes are reprinted at 
  the back of the adventure for the GM’s convenience.
  Table of Contents
  The Rasping Rifts .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3
  Handouts .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  24
  Appendix   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Map   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  
  Worldwound
  • Nerosyan
  Mendev
  33
  SUMMARY
  The scenario begins in the lodge of Starrise Spire in Nerosyan. 
  Here, Venture-Captain Jorsal of Lauterbury updates the 
  PCs on the situation. Koth’Vaul has traveled deep into the 
  Worldwound, reactivated one of the portals that Deskari 
  used to travel between the Worldwound and the Abyss, and 
  slipped into Deskari’s former realm. The PCs are tasked with 
  following the demon’s trail and putting an end to Koth’Vaul’s 
  schemes once and for all. 
  Unbeknownst to the PCs, Koth’Vaul has long anticipated 
  that his enemies would follow his footsteps and laid webs of 
  misdirection over his trail. After tracking the demon through 
  the Worldwound, the PCs discover Koth’Vaul’s portal to the 
  Rasping Rifts and encounter a nearly dead crusader—one 
  M
  illennia have passed since the glabrezu demon now 
  known as Koth’Vaul first emerged from the Abyss 
  and began spinning intricate webs of deceit and 
  loss. He cloaked himself in the guise of a cast of wise advisors 
  and tempted pure-hearted mortal leaders toward ruin, only 
  to vanish before any of his victims truly understood the cause 
  of their misfortune. He gained respect among many lesser 
  demons in the Abyss, earning the honorific title Lying Horns 
  for his skill at tempting mortals to damnation. As his arrogance 
  grew, Koth’Vaul attempted increasingly daring schemes. After 
  a failed con against a cabal of wizards of ancient Thassilon 
  exposed a piece of his true name, skilled thaumaturgists 
  imprisoned him underground, where he remained trapped for 
  millennia. In recent years, a group of Pathfinders uncovered 
  the demon just as Koth’Vaul was on the cusp of bursting 
  through the time-weakened wards restraining him. To prevent 
  him from roaming free across Golarion, Pathfinder agents 
  banished Koth’Vaul back to the Abyss.
  The glabrezu did not remain in the Abyss for long. He 
  quickly caught up on the major events that had affected 
  Golarion since his imprisonment, and then he researched 
  the Pathfinder Society that had dared to interfere with his 
  plans. In the years since, he has been a constant thorn in 
  the Pathfinder Society’s side, granting aid to the corrupted 
  Venture-Captain Thurl and helping in a siege of Absalom. 
  When the siege failed, Koth’Vaul abandoned Thurl and 
  focused his efforts on other plots. 
  While the glabrezu has been gathering strength, other 
  demons have suffered a crippling blow. The Fifth Mendevian 
  Crusade against the Worldwound has ended in victory, with 
  the Worldwound’s breach to the Abyss closed and its patron, 
  the demon lord Deskari, slain. Koth’Vaul knew that the 
  recently sealed wound would be weak, and he suspected that a 
  fragment of Deskari’s power may still lurk within his corpse. 
  If he could outwit the ancient guardians of the Rift of Repose, 
  the resting place for many fallen demon lords, he could 
  perhaps seize this power and use it to fuel his own apotheosis. 
  Koth’Vaul’s plan has been successful thus far: he has devoured 
  one of Deskari’s hearts. Now he lurks in an unclaimed portion 
  of the Abyss, which he is warping into his own new realm.
  By Cole Kronewitter
  THE RASPING 
  REBIRTH
  THE RASPING 
  REBIRTH
  The Rasping Rebirth begins in the lodge of Starrise Spire in 
  Mendev, but quickly heads into the Worldwound and several 
  locations throughout the Abyss, including Deskari’s realm. 
  For more information about the Worldwound, see Pathfinder 
  Campaign Setting: The Worldwound. For more information 
  on the Rasping Rifts and other locations in the Abyss, see 
  Pathfinder Adventure Path # 78: City of Locusts and Pathfinder 
  RPG: Book of the Damned, available in bookstores and game 
  stores everywhere and online at paizo.com.
  Where on Golarion?
  
  Jorsal of 
  Lauterbury
  PATHFINDER SOCIETY SCENARIO
  44
  of the demon’s many minions 
  left behind to misdirect the PCs. Clues seem to indicate that 
  Koth’Vaul seeks to recover the mythic scythe of Deskari, which 
  is currently held within the belly of an enormous demon 
  beetle in the Rasping Rifts. After slaying the beast, however, 
  the PCs learn that the scythe is a cursed decoy.
  Whether they fall for Koth’Vaul’s deception or not, the PCs 
  travel to the Rift of Repose in pursuit of the glabrezu. After 
  battling the guardians of the Rift of Repose, the PCs discover 
  that they are too late. Koth’Vaul has already stolen a heart from 
  the breast of Deskari’s titanic remains and is on his way to 
  becoming a true demon lord himself. But not all is lost, as the 
  PCs discover an unlikely ally in the shattered spirit of Deskari, 
  which seeks to regain the essence that Koth’Vaul stole. 
  After choosing whether or not to accept Deskari’s aid, the 
  PCs finally confront Koth’Vaul, who is crafting a new realm 
  for himself in a remote corner of the Abyss. 
  GETTING STARTED
  Read or paraphrase the following to begin the adventure.
  “Greetings Pathfinders,” says Venture-Captain Jorsal of Lauterbury, 
  as he turns from gazing out a window of the Starrise Spire. Over 
  his shoulder, the tortured landscape of the Worldwound broods in 
  the distance. “I hope you all are well. This mission promises to be 
  challenging, even for agents of your caliber.”
  Before he continues with the briefing, Jorsal personally 
  thanks PCs with Chronicle sheets from any of the following 
  Pathfinder Society Scenarios for their contributions to the 
  Fifth Mendevian Crusade against the Worldwound: 
  • #5–00: Siege of the Diamond City
  • #5–02: The Wardstone Patrol
  • #5–03: The Hellknight’s Feast
  • #5–09: The Traitor’s Lodge
  • 
  #5–11: Library of the Lion
  • #5–13: Weapon in the Rift
  •#5–22: Scars of the Third Crusade
  • #5–24: Vengeance at Sundered Crag
  • #5–25: Assault on the Wound
  • #7–17: Thralls of the Shattered God. 
  The heroes whom Jorsal credits with sealing the 
  Worldwound are the heroes of the Wrath of the 
  Righteous Adventure Path. 
   “As you have likely heard by now, 
  The Fifth Mendevian Crusade is 
  over, at long last. With support 
  from 
  countless 
  crusaders, 
  including considerable assistance 
  from the Pathfinder Society, a group 
  of heroes has managed to seal the 
  Worldwound. As a part of their 
  charge through the Worldwound 
  and into the Abyss, they slew a host of demons, most notable 
  among them the demon lord Deskari. With the imminent threat of 
  invasion gone, many of the holy warriors who served here have 
  returned home. Mendev is still dealing with a continuing effort to 
  clear out the Worldwound’s remaining demons, which is plenty 
  of work to keep our crusaders busy. Yet danger remains—some 
  opportunistic demons seek to seize upon pieces of the power 
  vacuum left in Deskari’s wake.
  “One such demon is the glabrezu Koth’Vaul, also known as 
  Lying Horns. No doubt some of you are familiar with his vile 
  history. His machinations have plagued the Pathfinder Society for 
  years. The demon was a lead mastermind behind the siege of 
  Absalom. It was his foul magic that granted unholy resurrection to 
  the corrupted Venture-Captain Thurl, another great enemy of the 
  Society. We recently brought Thurl to justice, but so far Koth’Vaul 
  has eluded us.
  “Now it seems that Koth’Vaul is picking at the seams of the 
  Worldwound. Our scouts and diviners report that the glabrezu and 
  his followers ventured into the Worldwound several days ago and 
  tore open a portal leading to the Abyss. We can only guess at 
  what his intentions are. Needless to say, the Pathfinder Society 
  greatly desires to settle the score with Koth’Vaul and put a stop 
  to whatever he is planning. Your task is track the demon through 
  the Worldwound and into the Abyss beyond. End his miserable 
  existence once and for all.”
  Beginning in Season 4, all scenarios operate under the 
  assumption that there are six players in the group and 
  provide instructions for scaling down the adventure for 
  smaller groups. The Rasping Rifts also provides notes for 
  scaling the difficulty up. Playing an even harder 
  version of the scenario doesn’t offer extra 
  rewards; it’s available solely to provide groups 
  a legal way to face a greater challenge 
  and win bragging rights. Make this option 
  available to the players before the game 
  begins, and use the notes for scaling up 
  only if all the players explicitly agree to 
  take on the extra challenge. Be cognizant of 
  the players’ desires; if even one is hesitant or 
  must be pressured into participating 
  on “hard mode,” don’t use this 
  option. Also keep in mind that 
  tougher battles take longer 
  to finish, so using this option 
  could cause the adventure to 
  run considerably longer than a 
  4- to 5-hour slot.
  Abyssal Horrors
  
  THE RASPING REBIRTH
  55
  After his briefing, Jorsal answers questions to the best of 
  his ability. He recognizes the value of preparation, but he 
  urges the PCs to spend no more than 1 day getting ready, lest 
  Koth’Vaul’s trail grow cold. 
  What sort of resistance can we expect? “We know that 
  Koth’Vaul has gathered his most loyal servants to himself, 
  suggesting he is planning something important. Based on 
  reports, it seems six humans and three demons accompany 
  him. It is likely that the humans are corrupted mortals who 
  have given themselves over to Koth’Vaul. Although killing 
  them may be necessary, it would be a virtuous work to bring 
  them to redemption instead. “ In Subtier 12–13, Jorsal reports 
  that, based on what trackers can tell, the three demons are 
  likely vrocks. In Subtier 14–15, he reports that they are likely 
  glabrezu demons. 
  Where does the portal go? “Our divinations indicate that 
  the portal leads to the Rasping Rifts, which is the realm 
  of the slain demon lord Deskari. It is an endless maze of 
  chasms and rifts filled with swarming insects. Few mortals 
  have ventured there and returned to tell the tale. In addition 
  to hordes of demons, it is also inhabited by giant insects, 
  mosquitoes big enough to drain a person dry, and terrible 
  Abyssal constructs called retrievers.”
  What is Koth’Vaul up to? “It is uncertain what his plans 
  are, but so far all his schemes have been subtle and difficult 
  to detect. The fact that he has shown himself so openly 
  suggests that he is preparing for a major strike. Our diviners 
  were careful not to delve too deeply, as Koth’Vaul has used 
  divinations against us in the past. There is a good reason 
  that glabrezus are also called treachery demons. Be cautious 
  as you follow the demon’s trail and do your best to discern 
  his true purpose.” 
  MUHLIA’S MISSIVE
  If any of the PCs earned the Al-Jakri’s Debt boon on the 
  Chronicle sheet for Pathfinder Society Scenario #9–25: Betrayal 
  in the Bones, a mysterious messenger approaches them before 
  they leave the Starrise Spire and hands them a message 
  (Handout #1 on page 24). 
  Following the instructions in the letter, the PCs can 
  inscribe their weapons and armor with true name fragments, 
  at the cost of one vial of holy water per inscription. In The 
  Final Confrontation, inscribed armor grants a +1 sacred 
  bonus to the PC’s AC against Koth’Vaul’s vrock servants (or 
  glabrezu servants in Subtier 14–15). An inscribed weapon gains 
  a +1 sacred bonus on attack and damage rolls against those 
  servants, and it also makes the weapon count as good for the 
  purposes of bypassing the servants’ DR. While inscribing, 
  one PC can attempt a single DC 34 Knowledge (religion) or 
  Knowledge (arcana) check to imbue all of the PCs’ runes with 
  additional power. On a success, these bonuses double to +2. In 
  Subtier 14–15, increase this DC by 3. To accommodate a group 
  of four PCs, reduce this DC by 3. 
  THE TRAIL OF TREACHERY
  Once the PCs are ready, they can set out in pursuit of 
  Koth’Vaul. To save time, Jorsal arranges a greater teleport spell 
  for the PCs, which deposits them within a few miles of the 
  portal to the Abyss. Be sure to narrate the jarring shift as the 
  PCs are transported from the relative noise and bustle of 
  civilization to the uncomfortable quiet of the Worldwound. 
  Alternatively, the PCs likely have considerable resources at 
  their disposal and may decide to simply plane shift directly to 
  the Rasping Rifts. The PCs can pick up Koth’Vaul’s trail with 
  a successful DC 34 Survival check and 1d4 hours of searching 
  (DC 37 in Subtier 14–15). If a PC succeeds at this check, she 
  detects and correctly identifies a false trail that Koth’Vaul 
  planted, and the party is able to ignore the demon’s trickery 
  and find the true path. Proceed to area A. If the PCs fail the 
  Survival check, they instead follow this false trail straight to 
  the Chasm of Crawling Consumption (see page 7).
  THE PORTAL
  Read or paraphrase the following as the PCs approach the 
  portal. Some PCs might interrupt the monologue in an 
  attempt to heal the mortally wounded man; such attempts 
  wither and fail automatically. The man is kept alive through 
  necromantic magic and cannot be saved by anything short of 
  a miracle or wish. The strange failure of healing magic is an 
  important clue to the nature of the ruse (see page 6).
  Although Jorsal counsels against it, some PCs might be 
  tempted to use magic to divine Koth’Vaul’s whereabouts. 
  The glabrezu long ago learned to shield himself from such 
  efforts, and he has crafted an elaborate ruse using wish spells 
  for this exact circumstance. Any scrying cast on Koth’Vaul 
  during the scenario reveals the demon locked in battle with 
  a sea of insects, which slams into body in chittering waves. 
  In the vision, Koth’Vaul is slowly fighting his way toward a 
  massive beetle—the beetle whose true location is in area A. 
  This false image is a red herring designed to draw enemies 
  into the Chasm of Crawling Consumption (see page 7). Spells 
  that attempt to find a creature’s location, such as discern 
  location, also follow this false trail. Koth’Vaul has guarded 
  his illusion against divination effects—spells like detect 
  magic and true seeing do not reveal its nature.
  There are many other divinations the PCs could employ, 
  and if the PCs are particularly careful, they may be able to 
  learn accurate information. After all, Koth’Vaul did not have 
  enough wish spells available to cloak his actions from all 
  potential divinations. Although his location is obscured, 
  cautious PCs could still learn facts about Koth’Vaul’s true 
  plans, his plans for ascension, or his current followers. 
  On Trickery and Divination
  
  PATHFINDER SOCIETY SCENARIO
  66
  For a group of four PCs, lower the DCs of all skill checks in 
  this section by 3, and lower the DCs of all saving throws 
  by 2.
  For groups seeking a greater challenge, increase the DCs of 
  all skill checks in this section by 2, and increase the DC of all 
  saving throws by 2. In addition, PCs who fail a saving throw 
  against the swarms of the Chasm of Crawling Consumption 
  find themselves beset by an apocalyptic swarm of plague 
  locusts. In addition to the damage listed in the encounter, 
  all of the PCs’ nonmagical equipment is destroyed, and one 
  of their magic items (as determined by the chart on page 
  216 of the Pathfinder RPG Core Rulebook) takes 5d6 points 
  of damage. The locust’s jaws count as adamantine for the 
  purposes of bypassing hardness.
  Scaling the Trail 
  of Treachery
  A gaping chasm rends the ground, a blood-red glow emanating 
  from its depths. The rocky walls of the chasm are blanketed with 
  buzzing locusts, and the sickly sweet scent of rotted fruit fills the air. 
  An armored figure lying in a pool of blood near the edge of chasm 
  suddenly lets out a gasp and speaks in a pained, halting voice.
  “Help... you must stop the demon. I tried to slay him but was 
  struck down. He is searching for Riftcarver... a legendary weapon. 
  He wants to use it... to open portals... summon demons.”
  The wounded figure lets out a hacking cough and continues, 
  “You must find the weapon. Only Riftcarver can kill Koth’Vaul. It is 
  guarded... the belly of a demon-beetle... the Eternal Hive... near 
  the ruins of Deskari’s castle. Use its power... to kill Koth’Vaul.”
  With a final, tortured gasp, the man dies.
  The mortally wounded man is a crusader named 
  Gwythion. Although Gwythion believes that Koth’Vaul 
  truly is seeking Riftcarver, the story is false: the demon has 
  far greater ambitions in mind. Koth’Vaul tricked Gwythion 
  many years ago, appearing to the crusader in the guise of 
  an angel of his deity, the empyreal lord Vildeis. Koth’Vaul 
  has used the crusader as his pawn for many years. After 
  arriving at the portal, he mortally wounded Gwythion in 
  his true form, temporarily rendered him unconscious, and 
  then used foul magic to preserve the crusader’s life long 
  enough to deliver a false message to anyone foolish enough 
  to pursue the demon. Koth’Vaul ultimately hopes to lure 
  his enemies into a trap, diverting attention away from his 
  true plans. Suspicious PCs can uncover signs of treachery, 
  as noted below.
  Gwythion’s Wounds: PCs that try to heal the crusader may 
  be intrigued by their inability to do so. A PC who succeeds 
  at a DC 28 Heal check (DC 32 in Subtier 14–15) realizes that 
  Gwythion’s wounds should have killed him hours or even days 
  ago. Detect magic is not strong enough to pierce Koth’Vaul’s 
  deception, but a PC who uses higher-level detection magic 
  like arcane sight notices a strong aura of necromancy magic 
  on the crusader. PCs who notice this aura can attempt a DC 
  32 Knowledge (arcana) or Spellcraft check (DC 35 in Subtier 
  14–15) to unveil the magic’s nature. Gwythion was the subject 
  of a necromantic ritual designed to prolong the subject’s life 
  until performing a particular action—in this case, revealing 
  a particular piece of information. This ritual kept Gwythion 
  alive until he provided the PCs with the false lead.
  Searching Gwythion: A search of Gwythion reveals that the 
  crusader was prepared for a long journey and has fully packed 
  bags. If the PCs remove his plate armor, they can plainly 
  see deep scars on Gwythion’s back between his shoulder 
  blades. Koth’Vaul took some effort to conceal the true nature 
  of these scars. A PC who succeeds at a DC 25 Knowledge 
  (planes) or Knowledge (religion) check notices symbolism 
  tied to the empyreal lord Vildeis, an angelic demigod of 
  devotion, sacrifice, and scars. However, a PC who succeeds at 
  this check by 10 or more (or by 13 or more in Subtier 14–15) 
  realizes that the symbols have been subtly perverted, and that 
  a demonic sigil is hidden among them. This is the mark of 
  Koth’Vaul. Worshippers of Vildeis automatically recognize 
  the symbolism of their deity, and they receive a +10 bonus on 
  this skill check to find and identify the demonic sigil.
  Riftcarver: A PC who succeeds at a DC 20 Knowledge 
  (planes) check knows that the legendary scythe that Gwythion 
  mentions was Deskari’s favored weapon. It spreads infection 
  with every strike and has the power to cause earthquakes 
  and tear open portals to other planes. 
  The Eternal Hive: A PC who succeeds at a DC 30 
  Knowledge (planes) check knows that the Eternal Hive was 
  one of Deskari’s earliest creations, a hyperintelligent hive 
  mind of insects housed within the body of an enormous 
  demon-beetle. The massive creature served both as a troop 
  transport for Deskari’s elite retriever constructs and as 
  an incubator for the demon lord’s brood of experimental 
  demon creations. 
  Development: Whether or not they discover Gwythion’s 
  treachery, the PCs must venture through the portal to find 
  Koth’Vaul. Simply diving into the chasm transports the PCs 
  directly to Deskari’s Abyssal realm, the Rasping Rifts. 
  Although the PCs could attempt to seal the rift at this time, 
  doing so is time-consuming and tiring. If they do attempt 
  this task, refer to the Sealing the Wound section on page 23.
  The Rasping Rifts is a bewildering maze of rifts and chasms. 
  Swarms of crawling insects writhe over the canyon walls, and 
  much of the ground is covered with molted husks and dead 
  insects. If a PC succeeds at a DC 28 Survival check (DC 32 in 
  Subtier 14–15), she uncovers the trail of Koth’Vaul and his 
  minions winding through the crushed shells that litter the 
  canyon floor to area A. On a failed Survival check, the PCs 
  follow a false trail into the Chasm of Crawling Consumption.
  
  THE RASPING REBIRTH
  77
  THE CHASM OF CRAWLING CONSUMPTION
  Koth’Vaul realized the possibility that someone might try 
  to follow him, and so he laid false trails to a particularly 
  horrifying part of Deskari’s former realm. The PCs travel 
  to this location only if they fail a check to track Koth’Vaul, 
  follow the results of divinations that indicate his location, or 
  otherwise fall in to the demon’s trap. If the PCs would travel 
  to the chasm a second time, they recognize the location before 
  the swarms attack and are not exposed to the hazard again.
  Hazard: The Chasm of Crawling Consumption represents 
  the ravenous hunger of multitudes of insects. Trillions of 
  biting and stinging insects live among its spawning network 
  of nests and warrens. Deskari once used this place to dispose 
  of some of his enemies, along with servants who failed him. 
  When Deskari was still alive, those who traveled here faced 
  almost certain destruction, and Koth’Vaul expects that this 
  fate awaits any who follow his false trail. The swarm has 
  weakened sufficiently that it can no longer outright destroy 
  creatures as powerful as the PCs, but the dogged hunger of 
  trillions of insects still poses a major hindrance. Instead of 
  running this as a combat encounter, assume that the PCs 
  have the resources to escape the swarm’s wrath after its initial 
  assault. When the swarm attacks, each PC can attempt a DC 
  22 Fortitude save to mitigate its effects (DC 24 in Subtier 
  14–15). PCs take a –1 penalty on this saving throw for each 
  step by which their alignment differs from chaotic evil. For 
  example, a chaotic neutral PC would take a –1 penalty, while 
  a lawful good PC would take a –4 penalty. Divine spellcasters 
  who receive power from chaotic evil deities take no penalty 
  regardless of their alignment. 
  The insects’ bites infuse the PCs with the raw essence of 
  the Abyss. PCs who fail the saving throw take 15d6 points of 
  damage from the bites. Additionally, they take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks, as 
  well as a –2 penalty to their AC and to the DCs of their spells, 
  for the duration of the scenario. While the PCs can heal the 
  damage, the penalties cannot be removed by mortal means 
  (though Deskari himself can remove it—see page 16). PCs 
  who succeed at the saving throw take half damage and reduce 
  the penalty from –2 to –1. 
  A. THE ETERNAL HIVE (CR 17 OR CR 19)
  After 1 hour of travel, the trail leads into a deep canyon. Along 
  the way, the PCs have a chance to see that Deskari’s death has 
  brought ruin to his kingdom. In the distance, demonic servitors 
  of Deskari tear each other to pieces in a battle for supremacy, 
  paying no mind to the PCs as they pass by. The once-mighty 
  fortresses of the Rasping Rifts have already begun to crumble 
  to ruin. A thick layer of insect husks blankets the floor of the 
  canyon, crunching underfoot if the PCs walk on the ground 
  and leaving clear footprints like snow.
  PCs who climb or fly above the canyon walls can see the 
  shattered fortress of Deskari looming in the distance, which is 
  The Abyss has the following traits.
  Strongly Evil-Aligned: Creatures that are not evil-aligned 
  take a –2 penalty on Intelligence, Wisdom and Charisma 
  based checks.
  Strongly Chaotic-aligned: Creatures that are not chaotic-
  aligned take a –2 penalty on Intelligence, Wisdom and 
  Charisma based checks.
  Enhanced Magic: Spells and spell-like abilities with the 
  chaotic or evil descriptor function as if their caster level were 
  2 higher than normal.
  Impeded Magic: Spells and spell-like abilities with the 
  lawful or good descriptor function as if their caster level 
  were 2 lower than normal.
  Adventuring in the Abyss
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 12–13: Remove the retriever inside the beetle 
  and one retriever from outside the beetle.
  Subtier 14–15: Remove the retriever inside the beetle 
  and two retrievers from outside the beetle.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 12–13: Apply the advanced simple template to 
  the worm that walks. Additionally, the beetle makes an 
  additional bite or leg attack each round on the Eternal Hive’s 
  turn. This can allow the beetle to bite and gulp on the same 
  turn. As long as the beetle lives, insects from its body swarm 
  and replenish the Eternal Hive, doubling the effect of its fast 
  healing ability. 
  Subtier 14–15: Apply all of the Subtier 12–13 adjustments 
  and add an additional hive retriever to the encounter.
  Scaling Encounter A
  where the Eternal Hive resides. Vast swarms of insects fill the 
  skies above the chasm, however, making such trips dangerous 
  and impractical. PCs who spend more than a minute above 
  the chasm walls attract the attention of an endless supply of 
  ravenous insects, which deal 4d6 points of damage per round 
  until the PC returns to the ravine. 
  After half an hour of travel through the canyon, the PCs 
  round a sharp corner. Read or paraphrase the following.
  An enormous beetle the size of a war galley rears its insectile 
  head in this canyon. Massive, chitinous plates cover every inch of 
  its mighty frame, save for its gaping, toothy maw, which opens 
  into the fleshy and tunnellike stomach of the beast.
  
  HI
  : Hive Mind 
  (illusion)
  L
  : Leg
  L
  H
  HI
  L
  L
  L
  L
  L
  R
  : Retriever
  R4
  R1
  R2
  R3
  H
  : Hive Mind
  1 square = 5 feet
  PCs Start Here
  Pathfinder Flip-Mat Classics: Battlefield and Pathfinder Map Pack: Swallowed Whole
  A. The Eternal 
      Hive
  PATHFINDER SOCIETY SCENARIO
  88
  
  THE RASPING REBIRTH
  99
  Since the death of Deskari, the symbiotic creature known 
  as the Eternal Hive has roamed this area of the Rasping 
  Rifts, battling other servants of Deskari for supremacy 
  of the decaying realm. Koth’Vaul parleyed with many of 
  the remaining servants of Deskari in preparation for his 
  apotheosis and ultimately struck a bargain with the Eternal 
  Hive. Koth’Vaul helped slay several of the Eternal Hive’s 
  greatest rivals and in exchange secured the beast’s service 
  (for now). The Eternal Hive is well prepared and is expecting 
  enemies on the trail of Koth’Vaul. 
  Terrain: A thick layer of insect husks covers the ground of 
  this canyon. These shells don’t impede movement, but they 
  do make it easy to track invisible creatures, which leave a 
  trail of disturbed shells in their wake. The boulders depicted 
  on the map are each 10 feet high, and the short ledges both 
  descend 5 feet to the canyon floor. The canyon is narrow here 
  and the east and west edges of the battle map each end in a 
  sheer cliff 100 feet high. 
  Creatures: The Eternal Hive is a complex symbiotic 
  creature. Its primary body is that of a massive demon beetle, 
  which serves as a protective shell and troop transport for 
  the hive. The “brains” of the hive are held within a swarm 
  of intelligent insects—a worm that walks of great power. In 
  addition to this, the Eternal Hive is served by a handful of 
  unique retriever servants, crafted from the cast-off shells of 
  the demon beetle. Each retriever resembles a hideous cross 
  between a spider and a locust, and they are capable of both 
  flight and burrowing. Truly killing the Eternal Hive requires 
  slaying all these creatures. 
  Unless the PCs took great pains to conceal their approach 
  from the insects in the skies above the chasm, the insects have 
  warned the Eternal Hive of the PC’s approach. At the start of 
  combat, the worm that walks is safely positioned inside the 
  belly of the demon-beetle, out of view of creatures on the 
  ground. It uses project image to appear to stand at the mouth 
  of the beetle and cast spells during the fight. One retriever 
  also hides inside the demon beetle, held in reserve to protect 
  the worm that walks from assault. The remaining two 
  retrievers have burrowed beneath the canyon floor, waiting 
  to burst forth and surprise unwary PCs. If the PCs catch these 
  creatures by surprise, all of the retrievers are out in the open, 
  and the worm that walks, while still in the beetle’s belly, has 
  cast only mage armor. 
  Hazard: Ponderous and impregnable, the demon beetle is 
  more a feature of the terrain than a foe. As long as the beetle 
  is alive, it takes actions as described below. For the purposes 
  of effects that depend upon creature type or alignment, it is a 
  chaotic evil vermin native to the Abyss.
  Beetle Features: The demon beetle has six enormous legs, 
  which are marked by L tokens on the map. Each leg is 30 feet 
  tall and blocks line of sight for ranged attacks. The central 
  body of the beetle is roughly 55 feet wide with a 15-foot wide 
  mouth. The bottom of the mouth is 20 feet off the ground. 
  During most of the combat, the demon beetle leaves its maw 
  wide open, meaning that PCs can easily fly inside the belly 
  of the beast. PCs can also climb the legs  and clamber across 
  the creature’s body to reach its mouth and enter the stomach 
  (Climb DC 30), or they can wait for the beetle to attempt to eat 
  them with its bite attack (see below). If the beetle is reduced to 
  100 hit points or fewer and the situation warrants it, the worm 
  that walks can have the beetle forgo its bite attack and instead 
  close its mouth, trapping any PCs inside until they exhaust 
  the beetle’s hit points.
  Noxious digestive juices continuously seep from the inside 
  walls of the beetle, dealing 2d6 points of acid damage (or 
  3d6 points of damage in Subtier 14–15) to any PCs inside the 
  beetle at the start of their turn. The watery squares in back of 
  the beast’s gullet are a 5-foot deep pool of digestive juices. A 
  PC submerged in this foul liquid takes 10d6 points of acid 
  damage per round. The worm that walks and the retrievers 
  are immune to this damage.
  Bite Attack: Each round on initiative count 10, the demon 
  beetle can extend its neck and make a bite attack with its 
  mighty pincers (+23 attack, 4d8+10 points of damage). On a 
  successful hit, the beetle automatically swallows its target 
  whole, placing the target 10 feet inside the mouth of the 
  beetle. In Subtier 14–15, the pincers have an attack bonus of 
  +25 and deal 6d8+10 points of damage.
  Gulp: Each round on initiative count 10, if there is at least 
  one PC within the demon beetle’s gullet, it might choose to 
  gulp that PC down instead of making a bite attack. If it does, 
  it tilts its body violently in an attempt to force the PC to slip 
  down into its digestive juices. Each PC who is standing on 
  the beetle (whether inside or outside its body) must attempt a 
  DC 25 Acrobatics or Climb check (DC 28 in Subtier 14–15). On 
  a failed check, PCs scaling the beetle from the outside fall to 
  the ground, and PCs on the inside of the beetle slide down 
  to the bottom of its gullet into the pool of acid. A PC flying 
  inside the beetle must instead must succeed at a Fly check at 
  the same DC to avoid slamming into the inner walls of the 
  beetle’s gullet, taking 5d6 points of bludgeoning damage and 
  1d6 points of acid damage.
  Leg Attack: Each round on initiative count 0, the demon 
  beetle moves two of its legs and slams them down somewhere 
  else (move one of the L tokens to this new spot). Each creature 
  within 10 feet of the leg must succeed at a DC 19 Reflex save 
  or fall prone (DC 22 in Subtier 14–15). The beetle’s legs have 
  the same AC and other defenses as the beetle’s exterior, but 
  they each have their own independent pool of 30 hit points. If 
  the PCs defeat one of the beetle’s legs, that leg can no longer 
  move. If the PCs take out three or more of the beetle’s legs, it 
  crashes to the ground (see The Beetle Falls, on page 10). It can 
  no longer use its gulp ability, and it can use its bite attack only 
  against PCs within 15 feet of its mouth.
  Attacking the Beetle: The outside of the beetle is highly 
  resistant to all attacks. Its tough hide is magically reinforced, 
  
  The Eternal Hive
  PATHFINDER SOCIETY SCENARIO
  10
  10
  providing it defense against attacks of all kinds (AC 40, touch 
  40, flat-footed 40; hardness 25; spell resistance 30; immune to 
  acid, electricity and poison; resistances to cold and fire 30). 
  The inside of the beetle, however, is comparatively soft and 
  fleshy. When attacked from within, it retains its immunities 
  and resistances but loses its hardness and spell resistance, 
  and its AC is only 20. If it is subjected to an effect that requires 
  a saving throw, use the saving throws of the Hive Mind 
  (though the Hive Mind does not suffer negative conditions 
  if the beetle’s body fails a saving throw—the body suffers any 
  applicable conditions). After taking 300 points of damage, the 
  demon-beetle dies. 
  The Beetle Falls: When the PCs deal 300 points of damage 
  to the beetle or they take out three or more if its legs, it 
  collapses to the ground, allowing all PCs to freely walk 
  into its body. The crash spills out a pool of acid in a 20-
  foot radius around its mouth that deals 2d6 points of 
  damage per round to creatures beginning their turn in 
  these squares. Any creature under the beetle’s body when 
  it crashes to the ground can attempt a DC 22 Reflex save 
  (DC 25 in Subtier 14–15) to leap to the nearest square that 
  is not under the falling beetle. Creatures that fail the save 
  take 10d6 points of damage and are pinned. Pinned PCs can 
  work themselves free by spending a full-round action and 
  succeeding at a DC 28 Escape Artist or combat maneuver 
  check. Pinned retrievers can escape by burrowing into the 
  ground, and if the Hive Mind is pinned, it can escape by 
  discorporating into a swarm of vermin.
  Riftcarver: At the back of the demon beetle’s stomach is 
  a chitinous scythe embedded into a mound of tumorous 
  growths. Cautious adventurers would do well to examine the 
  area thoroughly before drawing the weapon, but some PCs 
  might be tempted to draw the scythe mid-battle. 
  Knowing that his movements would attract 
  attention, Koth’Vaul deliberately created a trail 
  of deception leading to this scythe as 
  a way to thwart his pursuers. The 
  scythe in this area is a perfect copy 
  of Riftcarver in every respect save 
  one—it is sized for a typical 
  human wielder, whereas 
  the true Riftcarver is a gargantuan weapon. A PC who succeeds 
  at a DC 32 Knowledge (planes) check while examining the 
  scythe realizes that this weapon is much too small, which 
  serves as a clue that something is amiss. 
  A PC who succeeds at a DC 30 Spellcraft check identifies 
  the scythe as Riftcarver, a +5 defending unholy wounding scythe. 
  Only a PC who succeeds at a DC 40 Spellcraft check realizes 
  that the weapon is actually a –2 cursed scythe; this weapon’s 
  properties function identically to those of a –2 cursed sword.
  Trap: In addition to the curse, a powerful harm trap is laid 
  upon the scythe, triggered by any creature other than the 
  Eternal Hive that touches the weapon. 
  SUBTIER 12–13 (CR 17)
  HIVE MIND 
  CR 14
  CE human worm that walks conjurer 13 (Pathfinder RPG Bestiary 2 
  286; see page 28) 
  hp 113
  Speed 30 ft., fly 60 ft.
  AC 27, touch 17, flat-footed 22 (+4 armor, +2 deflection, +4 Dex, 
  +1 dodge, +2 insight, +4 shield)
  Spells 1st—replace charm person with mage armor
  Combat Gear staff of locusts (see below), Other Gear cloak of 
  resistance +4, ring of protection +2
  TACTICS
  Before Combat The Hive Mind stands 15 feet away from the 
  mouth of the beetle and uses project image to create an illusory 
  duplicate in the front of the mouth. It also casts mage armor, fly, 
  invisibility, and shield in case it needs to enter battle directly.
  During Combat The Hive Mind aims to control and confuse the 
  battlefield, using summon monster spells as well as battlefield 
  control spells like cloudkill and black tentacles to disrupt the 
  flow of combat. Because summon monster spells can rapidly 
  add to the complexity of an already complex encounter, GMs 
  are free to limit its use of summons as much as they feel 
  is appropriate for their table. In general, it prefers 
  to summon creatures that it particularly 
  enjoys commanding—demons and 
  good outsiders are its favorite.
  Morale The Hive Mind fights until 
  destroyed.
  Base Statistics Without fly, 
  mage armor, and shield, the 
  Hive Mind’s statistics are Speed 
  30 ft.; AC 19, touch 17, flat-
  footed 12.
  SPECIAL ABILITIES
  Staff of Locusts This augmented staff 
  of swarming insects is the hive mind’s arcane bond. This +1 
  quarterstaff is made of the compacted husks of thousands of 
  locusts. While holding the staff, the wielder gains DR 5/— 
  against the attacks of swarms. Melee attacks made with 
  
  THE RASPING REBIRTH
  11
  11
  the staff deal double damage to all swarms, even those that 
  would normally be immune to weapon damage. In addition, 
  any time the wielder casts a spell or uses an ability that 
  summons a swarm, he can spend one charge from the staff as 
  a swift action to add 1d6 to the swarm’s damage and increase 
  the save DCs to resist its effects by 2. The staff allows the use of 
  summon swarm (1 charge) and insect plague (3 charges).
  RETRIEVERS (3) 
  CR 11
  hp 137 each (Pathfinder RPG Bestiary 234; see page 28)
  OFFENSE
  Speed 50 ft., burrow 30 ft., fly 60 ft. (poor); spider climb
  Int 11
  Skills Perception +15, Stealth +12
  TACTICS
  Before Combat The retrievers burrow beneath the ground, ready 
  to ambush the PCs.
  During Combat If undetected, the burrowed retrievers delay acting 
  until roughly half the PCs have acted, hoping that melee fighters 
  will rush off to battle the beetle. They then burst forth and attack 
  isolated or vulnerable PCs. The retriever inside the beetle stays to 
  defend the worm that walks from melee combatants.
  Morale Loyal to the hive, the retrievers fight to the death. 
  HARM TRAP  
  CR 14
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (harm, +8 melee touch, 130 points of damage, 
  Will DC 19 half, target cannot be reduced to less than 1 hit point)
  SUBTIER 14–15 (CR 19)
  HIVE MIND 
  CR 16
  Human worm that walks conjurer 15 (Pathfinder RPG  
  Bestiary 2 286) 
  CE Medium vermin
  Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +24
  DEFENSE
  AC 27, touch 19, flat-footed 22 (+4 armor, +2 deflection, +4 Dex, 
  +1 dodge, +2 insight, +4 shield) hp 160 (15d6+105); fast 
  healing 16
  Fort +14, Ref +13, Will +14
  Defensive Abilities worm that walks traits; DR 15/—; Immune 
  critical hits, disease, flanking, paralysis, poison, sleep
  OFFENSE
  Speed 30 ft.; fly 60 ft.
  Melee slam +6 (1d4–1 plus grab)
  Special Attacks discorporate, grab (Large), squirming embrace, 
  tenacious
  Arcane School Spell-Like Abilities (CL 15th; concentration +22)
  At will—dimensional steps (450 feet/day)
  10/day—acid dart (1d6+7 acid)
  Conjurer Spells Prepared (CL 15th; concentration +22)
  8th—quickened black tentacles, maze
  7th—quickened dispel magic, plane shift (DC 25), project image 
  (DC 24), spell turning
  6th—acid fog, disintegrate (3, DC 24), summon monster VI
  5th—cloudkill (DC 23), dismissal (DC 22), quickened obscuring 
  mist, shadow evocation (DC 22), telekinesis (DC 23), teleport
  4th—black tentacles, confusion (DC 21), dimension door, 
  phantasmal killer (2, DC 21), summon monster IV
  3rd—dispel magic (2), protection from energy (2), slow (DC 
  21), stinking cloud (DC 21), summon monster III
  2nd—acid arrow (2), detect thoughts (DC 19), fog cloud, 
  glitterdust (DC 20), invisibility, summon swarm
  1st—feather fall, grease, mage armor, obscuring mist, 
  protection from good, reduce person (DC 19), shield
  0 (at will)—acid splash, detect magic, mage hand, read magic
  Opposition Schools evocation, necromancy
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 8, Dex 18, Con 21, Int 24, Wis 12, Cha 10
  Base Atk +7; CMB +6 (+14 grapple); CMD 27 (can’t be tripped)
  Feats Augment Summoning, Combat Casting, Combat Reflexes, Craft 
  Wondrous Item, DiehardB, Dodge, Eschew Materials, Improved 
  Initiative, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), 
  Spell Focus (transmutation), Toughness, Weapon Finesse
  Skills Craft (alchemy) +25, Diplomacy +15, Fly +22, Intimidate 
  +15, Knowledge (arcana) +25, Knowledge (dungeoneering) 
  +25, Knowledge (planes) +25, Knowledge (religion) +25, 
  Perception +24, Sense Motive +9, Spellcraft +25, Stealth +12, 
  Survival +16; Racial Modifiers +8 Perception, +8 Sense Motive, 
  +8 Stealth
  Languages Abyssal, Aklo, Common, Infernal
  SQ arcane bond (staff of locusts), summoner’s charm (7 rounds)
  Combat Gear staff of locusts (see Subtier 12–13); Other Gear cloak 
  of resistance +4, headband of vast intelligence +6 (Diplomacy, 
  Knowledge [religion], Survival), ring of protection +2
  SPECIAL ABILITIES
  Discorporate (Su) A worm that walks can collapse into a 
  shapeless swarm of worms as a free action. All held, worn, and 
  carried items fall and its Strength score drops to 1. The worm 
  that walks functions as a true swarm while discorporated, 
  with a reach of 0 feet (its space remains unchanged). While 
  discorporated, the worm that walks loses all of its defensive 
  abilities and gains all of the standard swarm traits. It loses its 
  slam attacks and all special abilities and special attacks, but 
  it can make a swarm attack that deals damage equal to its 
  engulf attack. A worm that walks can reform into its true form 
  (including equipping all gear in reach) as a full-round action as 
  long as it has at least 1 hit point.
  Squirming Embrace (Ex) If a worm that walks grapples a foe, 
  as a swift action, it can cause a swarm of worms to squirm 
  over the grappled creature. These worms deal 3d6 automatic 
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  swarm damage with no attack roll needed. If a creature takes 
  damage from the swarm, it must succeed at a DC 20 Fortitude 
  save or be nauseated for 1 round. 
  A worm that walks can have only one embraced target at a time, 
  but it does not have to continue grappling in order to maintain 
  the embrace. If the worm that walks moves more than 5 feet 
  from the swarm or dismisses the swarm (a free action), the 
  swarm dies. Any area attack that damages the swarm or any 
  severe or stronger wind effect that affects the swarm’s target 
  kills it.
  Tenacious (Ex) A worm that walks gains a +4 racial bonus on 
  combat maneuver checks to grapple and a +4 racial bonus to 
  its CMD.
  Worm that Walks Traits A worm that walks has no discernible 
  anatomy, and is not subject to critical hits or flanking. Reducing 
  a worm that walks to 0 hit points causes it to discorporate 
  (see below)—a worm that walks at 0 hit points is staggered, 
  and one at negative hit points is dying. Worms that walk are 
  immune to any physical spell or effect that targets a specific 
  number of creatures (including single-target spells such as 
  disintegrate), with the exception of such spells and effects 
  generated by the worm that walks itself, which treat the worm 
  that walks as one single creature if it so chooses. Mind-affecting 
  effects that target single creatures function normally against a 
  worm that walks, since the creature’s individual components 
  share a hive mind. A worm that walks takes half again as much 
  damage (+50%) from damaging area effects, such as fireball 
  and splash weapons. Worms that walk are susceptible to high 
  winds—treat a worm that walks as a Fine creature for the 
  purposes of determining wind effects.
  HIVE RETRIEVERS (4) 
  CR 12
  Advanced retrievers (Pathfinder RPG Bestiary 234)
  CE Huge construct (extraplanar)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 27, touch 13, flat-footed 22 (+5 Dex, +14 natural, –2 size)
  hp 150 (17d10+57); fast healing 5
  Fort +7, Ref +12, Will +7
  Immune construct traits
  OFFENSE
  Speed 50 ft., burrow 30 ft., fly 60 ft. (poor); spider climb
  Melee bite +21 (1d8+6 plus grab), 4 claws +21 (2d6+6/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks eye rays (+20 ranged touch)
  Spell-Like Abilities (CL 20th)
  At will—discern location
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 22, Dex 20, Con —, Int 11, Wis 15, Cha 1
  Base Atk +17; CMB +25 (+29 bull rush, grapple); CMD 40 (42 vs. 
  bull rush, 44 vs. trip)
  Feats Cleave, Great Fortitude, Greater Bull Rush, Improved Bull 
  Rush, Improved Critical (claw), Improved Initiative, Lightning 
  Reflexes, Power Attack, Toughness
  Skills Acrobatics +5 (+13 when jumping), Perception +19, 
  Stealth +14
  Languages Abyssal (can’t speak)
  SQ relentless
  SPECIAL ABILITIES
  Eye Rays (Su) A retriever’s eyes can produce four different magical 
  rays, each with a range of 100 feet. Each round, it can fire one 
  ray as a free action. A particular ray is usable only once every 4 
  rounds. A retriever can fire an eye ray in the same round that 
  it makes physical attacks. Firing an eye ray does not provoke 
  attacks of opportunity. The save DC for eye rays is 20; this save 
  DC is Constitution-based and includes a +2 racial bonus. The eye 
  ray effects are the following.
  Fire: Deals 12d6 points of fire damage (Reflex half).
  Cold: Deals 12d6 points of cold damage (Reflex half).
  Electricity: Deals 12d6 points of electricity damage (Reflex half).
  Petrification: Target must succeed at a Fortitude save or turn to 
  stone permanently.
  Relentless (Su) A retriever is constantly under the effects of spider 
  climb and water walk; these abilities cannot be dispelled.
  HARM TRAP  
  CR 16
  Type magic; Perception DC 33; Disable Device DC 33
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (harm, +10 melee touch, 150 points of damage, 
  Will DC 19 half, target cannot be reduced to less than 1 hit point)
  Rewards: If the PCs do not defeat the Eternal Hive, reduce 
  each PC’s gold earned by the following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 4,083 gp.
  Out of Subtier: Reduce each PC’s gold earned by 5,583 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 7,083 gp.
  PICKING UP THE TRAIL
  After exploring the area and discovering the false Riftcarver, 
  the PCs must uncover the true trail of Koth’Vaul. They can 
  accomplish this task by interrogating the remnants of the 
  Eternal Hive or by gathering clues. The following are three 
  likely means the PCs can use to follow Koth’Vaul.
  The Fleeing Hive: Even with all its major components dead, 
  the Eternal Hive still maintains some semblance of life in the 
  form of thousands of parasitic grubs living within the demon 
  beetle. Several minutes after the Eternal Hive is defeated, these 
  For groups of four PCs, lower all skill check DCs by 3.
  Scaling Picking Up the Trail
  
  THE RASPING REBIRTH
  13
  13
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 12–13: The Curator is already weakened by battle 
  when the PCs arrive. It has 50 fewer hit points and only 
  three uses of its mythic power remaining. 
  Subtier 14–15: Both Curators are weakened as above.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 12–13: Apply the advanced simple template 
  to the Curator. Once per turn, the Curator can expend one 
  use of mythic power to make an attack using its Awesome 
  Blow feat as a swift action. This also triples the distance that 
  creatures are knocked back.
  Subtier 14–15: Both Curators gain the benefits as above. 
  Scaling the Rift of Repose
  parasites burrow out of the corpse, gather into a quivering 
  swarm, and attempt to crawl away to safety. They pose no real 
  threat to the PCs at this point, but if allowed to escape, they 
  will eventually gather strength and re-form the Eternal Hive. 
  If confronted, the grubs abase themselves and beg for mercy, 
  offering information on Koth’Vaul in exchange for life. 
  The grubs know several useful pieces of information. 
  First, they can relate how Koth’Vaul helped the Eternal Hive 
  slay several demonic generals of Deskari that were vying for 
  control The Rasping Rifts. In exchange, the Eternal Hive 
  agreed to battle any enemies of Koth’Vaul that came to this 
  place. Second, the grubs do not know that the scythe is cursed, 
  but they do know that it is fake and trapped. And third, the 
  grubs know Koth’Vaul’s true plan; the glabrezu intends to 
  become a true demon lord by traveling to the Rift of Repose 
  and devouring a heart from the corpse of Deskari. The grubs 
  offer to the lead the PCs to Koth’Vaul’s portal to the Rift of 
  Repose in exchange for mercy.
  Tracks: Although Koth’Vaul was careful to obscure his 
  passage, tracks from demon and his followers still mark the 
  ground. A PC who succeeds at a DC 30 Survival check (DC 
  34 in Subtier 14–25) uncovers tracks hidden beneath insect 
  husks, which lead to a ruined tower further down the canyon 
  that contains a glowing portal to the Rift of Repose. A failed 
  Survival check leads the PCs down a side path in the canyon 
  that loops back to the Chasm of Crawling Consumption (see 
  page 7).
  Ritual: Before venturing to the Rift of Repose, Koth’Vaul 
  took shelter with the Eternal Hive and cast a powerful ritual 
  to aid him in his upcoming trial. A detect magic spell cast here 
  reveals the lingering presence of overwhelming necromancy 
  and abjuration magic. A PC who succeeds at a DC 32 Knowledge 
  (arcana) check or Spellcraft check while examining the area (DC 
  34 in Subtier 14–15) uncovers that the spell was designed both 
  shield the caster from harm and also draw power from the 
  remains of a dead demon lord. A PC with this knowledge who 
  succeeds at a DC 25 Knowledge (planes) check remembers that 
  dead demon lords are bound to the Rift of Repose, making this 
  a natural location to investigate next. 
  B. THE RIFT OF REPOSE (CR 16 OR CR 18)
  After passing through the portal, the PCs arrive at a scene 
  of destruction.
  The walls of the ravine extend upwards for thousands of feet. 
  A massive, petrified tail runs through the middle of the chasm, 
  standing twenty feet high. On the canyon’s steep walls, the 
  fossilized remains of Deskari and two other slain demon lords 
  loom like titanic monoliths carved from the stone of the rift. 
  Gaping wounds rend the breast of each demon lord and gouts 
  of black ichor gush through the cracks. As the ichor falls to the 
  canyon floor, it warps and twists, transforming into hordes of 
  shrieking demons. Wading through these hordes and fighting 
  them back with powerful blows are a handful of enormous boar-
  headed demons. The boar demons are steadily laying waste to the 
  gibbering masses, driving the demon hordes back to their source. 
  Seemingly able to sense the presence of mortal life, the demon 
  hordes begin to close in. Suddenly, a second mass of insectoid 
  demons rise from the blood of Deskari and begins to tear at the 
  small incoming fiends. A small circle of safety forms within the 
  tumultuous battlefield.
  As evidenced by the total chaos, the PCs have arrived 
  too late to stop Koth’Vaul’s plan entirely. The glabrezu 
  successfully unleashed horrific magic to tear open Deskari’s 
  stone breast and devour one of the demon lord’s hearts. 
  This spell was so cataclysmic that it blasted wounds into two 
  adjacent corpses in the rift, each the remains of a forgotten 
  demon lord killed long ago. Demonic ichor now spills from 
  the stone wounds of the demons, and each drop that reaches 
  the chasm floor gives birth to demonic life, spawning 
  thousands of winged dretches and other monstrosities. 
  Creatures: Since time immemorial, nalfeshnee guardians 
  called Curators have watched over the Rift of Repose. 
  Through careful planning and deceptive magic, Koth’Vaul 
  was able to avoid their attention long enough to complete his 
  task, but now several Curators have arrived and are working 
  to seal the demon-spawning wounds. Two Curators remain 
  in the distance within the dretch hordes, while one moves 
  to intercept and kill the PCs. In Subtier 14–15, an additional 
  Curator is present and also moves to attack the PCs. 
  Regardless of how the PCs’ battle goes, the two Curators 
  battling dretches reach the demon-spawning wounds after 6 
  rounds of combat and sacrifice themselves to seal them shut 
  once more. These Curators will eventually reform, but not 
  for many months. This act stops new dretches from forming, 
  but it does not eliminate the horde that already exists. 
  
  B. The Rift of Repose
  : Safe Zone
  C
  : Curator
  C2
  C1
  1 square = 5 feet
  PCs Start Here
  PATHFINDER SOCIETY SCENARIO
  14
  14
  
  Curator
  THE RASPING REBIRTH
  15
  15
  Deskari’s Blessing: Though dead, the soul of Deskari still 
  broods within the titanic corpse melded into the Rift of 
  Repose. Upon the PCs’ arrival, Deskari recognizes them as 
  potential allies and uses all of his remaining power to aid 
  them. He has limited control over the insectoid dretches 
  spawned from his blood but is able to limit their bloodlust 
  for a brief time. He directs them to form a sphere around 
  the PCs, keeping the other dretches at bay.  This keeps the 
  dretches from entering the safe area marked on the map.
  He also sends a swarm of protective insects to surround 
  each PC and absorb blows. These insects grant each PC 40 
  temporary hit points and DR 2/epic for the duration of the 
  encounter. Additionally, the Curator (or Curators in Subtier 
  14–15) takes 5d6 points of damage per round from swarming 
  insects. The aid the PCs receive from Deskari reduces the 
  CR of the encounter by 1.
  Hazard: A horde of screaming demons surrounds the PCs 
  this fight, depicted by the shaded region on the map. The 
  demons deal 5d6+1 points of damage to each creature that 
  begins its turn inside the horde. Additionally, they also make 
  a grapple attempt (+19 CMB in Subtier 12–13 or +21 CMB in 
  Subtier 14–15) and attempt to hold targets indefinitely, rending 
  them to shreds. The dretch horde takes 50% extra damage 
  from area effects, and each 5-foot square of the horde has 20 
  hit points. Killing dretches temporarily clears an affected area 
  and frees any grappled creatures held there, but the cleared 
  space refills with new dretches again after 1 round.
  In addition to the horde shown on the map, the skies are 
  also filled with winged dretches. Creatures flying more than 
  60 feet into the air are subject to the hazard above.
  SUBTIER 12–13 (CR 16)
  CURATOR 
  CR 17/MR 7
  Mythic nalfeshnee (Pathfinder Mythic Adventures 183; see 
  page 27) 
  hp 287
  TACTICS
  During Combat The Curator wades into combat and makes 
  frequent use of its mythic power attack and touch of 
  chaos abilities. If possible, it uses its Awesome Blow 
  feat to knock PCs into the demon horde. 
  Morale The Curator is bound to the Rift of Repose and will 
  eventually reform if slain. It fights to the death. 
  SUBTIER 14–15 (CR 18)
  CURATORS (2)                                     CR 17/MR 7
  Mythic nalfeshnee (Pathfinder Mythic Adventures 183; 
  see page 27)
  hp 287
  TACTICS
  Use the tactics from Subtier 12–13.
  Treasure: The Curators are festooned with skulls and 
  jewelry gathered from slain trespassers. The curator who 
  attacks the PCs has a particularly valuable trophy—a unique 
  sword known as the corona blade. The Curator took this 
  weapon from a paladin’s corpse several centuries ago. While 
  it was once a sun blade, long exposure to the nalfeshnee has 
  begun to corrupt its essence. While the blade retains most 
  of its typical abilities (including its effectiveness against evil 
  creatures), its effectiveness against undead and creatures 
  from the Negative Energy Plane has been replaced by 
  effectiveness against creatures with a strong lawful aura. 
  Additionally, its ability to replicate natural daylight has been 
  replaced by a once-per-day use of the nalfeshnee’s unholy 
  nimbus ability with a duration of 1d3 rounds (Will DC 20 
  negates). The Curator cannot safely wield the blade, so it 
  instead uses the weapon as a snout piercing from which 
  to dangle skulls. If they wish, any PC who succeeds at a 
  disarm attempt during combat can draw the blade from the 
  demon’s snout. In Subtier 14–15, the Curator who does not 
  have the corona blade wears a necklace of gem-studded skulls 
  worth a total of 24,000 gp. Most of this value comes from a 
  magical gem in the central skull—a pearl of power (4th level).
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  Rewards: If the PCs do not defeat the Curator (or Curators, 
  in Subtier 14–15), reduce each PC’s gold earned by the 
  following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 4,194 gp.
  Out of Subtier: Reduce each PC’s gold earned by 5,528 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 6,861 gp.
  DESKARI’S BARGAIN
  After the battle, Deskari’s minions battle the remaining 
  dretches while the demon lord reaches out communicates 
  with the PCs telepathically.
  “Halt,” a hissing voice whispers telepathically. The voice seems to 
  emanate from the fossilized demon-insect projecting from the wall 
  of the rift. A tunneling wound filled with crawling insects, bores 
  through the chest of the fossil, emitting a dull red glow. Near the 
  back of the tunnel, a massive heart beats rhythmically. Embedded 
  in the walls of the wound, a scattering of large gems glitter. 
  The voice continues, “I am Deskari, Lord of the Locust Host. 
  Though my body is shattered, my essence lives on here in the 
  Rift of Repose. The glabrezu Koth’Vaul has used powerful magic to 
  rend my breast and devour my heart, stealing my power. He now 
  thinks himself my equal and seeks to create a domain of his own. 
  Only I can provide the power you need to defeat him. In exchange, 
  I require only that you destroy Koth’Vaul utterly: flense his flesh 
  and leave his plans in ruins.” 
  For a group of four PCs, reduce the DC of all saving throws 
  and skill checks in Deskari’s Bargain by 2.
  Scaling Deskari’s Bargain
  If any PCs are worshippers of Deskari, the demon lord’s tone 
  in this conversation is different. He expects such a PC to be 
  deferential to him, but he is not blind to the long tradition 
  of underlings in the Abyss seizing a chance to destroy and 
  usurp their leaders. He carefully gauges such PCs’ intentions 
  using his significant skill at detecting deception (Sense 
  Motive +46). If a Deskari-worshipping PC directly defies the 
  demon lord, including refusing to accept his blood or heart, 
  that PC experiences a few moments of excruciating pain, 
  followed immediately by the loss all divine spellcasting and 
  other character abilities that come directly from Deskari. He 
  then offers to give the power back if the PC falls back in line. 
  If such PCs show the proper deference, however, Deskari 
  may share with them more of his motives and intentions, 
  such as the likely effects of accepting the heart.
  Meeting Your God
  Though now only a shadow of his former glory, like all slain 
  demon lords, Deskari’s essence lingers on in the Rift of Repose 
  even after death. He has no power to enact vengeance on his 
  own, but he hopes to make a bargain with the mortals that just 
  arrived before him. If any of the PCs are suffering from negative 
  effects brought about by the Chasm of Crawling Consumption, 
  Deskari notices immediately and mentions (truthfully) that 
  accepting his heart or blood would immediately eliminate 
  those effects. He answers questions as shown below. Deskari 
  is a haughty and cunning demon lord. Despite his diminished 
  state, he views himself as superior to all other creatures. 
  What is this place? “This is the Rift of Repose. When demon 
  lords die, their essence is too mighty to vanish entirely. Instead, 
  they return here, becoming part of this place for eternity.”
  What happened to you? Discussing his own defeat angers 
  Deskari, and questions like these provoke an aggressive 
  response: “What does it look like? Treacherous mortals killed 
  me! You would be wise to ask me no more of this matter.”
  Why are you helping us? Deskari’s voice swells with rage, 
  “Koth’Vaul is no true demon lord. He is a lesser demon—a 
  servant only, unfit for rule. He thinks that he can steal my 
  essence without repercussions?” Deskari continues quietly 
  and menacingly, “He is mistaken.”
  How can we defeat Koth’Vaul? “The glabrezu is unstoppable 
  now without my aid. With my heart beating in his chest, he 
  cannot be killed by mortal means. Worse still, he has shared 
  his blood with his followers. Together, they can shape and 
  control this plane. If you battle him, they will use the very 
  Abyss itself to fight against you. Luckily for you, I still have 
  great power, and I am willing to share it with you.” 
  What power can you offer us? “I can offer my blood or 
  another of my hearts. If you accept my blood, you will gain 
  great power for a limited time—abilities matched only by 
  mortal heroes of myth and legend. Even the Abyss will bend 
  more easily to your will. 
  If you desire true power, then you can accept the gift of my 
  heart. Your powers and your life will then will be eternal. The 
  Abyss will recognize you as one who could rise to the mantle 
  of demon lord, making you just as effective as Koth’Vaul as 
  shaping its essence. Only one of you, the worthiest among 
  you, may accept this gift.”
  What’s the catch? Deskari laughs, a hollow rasping sound 
  accompanied by the hum of a buzzing swarm. “The catch? 
  Power always has a price. The more you seize, the stronger the 
  hordes become that are determined to destroy and consume 
  you. The more you take, the more feeble beings cry to you 
  with their prayers, and the more your enemies draw strength 
  from ending their mewling lives. And, of course, if you accept 
  power from one who is stronger than you, you might owe that 
  one a debt. Even those gods that demand ‘charity’ of their 
  followers still demand obeisance and the promise of future 
  souls before they share a drop of their power. In this case, 
  however, you will be acting as vessels of my power to achieve 
  
  THE RASPING REBIRTH
  17
  17
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 12–13: Remove one vrock. Koth’Vaul’s mistrust of 
  his demonic servitors has woven itself into the fabric of this 
  part of the Abyss—they cannot help him control the plane, 
  reducing the starting threshold for successfully manipulating 
  the plane to 3 successes. The effort of building his new 
  realm severely taxes Koth’Vaul’s concentration, giving him 
  the sickened condition and lowering his SR to 28.
  Subtier 14–15: Remove one glabrezu vassal. Koth’Vaul’s 
  mistrust of his demonic servitors has woven itself into the 
  fabric of this part of the Abyss—they cannot help him control 
  the plane, reducing the starting threshold for successfully 
  manipulating the plane to 3 successes. The effort of building 
  his new realm severely taxes Koth’Vaul’s concentration, 
  giving him the sickened condition and lowering his SR to 30.
  Make the following changes for groups that explicitly 
  agreed to a greater challenge.
  Subtier 12–13: Add two additional vrock vassals. Koth’Vaul 
  can expend one use of mythic power as a part of casting 
  one of the following spell-like abilities to cast their mythic 
  versions: chaos hammer, confusion, dispel magic, unholy 
  blight, and power word stun. Additionally, all five followers 
  have Koth’Vaul’s glyph on their foreheads, though two of the 
  runes glow gold. These two followers are linked to Koth’Vaul 
  through a variant of shield other—any time Koth’Vaul would 
  take damage, it is instead distributed evenly among him and 
  whichever of those followers is still alive.
  Subtier 14–15: As the adjustments for Subtier 12–13, 
  except instead of adding two vrock vassals, add four vrock 
  vassals and an additional glabrezu vassal.
  Scaling the Final Confrontation
  my own ends, which happen to coincide with your own. I 
  demand nothing further.”
  Deskari is bending the truth here, particularly if a PC takes 
  the heart. He is counting on the power contained within his 
  heart to overwhelm that PC’s will to the extent that his ends, 
  by default, will coincide with that PC’s own. Although the 
  PCs may be suspicious of the demon lord, directly catching 
  him in a lie is nearly impossible, requiring a successful DC 
  56 Sense Motive check.
  Development: After their conversation with Deskari, the 
  PCs are free to pursue one of four options, as described below.
  Accept the Blood of Deskari: With this option, Deskari 
  calls forth blood from his open wound and bids each PC 
  to prick a finger and allow his noble blood to mingle with 
  theirs. Performing this action grants demonic might, as 
  outlined in Handout #3 (see page 25), and it also removes 
  any penalties the PC has from the Chasm of Crawling 
  Consumption. Contact with such concentrated evil comes at 
  a cost, however, and causes something good or joyful to fade 
  from affected PCs forever. As each PC accepts the offering of 
  blood, have them briefly describe their happiest memory of 
  triumph or joy. The touch of evil wipes this memory from 
  their minds forever. 
  Accept the Heart of Deskari: With this option, Deskari calls 
  forth his beating heart and hands it to the PC. “Eat it, and it 
  will reform within you,” Deskari instructs. If a PC takes a bite 
  of the heart, give only that player Handout #2 (see page 24). If 
  the player tells you that they continue to eat the heart after this 
  point, give her Handout #4 (see page 26). In the unlikely event 
  that multiple PCs insist on eating the heart, have those PCs 
  each attempt Will saves; the PC with the highest result receives 
  the vision and the choice first. As with accepting the blood, 
  agreeing to this offer wipes a joyful memory from the mind of 
  each PC who takes even a single bite of the heart. In addition, 
  however, fully consuming the heart binds the PC to the Abyss 
  forever. This is meant to be a capstone event in the career of 
  the PC, a moment of ultimate sacrifice and attainment of 
  immense power. On the other hand, if the PC stops eating the 
  heart, she gains only the benefits of the blood (give that player 
  Handout #3), but she will be free to return from the Abyss after 
  the adventure. In this case, Deskari attempts to tempt another 
  PC into finishing the heart. Repeat this cycle until all PCs have 
  rejected Deskari or someone has consumed the heart. Only one 
  character can fully consume the heart. Consuming any amount 
  of Deskari’s heart removes any penalties the PC has from the 
  Chasm of Crawling Consumption.
  Steal Deskari’s Power: It is likely that some PCs will entirely 
  reject the idea of bargaining with a demon. In this case, a PCs 
  who succeeds at a DC 25 Knowledge (planes) or Spellcraft 
  check realizes that Deskari is still greatly weakened by 
  Koth’Vaul’s magic. Rather than accepting the demon lord’s 
  offer, the PCs could instead steal his power for themselves. 
  Deskari resists these attempts, of course, causing swarming 
  insects to inflict harm on any who dare defile his corpse. 
  There are three primary methods of advancing toward the 
  heart, as highlighted below.
  • A PC can attempt a DC 22 Reflex saving throw to avoid the 
  stinging insects. 
  • A PC can attempt a DC 22 Fortitude saving throw to focus 
  on strengthening her body against the attacks. 
  • A PC can attempt a DC 22 Will saving throw to subjugate 
  the stinging insects through force of will. 
  With each success, the PC advances closer to the heart. 
  On a failure, he does not advance and is stung, taking 1d4 
  points of Constitution damage. PCs can attempt these saves 
  as many times as they like, although repeating a saving 
  throw of the same type increases the DC by 5 with each new 
  attempt. The essence of Deskari responds only to power and 
  
  C. The Final Confrontation
  V
  : Vrock Vassal
  K
  : Koth’Vaul
  G
  : Glabrezu Vassal
  V1
  V2
  V3
  G2
  G1
  G3
  K
  1 square = 5 feet
  Pathfinder Flip-Mat: Forest Fire
  Cultists
  PATHFINDER SOCIETY SCENARIO
  18
  18
  
  THE RASPING REBIRTH
  19
  19
  force of will, so attempts to use magic or trickery to reach 
  Deskari’s heart in place of saving throws automatically fail. 
  After achieving two successful saves, the PC reaches the heart 
  of Deskari and can touch it to extract power. This provides 
  the same benefit as accepting the blood of Deskari but leaves 
  the PC’s memories intact. 
  Rebuke Deskari: Finally, the PCs may decide to refuse Deskari’s 
  offer and eschew the opportunity to steal his power. If they do, 
  they gain no benefits in the fight against Koth’Vaul, and any 
  penalties from the Chasm of Crawling Consumption remain.
  C. THE FINAL CONFRONTATION (CR 18 OR 
  CR 20)
  After they gain power from Deskari, the PCs are finally ready 
  to battle Koth’Vaul. If they agreed to help Deskari, he directs 
  them to a nearby gash in the rift, which serves as portal to 
  a distant corner of the Abyss that Koth’Vaul is attempting 
  to claim as his own. Alternatively, PCs could find the portal 
  on their own with a successful DC 20 Survival check—
  believing himself to be invincible now, Koth’Vaul has stopped 
  covering his tracks. The portal itself appears as an inky wall 
  of blackness. When the PCs arrive on the other side, read or 
  paraphrase the following.
  The remains of twisted trees dot the landscape of this blasted 
  hillside. Swirling storms of chaos, filled with gouts of black flame, 
  rage amid the trees.
  Having completed his full plan, Koth’Vaul is now using his 
  immense powers to shape this region to his whims. He has 
  only just begun the process, however, so storms of raw Abyssal 
  chaos are erupting across the battlefield. 
  Manipulating the Plane: Before his ascension, Koth’Vaul 
  gathered his most loyal and corrupted minions. In preparation 
  for absorbing Deskari’s heart, the demon used magic to 
  remove his own heart and fed a portion of it to each of his 
  followers. This bestowed them with some of his demonic 
  essence and allows them to aid him in the creation of his 
  new realm. Unfortunately for Koth’Vaul, mortals of sufficient 
  power can also influence a realm that is in flux, which allows 
  the PCs a chance to take control of the plane as well. 
  At the start of each round of combat, allow each character 
  attempting to manipulate the plane to attempt a power check 
  by rolling 1d20 and adding a bonus equal the PC’s character 
  level. The DC for the power check is 28 for Subtier 12–13 and 
  30 for Subtier 14–15. PCs who accepted Deskari’s blood gain 
  a +5 bonus on their power check. A PC whose result exceeds 
  the DC by 5 or more earns 2 successes. A PC who accepted 
  Deskari’s heart automatically succeeds at the check and 
  earns 2 successes. If the PCs earn at least 4 successes, they 
  can change the Abyss to suit their whims. If the PCs earn 4 
  or fewer successes, Koth’Vaul targets PCs with an effect. This 
  means that if the PCs earn exactly 4 successes, both sides of the 
  fight get to trigger an effect. The threshold for overwhelming 
  Koth’Vaul’s influence drops as the PCs defeat Koth’Vaul’s 
  minions. The number of successes needed decreases by 1 if 
  the PCs defeat all of Koth’Vaul’s demon vassals, and it also 
  decreases by 1 if the PCs defeat or incapacitate all of his 
  human servants.
  Some examples of potential effects are provided below. 
  For ease of play, Koth’Vaul always selects one of the first 
  four choices.
  • Quake: Each creature standing in a 20-foot radius must 
  attempt a DC 20 Reflex save or fall prone. Fissures open 
  in the earth, and every creature on the ground has a 25% 
  chance to fall into one (Reflex DC 20 avoids). The fissures 
  are 40 feet deep. At the end of the round, all fissures grind 
  shut. Treat all trapped creatures as if they were in the bury 
  zone of an avalanche, trapped without air (Pathfinder RPG 
  Core Rulebook 429). In Subtier 14–15, increase the DC of the 
  Reflex save by 2.
  • Meteor Strike: Two meteors strike the battlefield, as per the 
  spell meteor swarm.
  • Acid Bubble: An Abyssal bubble bursts, spraying acid on all 
  creatures within a 20-foot radius. This deals 10d6 points 
  of acid damage (Reflex DC 21 half). In Subtier 14–15, the 
  damage increases to 13d6, and the saving throw DC 
  increases to 23.
  • Abyssal Minions: The dirt of the Abyss squirms with life, as 
  a 20-foot-radius spread of grasping claws springs from the 
  ground. This functions like a black tentacles spell (CL 15th, or 
  CL 17th in Subtier 14–15).
  • Other: The PCs could potentially create other effects, 
  such as altering terrain features or even creating crude 
  structures from thin air. Allow them some leeway in how 
  they decide to shape the Abyss, especially if it creates fun 
  or cinematic effects.
   
  Chaos Storms: Each of the areas of fire on the map is a 
  chaos storm, filled with raw Abyssal energy that manifests 
  as swirling torrents of oily, black flame. Creatures that begin 
  their turn within a chaos storm take 3d6 points of damage. 
  This is not fire damage, and it harms all non-demon creatures. 
  The raw Abyss inside the chaos storms also helps the PCs 
  manipulate the plane, granting a PC who is in a chaos storm 
  at the beginning of a round a +2 bonus on power checks.
  Creatures: In Subtier 12–13, three vrock vassals protect 
  Koth’Vaul. In Subtier 14–15, three glabrezu vassals guard him 
  instead. To deal with any flying foes, Koth’Vaul has previously 
  used wish spells to give himself and each of his glabrezu 
  followers (in Subtier 14–15) wings. 
  Five mortal servants have followed Koth’Vaul on his 
  mission to the Abyss. In a past life, each of these mortals was 
  an influential political figure. Now each is little more than a 
  pawn in Koth’Vaul’s machinations. The mortal followers do 
  
  Koth’Vaul
  PATHFINDER SOCIETY SCENARIO
  20
  20
  not take part in combat, but they do play a strategic role in the 
  battle. First, the five followers help Koth’Vaul vie for control 
  of the plane each round. Second, three of the followers are 
  marked with the glowing red rune of Koth’Vaul. This mark 
  indicates that they are storing an active wish spell ready to 
  assist Koth’Vaul (see Koth’Vaul’s unhindered ability on page 
  21). These wish spells could play a pivotal role in the combat, 
  so be sure to emphasize that the glowing marks fade with 
  each wish used. The PCs can remove a rune with a targeted 
  dispel magic against Koth’Vaul’s caster level.
  Although the followers each have unique stories and abilities, 
  treat all of the followers as if they had the following statistics 
  for simplicity: AC 23, touch 16, flat-footed 19; hp 89; Fort +11, 
  Ref +8, Will +11. The followers remain stationary and take no 
  actions in combat other than to pray to Koth’Vaul and activate 
  his wishes when the time is right. They can use a free action to 
  activate these wish spells even when it is not their turn.
  SUBTIER 12–13 (CR 18)
  KOTH’VAUL 
  CR 16/MR 6
  Unique glabrezu (Pathfinder RPG Bestiary 61)
  CE Huge outsider (chaotic, demon, evil, extraplanar, mythic)
  Init +10M; Senses darkvision 60 ft., true seeing; Perception +28
  DEFENSE
  AC 34, touch 10, flat-footed 32 (+24 natural, +2 Dex, –2 size)
  hp 258 (12d10+192)
  Fort +24, Ref +13, Will +18
  DR 10/epic and good; Immune charm effects, compulsion 
  effects, death effects, electricity, poison; Resist acid 30, 
  cold 30, fire 30; SR 30
  Defensive Abilities Deskari’s wing, mirror dodge, unhindered
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee bite +24 (1d8+14), 2 claws +24 (1d6+14), 2 pincers +24 
  (2d8+14/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks mythic power (8/day, surge +1d8), rend  
  (2 pincers, 2d8+21)
  Spell-Like Abilities (CL 16th; concentration +24)
  Constant—true seeing
  At will—chaos hammer (DC 22), confusion (DC 22), dispel 
  magic, greater teleport (self plus 50 lbs. of objects only), 
  mirror image, reverse gravity, unholy blight (DC 22), veil 
  (self only; DC 24)
  1/day—power word stun, summon (level 5, 
  1d4+1 vrock vassals 100%)
  1/month—wish (already used)
  TACTICS
  During Combat Recognizing that the 
  time for subtlety is over, Koth’Vaul attacks 
  with brutal ferocity, making use of his 
  mythic Power Attack feat. He uses mirror 
  dodge as often as possible to avoid taking 
  damage and reposition himself near vulnerable 
  enemies. Koth’Vaul does not use his summon 
  ability; the demons he could call forth with that 
  ability are already physically present.
  Morale This is Koth’Vaul’s final scheme, and he fights until 
  destroyed to see it through.
  STATISTICS
  Str 39, Dex 15, Con 33, Int 20, Wis 20, Cha 26
  Base Atk +12; CMB +28; CMD 40
  Feats Extra Mythic PowerM, Improved Critical (pincer), Improved 
  InitiativeM, Lightning Reflexes, Persuasive, Power AttackM, 
  Vital Strike
  Skills Acrobatics +12 (+16 when jumping), Bluff +31, Diplomacy 
  +27, Fly +8, Intimidate +27, Knowledge (history) +20, 
  Knowledge (local) +20, Perception +28, Sense Motive +20, 
  Stealth +7, Use Magic Device +20; Racial Modifiers +8 Bluff, 
  +8 Perception
  
  THE RASPING REBIRTH
  21
  21
  Languages Abyssal, Celestial, Draconic, Elven, Gnome; telepathy 
  100 ft.
  Gear belt of physical might +2 (Strength and Dexterity)
  SPECIAL ABILITIES
  Deskari’s Wing (Su) Koth’Vaul has grafted one of Deskari’s 
  wings to his back. This grants him a +5 resistance bonus on 
  all saving throws. Additionally, whenever a creature damages 
  Koth’Vaul with an attack that deals bludgeoning, force, 
  piercing, or slashing damage, the wing releases a discordant 
  scraping and rasping sound. All non-demon creatures within 
  10 feet of Koth’Vaul must succeed at a DC 28 Fortitude save or 
  be sickened for 1d4 rounds. This is a sonic effect, and the save 
  DC is Constitution-based.
  Mirror Dodge (Su) When hit by a melee or ranged attack, 
  Koth’Vaul can expend one use of mythic power as an 
  immediate action to replace himself with an illusory duplicate 
  and teleport to any open square within 30 feet of his current 
  position. He takes no damage from this attack, which instead 
  destroys his illusory duplicate (like mirror image). Using this 
  ability requires a line of effect to the square he teleports into.
  Unhindered (Sp) Using dark magic, Koth’Vaul has “stored” a 
  handful of wish spells over the years, which can be triggered by 
  his marked mortal servants. Each time Koth’Vaul fails a saving 
  throw against or is otherwise affected by an effect that would 
  hinder his ability to act freely, one of his marked followers 
  can call out as a free action, “Koth’Vaul! I wish to free you as 
  promised long ago!” This removes the effect automatically. Each 
  of Koth’Vaul’s five mortal servants had a contingent wish spell 
  in place, but Koth’Vaul used two of them in previous combats, 
  meaning only three contingent spells remain. If a marked 
  mortal follower is slain or incapacitated before his or her wish 
  is used, the spell is wasted. This cannot protect Koth’Vaul from 
  falling unconscious from hit point damage.
  VROCK VASSALS (3) 
  CR 11
  Advanced vrock fighter 1 (Pathfinder RPG Bestiary 288, 69)
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +26
  DEFENSE
  AC 26, touch 13, flat-footed 22 (+4 Dex, +13 natural, –1 size)
  hp 145 each (10d10+91)
  Fort +17, Ref +12, Will +8
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee bite +16 (1d8+7), 2 claws +17 (2d6+7), 2 talons +16 
  (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th; concentration +17)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 20)
  1/day—heroism (already used), mirror image (already used), 
  summon (level 3, 1 vrock 35%; already used)
  TACTICS
  Before Combat The vrocks have already used their most 
  powerful spells while battling in the Rift of Repose. 
  During Combat The vrocks fly into melee immediately. One 
  vrock uses stunning screech each round.
  Morale The vrocks serve Koth’Vaul, but their loyalty is not 
  absolute. If reduced to 15 hit points or less, they teleport away.
  STATISTICS
  Str 25, Dex 19, Con 29, Int 18, Wis 20, Cha 20
  Base Atk +10; CMB +18; CMD 32
  Feats Cleave, Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Power Attack, Weapon Focus (claw)
  Skills Bluff +18, Diplomacy +11, Fly +15, Intimidate +18, 
  Knowledge (planes) +17, Perception +26, Sense Motive +18, 
  Spellcraft +17, Stealth +13, Survival +18; Racial Modifiers  
  +8 Perception
  Languages Abyssal, Celestial, Common, Elven, Gnome; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Dancing Ruin (Su) A vrock can dance and chant as a full-round 
  action—at the end of 3 rounds, a crackling wave of energy 
  explodes from the vrock, dealing 5d6 points of electricity 
  damage to all creatures within 100 feet. A DC 17 Reflex save 
  halves this damage. For each additional vrock that joins in 
  the dance, the damage increases by 5d6 and the DC to avoid 
  the effect increases by +1, to a maximum of 20d6 when four 
  or more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The dance 
  immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented 
  from dancing. The save DC is Charisma-based.
  Spores (Ex) A vrock can release a cloud of spores from its body 
  once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage from the spores, plus 1d4 points of 
  damage per round for 10 rounds as the spores grow into thick 
  green vines. Although ugly, the vines are harmless and wither 
  away in 1d4 days if not shaved off before then. The spores 
  can be destroyed by casting bless on the affected creatures 
  or by sprinkling them with holy water. Effects that remove or 
  provide immunity to disease can also halt this attack.
  Stunning Screech (Su) Once per hour, a vrock can emit a shrill 
  screech. All creatures except demons within a 30-foot-radius 
  spread must succeed on a DC 21 Fortitude save or be stunned 
  for 1 round. The save DC is Constitution-based.
  SUBTIER 14–15 (CR 20)
  GLABREZU VASSALS (3) 
  CR 13
  Glabrezu (Pathfinder RPG Bestiary 61; see page 27)
  hp 186 each
  Speed 40 ft., fly 60 ft. (average)
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  TACTICS
  Before Combat Wary of possible attacks, the glabrezu vassals 
  keep a mirror image spell active at all times. They expended 
  their wish earlier in the month and do not have it available in 
  this combat.
  During Combat The glabrezu vassals focus on melee. If a target 
  survives one round of attacks, the demons like to follow up 
  with a power word stun on the next round, hoping to stun a 
  greatly injured foe. 
  Morale The demons serve Koth’Vaul, but their loyalty is not 
  absolute. If reduced to 25 hit points or fewer, they teleport away.
  KOTH’VAUL 
  CR 18/MR 6
  Unique glabrezu (Pathfinder RPG Bestiary 61)
  CE Huge outsider (chaotic, demon, evil, extraplanar, mythic)
  Init +10M, Senses darkvision 60 ft., true seeing; Perception +29
  DEFENSE
  AC 34, touch 10, flat-footed 32 (+24 natural, +2 Dex, –2 size)
  hp 307 (15d10+225)
  Fort +25, Ref +14, Will +17
  DR 10/epic and good; Immune charm, compulsion, death effects, 
  electricity, poison; Resist acid 30, cold 30, fire 30; SR 32
  Defensive Abilities Deskari’s wing, unhindered
  OFFENSE
  Speed 40 ft. fly 50 ft. (average)
  Melee bite +27 (1d8+14), 2 claws +27 (1d6+14), 2 pincers +27 
  (3d8+14/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks mythic power (8/day, surge +1d8), rend (2 
  pincers, 2d8+21)
  Spell-Like Abilities (CL 18th; concentration +29)
  Constant—true seeing
  At will—chaos hammer (DC 25), confusion (DC 25), dispel 
  magic, greater teleport (self plus 50 lbs. of objects only), 
  mirror image, reverse gravity, unholy blight (DC 25), veil 
  (self only; DC 27)
  1/day—power word stun, summon (level 6, 1d3 glabrezu 
  vassals 20%, 1d4+1 vrock vassals 50%)
  1/month—wish (already used)
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 38, Dex 15, Con 33, Int 20, Wis 16, Cha 32
  Base Atk +15; CMB +31; CMD 43
  Feats Extra Mythic PowerMA, Improved Critical (pincer), Improved 
  InitiativeM, Improved Natural Attack (pincer), Improved Vital 
  Strike, Lightning Reflexes, Persuasive, Power AttackM, Vital Strike
  Skills Acrobatics +17 (+21 when jumping), Bluff +37, Diplomacy 
  +33, Fly +13, Intimidate +33, Knowledge (history) +23, 
  Knowledge (local) +23, Perception +29, Sense Motive +21, 
  Stealth +12, Use Magic Device +26; Racial Modifiers +8 Bluff, 
  +8 Perception
  Languages Abyssal, Celestial, Draconic, Elven, Gnome; telepathy 
  100 ft.
  SQ mirror dodge
  Gear belt of physical might +4 (Strength and Dexterity)
  SPECIAL ABILITIES
  Deskari’s Wing (Su) Koth’Vaul has grafted one of Deskari’s wings 
  to his back. This grants him a +5 resistance bonus on all saving 
  throws. Additionally, whenever a creature damages Koth’Vaul 
  with an attack that deals bludgeoning, force, piercing, or 
  slashing damage, the wing releases a discordant scraping 
  and rasping sound. All non-demon creatures within 10 feet 
  of Koth’Vaul must succeed at a DC 28 Fortitude save or be 
  sickened for 1d4 rounds. This is a sonic effect, and the save DC 
  is Constitution-based.
  Mirror Dodge (Su) When hit by a melee or ranged attack, 
  Koth’Vaul can expend one use of mythic power as an 
  immediate action to replace himself with an illusory duplicate 
  and teleport to any open square within 30 feet of his current 
  position. He takes no damage from this attack, which instead 
  destroys his illusory duplicate (similar to mirror image). Using 
  this ability requires line of effect to the square he teleports into.
  Unhindered (Sp) Using dark magic, Koth’Vaul has “stored” a 
  handful of wish spells over the years, which can be triggered by 
  his marked mortal servants. Each time Koth’Vaul fails a saving 
  throw against or is otherwise affected by an effect that would 
  hinder his ability to act freely, one of his marked followers 
  can call out as a free action, “Koth’Vaul! I wish to free you as 
  promised long ago!” This removes the effect automatically. Each 
  of Koth’Vaul’s five mortal servants had a contingent wish spell 
  in place, but Koth’Vaul used two of them in previous combats, 
  meaning only three contingent spells remain. If a marked 
  mortal follower is slain or incapacitated before his or her wish 
  is used, the spell is wasted. This cannot protect Koth’Vaul from 
  falling unconscious from hit point damage.
  Treasure: If the PCs defeat Koth’Vaul, they can remove 
  the wing from his back. It retains some of its properties, 
  becoming the magic cloak Deskari’s wing.
  Development: Even after Koth’Vaul’s death, the Abyss 
  in this region is still in flux. With an hour’s work, the PCs 
  can eventually bend the Abyss to their will and create a brief 
  portal back to Golarion. Alternatively, they can simply return 
  to Golarion through the tear into the Worldwound, as long 
  as they have not already sealed the rift (see below). If the PCs 
  To accommodate a group of four PCs, lower the DC of all 
  skill checks by 3. Additionally, remove one of the Knowledge 
  (planes) checks, for a total of five skill checks, and reduce the 
  ritual’s duration to 50 minutes. The PCs need only succeed 
  at three or more of these checks to successfully seal the rift. 
  Scaling Sealing the Wound
  
  THE RASPING REBIRTH
  23
  23
  did not kill all of the mortal followers of Koth’Vaul, they 
  can convince the survivors to return to civilization with a 
  successful DC 34 Diplomacy check (or DC 36 in Subtier 14–15). 
  Rewards: If the PCs do not defeat Koth’Vaul, reduce each 
  PC’s gold earned by the following amount.
  Subtier 12–13: Reduce each PC’s gold earned by 5,000 gp.
  Out of Subtier: Reduce each PC’s gold earned by 6,250 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 7,500 gp.
  SEALING THE WOUND
  Whether the PCs travel to the Rasping Rifts through the portal 
  in the Worldwound or use their own magic to reach Deskari’s 
  former realm, wise PCs are likely to recognize that an open 
  rift to the Abyss represents an ongoing threat. The ritual to 
  seal the rift is complex. It takes 60 minutes to perform, during 
  which time the PCs must attempt one Knowledge (arcana) 
  check, one Knowledge (geography) check, one Knowledge 
  (religion) check, and three Knowledge (planes) checks. The 
  DCs of these checks is 32 in Subtier 12–13, or 36 in Subtier 
  14–15. The designated primary caster for the ritual must 
  attempt at least one of these checks, but he can delegate the 
  rest of the checks to other PCs. These checks cannot benefit 
  from aid another. If the PCs succeed at four or more of these 
  checks, they successfully seal the rift. The primary caster is 
  exhausted from the strain, but only a faint scar remains on 
  the land. If the PCs fail three or more of these checks, they 
  do not successfully seal the rift. Worse, their efforts backfire, 
  and the rift tears open further. They can attempt to seal the 
  rift again, but the DC of all skill checks increases by 5 for each 
  failed ritual, and they must select a different primary caster 
  each time.
  CONCLUSION
  After killing Koth’Vaul, the PCs are celebrated as heroes. An 
  enormous statue is erected in their honor at the Starrise 
  Spire. The PCs are each consulted during the statue’s 
  construction, allowing them to pick an appropriate pose or
  engraving to include on the monument. Over the next 
  several years, hundreds of schemes created by Koth’Vaul  
  come to light all across Golarion as cultists are rooted  
   
   
   
   
   
   
   
  out and exposed. Though the process will be long, with 
  Koth’Vaul dead, the world can finally be healed of his many 
  evils. If the PCs defeated Koth’Vaul, they each earn the End 
  of Lying Horns boon on their Chronicle sheets.
  If the PCs spared any of Koth’Vaul’s mortal followers and 
  returned them to Golarion, these cultists are disoriented 
  and confused without their leader. They are afraid of 
  the PCs, and deep down they are perplexed that the PCs 
  spared their lives. Their future lies in the hands of the 
  PCs, whether that is turning them in to authorities to face 
  justice or setting them on the first steps of a rather long 
  road toward redemption.
  A PC who accepted the heart of Deskari is trapped in the 
  Rasping Rifts. On the way to becoming a demon lord in his 
  own right, this PC may choose to embrace his new role and 
  climb the hierarchy of the Abyss. Alternatively, the PC may 
  reject this fate. Though that path forward is treacherous, in 
  time the PC may be able separate a portion of the Rasping 
  Rifts from the Abyss, creating a new demiplane that is better 
  aligned with his own values and goals. Whatever happens, 
  the fate of this PC is now well beyond the manipulations of 
  mortals. Mark the PC who accepted the heart as dead. This PC 
  earns the Master of the Rasping Rifts on his Chronicle sheet.
  REPORTING CONDITIONS
  If the PCs defeated Koth’Vaul, check box A. If they spared 
  at least one of his human followers, check box B. If a PC 
  accepted Deskari’s heart, check box C.
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary objective if they kill Koth’Vaul. 
  Doing so earns each PC 1 Prestige Point. 
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary success condition if they 
  manage to close the portal to the Rasping Rifts in the 
  Worldwound or if they spare any of Koth’Vaul’s mortal 
  followers and convince them to return to Golarion to 
  face justice or find redemption. Achieving either of these 
  objectives earns each PC 1 additional Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  Handout #1: Muhlia’s Missive 
  Handout #2: Eating Deskari’s Heart
  Greetings, 
  I owe you a great debt for sparing my life in within the depths of Thurl’s maze. 
  After witnessing Thurl’s depravity, I became convinced that the world must be rid 
  of evils like him. To that end, since we parted I have spent time investigating the 
  shadowy figure behind Thurl, the demon who used foul magic to return him to life. 
  This demon was, of course, Koth’Vaul. Unfortunately, the demon covers his tracks 
  well, and I could not find any weakness to exploit.
  His vassals and servants, however, were not so well hidden. Four demonic vassals 
  of great power serve him and, through occult investigations, I was able to learn 
  fragments of each of their true names. While not enough to command the demons, 
  these fragments still hold power. Scribe them onto your weapons and armor with 
  holy water, and they will aid you in your battle against the fiends. 
  The rift around you fades away, its colors and sounds draining until you find yourself in total 
  darkness and silence. Searing pain pierces your chest, and your heart beats wildly. The slimy, 
  crunchy piece of demon flesh in your mouth writhes in time to the beating of your heart. 
  Sound returns, in the form of skittering, chattering, and buzzing sounds of swarms of 
  insects. In an instant, they engulf you, crawling over every inch of your flesh, pressing into 
  your nose and mouth and attempting to burrow beneath your skin. With a simple exertion of 
  will, you repel them all. “Good,” Deskari’s buzzing voice echoes. “You are not too weak to 
  survive this.”
  You are back in the Rasping Rifts, Deskari’s former realm. Here, the Abyss itself reaches 
  out toward you, speaking into your mind. “Someone must rise in his place.” The demons in 
  the distance stop their fighting, turning toward you. They are curious, and they are afraid. 
  Deskari presses into your mind. He’s trying to be subtle, but you can feel his movements. You 
  can also feel his shock and rage as you prove less pliable than he expected.
  One thing is for certain—if you finish eating Deskari’s heart, you will become stronger than 
  you ever imagined. But this strength will not come without great cost. You can stop now, or 
  you can keep going. Tell your GM whether you decide to turn back now or to devour the rest 
  of the heart.
  
  THE RASPING REBIRTH
  25
  25
  Handout #3: A Taste of Deskari’s Power
  You have let Deskari’s blood flow through your veins, or you have stolen power from his heart 
  on your own terms. Whatever the case, you have avoided the dire consequences that could have 
  come from allowing more of the demon lord’s power to infuse you. You gain the following abilities 
  for the duration of this adventure.
  Abyssal Attunement: You no longer take penalties on Intelligence, Wisdom, and Charisma-
  based skill checks based on the difference between the Abyss’s alignment and your own. 
  Additionally, you are particularly adept at manipulating the raw substance of the Abyss, an 
  ability that will have mechanical benefits in your encounter with Koth’Vaul.
  Initiative: You gain a +2 bonus on initiative checks.
  Epic Strikes: Your attacks with natural and manufactured weapons bypass DR/epic.
  Mythic Power: You gain two uses of mythic power per day. You can use this power in the 
  following ways.
  • Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one 
  use of mythic power to roll 1d6 and retroactively add the result to the check.
  • Extra Action: Up to once per round as a free action on your turn, you can expend one use of 
  mythic power to take an additional standard action. This action cannot be used to cast a spell.
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  Handout #4: The Heart of Deskari
  Deskari has granted you a significant portion of his remaining power. As his magic surged into you, you 
  fought a titanic battle of wills, during which the demon lord attempted to turn you into his loyal pawn. You 
  have emerged battered but with your sense of self intact. You are now bound to what was once his realm, 
  the Rasping Rifts. He intended for you to rebuild the realm on his terms, carrying out his orders without 
  question, but you are the one who will shape its future. Will you embrace the nature of your new power and 
  rise as a new demon lord, or will you reject it, using your resolve to bring a new beginning to this corner of 
  the Abyss? Regardless of your intentions, Koth’Vaul’s plans are now a larger threat to you than ever. You can 
  sense Deskari’s other heart beating in his chest, and you know that until he lies dead at your feet, Koth’Vaul 
  will stop at nothing to destroy you.
  Demon: You are now a demon. Your creature type changes to outsider, with the chaotic, demon, and evil 
  subtypes. This does not automatically adjust your alignment, though you can adjust your alignment any 
  number of steps toward chaotic evil now if you choose. You gain darkvision with a range of 60 feet. You gain 
  immunity to electricity and poison, and resistance 10 to acid, cold, and fire. You learn Abyssal if you did not 
  already speak it and gain telepathy with a range of 100 feet. 
  Abyssal Attunement: You are native to the Abyss. Even if your alignment is not chaotic evil, you can 
  treat your alignment as chaotic evil whenever it would be more beneficial to you. You are particularly 
  adept at manipulating the raw substance of the Abyss, an ability that will have mechanical benefits in your 
  encounter with Koth’Vaul.
  Initiative: You gain a +4 bonus on initiative checks.
  Mythic Power: You gain four uses of mythic power per day. You can use this power in the following ways.
  • Surge: After you fail any check that uses a d20 roll, as an immediate action you can expend one use of 
  mythic power to roll 1d6 and retroactively add the result to the check.
  • Extra Action: Up to once per round as a free action on your turn, you can expend one use of mythic power 
  to take an additional standard action. This action cannot be used to cast a spell.
  Additionally, you can select one additional mythic power ability from the following list. Once you use one 
  of these abilities, you must cross the others off this sheet.
  • Spell Surge: As a swift action, you can expend one use of mythic power to cast any one arcane, divine, or 
  psychic spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one 
  you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one 
  of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell 
  roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a 
  creature’s spell resistance, you gain a +4 bonus on the check and can roll twice and take the higher result. 
  You can’t add a metamagic feat to a spell you cast using this ability. 
  • Sudden Block: As an immediate action, you can expend one use of mythic power to hinder a melee attack 
  made against you or an adjacent ally. Add 4 to your AC or the ally’s AC against this attack. The creature 
  making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you 
  or your ally (your choice) can make one melee attack against the creature. The damage from this attack 
  bypasses all damage reduction. 
  • Surprise Strike: As a swift action, you can expend one use of mythic power to make a melee attack 
  or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. 
  When you make a surprise strike, the target is considered flat-footed regardless of any class features or 
  abilities it might have, and you gain a +4 bonus on your attack roll. Damage from this attack bypasses 
  damage reduction. 
  Granting Spells: You can grant spells of up to 4th level to those who worship Deskari, as well as those 
  who worship you directly. The domains you grant your worshippers are Chaos and Evil. 
  
  THE RASPING REBIRTH
  27
  27
  APPENDIX: STAT BLOCKS
  The following creatures from Pathfinder RPG books appear 
  in this scenario. 
  DEMON, GLABREZU
  Four arms grace the torso of this towering monstrosity. The monster’s 
  eyes shine with a mix of intelligence and cruelty.
  GLABREZU 
  CR 13
  Pathfinder RPG Bestiary 61
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 186 (12d10+120)
  Fort +18, Ref +4, Will +11
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10),  
  bite +20 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+15)
  Spell-Like Abilities (CL 14th)
  Constant—true seeing
  At will—chaos hammer (DC 19), confusion (DC 19), dispel 
  magic, mirror image, reverse gravity (DC 22), greater 
  teleport (self plus 50 lbs. of objects only), veil (self only), 
  unholy blight
  1/day—power word stun, summon (level 4, 1 glabrezu 20% or 
  1d2 vrocks 50%)
  1/month—wish (granted to a mortal humanoid only)
  STATISTICS
  Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +24; CMD 34
  Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, 
  Power Attack, Vital Strike
  Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge 
  (history) +18, Knowledge (local) +18, Perception +26, Sense 
  Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers 
  +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  DEMON, NALFESNEE (MYTHIC)
  This porcine demon has huge tusks and tiny wings, and its furred 
  flesh oozes with greasy black and purple energy.
  MYTHIC NALFESHNEE 
  CR 17/MR 7
  Pathfinder RPG Mythic Adventures 183
  CE Huge outsider (chaotic, demon, evil, extraplanar, mythic)
  Init +12M; Senses darkvision 60 ft., true seeing; Perception +32
  Aura unholy aura (DC 25)
  DEFENSE
  AC 36, touch 13, flat-footed 35 (+4 deflection, +1 Dex, +23 natural, 
  –2 size)
  hp 287 (15d10+205); fast healing 5
  Fort +22, Ref +10, Will +21
  DR 10/epic and good; Immune fire, electricity, poison; Resist acid 
  10, cold 10; SR 28
  OFFENSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +28 (3d8+15/18–20), 2 claws +28 (2d6+15/19–20 
  plus steal)
  Space 15 ft.; Reach 15 ft.
  Special Attacks demonic knowledge, mythic power (7/day, surge 
  +1d10), touch of chaos, unholy nimbus
  Spell-Like Abilities (CL 12th; concentration +19)
  Constant—detect thoughts (DC 19), true seeing, unholy aura 
  (DC 25)
  At will—call lightning (DC 20), feeblemind (DC 22), greater 
  dispel magic, greater teleport (self plus 50 lbs. of 
  objects only), move earth, slow (DC 20), stone shape, 
  stone tell
  3/day—scrying
  1/day—contact other plane, summon (level 5, 1 nalfeshnee 
  20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
  STATISTICS
  Str 40, Dex 13, Con 29, Int 23, Wis 22, Cha 24
  Base Atk +15; CMB +32 (+34 bull rush); CMD 47 (49 vs. bull rush)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Critical (bite)M, Improved Critical (claws), Improved InitiativeM, 
  Iron WillM, Power AttackM
  Skills Bluff +25, Diplomacy +25, Fly +11, Intimidate +22, 
  Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge 
  (religion) +21, Perception +32, Sense Motive +24, Spellcraft 
  +24, Stealth +11, Use Magic Device +25; Racial Modifiers 
  +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SPECIAL ABILITIES
  Demonic Knowledge (Su) By expending one use of mythic 
  power as a free action, the demon learns one weakness, 
  vulnerability, or special defense of an opponent within reach.
  Steal (Ex) A mythic nalfeshnee that hits with a claw attack 
  can attempt to steal an object from its target with a combat 
  maneuver check as a free action that does not provoke an 
  attack of opportunity. The foe receives a +5 bonus to his 
  CMB if the object is fastened to their body (such as a cloak, 
  sheathed weapon, or pouch). The nalfeshnee cannot steal 
  objects that are closely worn (such as armor, backpacks, 
  clothing, or rings) or held objects.
  Touch of Chaos (Sp) This functions like the Chaos domain 
  granted power, except the demon can expend one use of 
  mythic power as a free action to use this ability when it hits 
  with a natural attack.
  Unholy Nimbus (Su) Three times per day as a free action, the 
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  demon can create writhing colored lights on its body. One 
  round later, the light bursts in a 60-foot radius. Any non-
  demon caught within this area must succeed at a DC 24 Will 
  save or be dazed for 1d10 rounds as visions of madness 
  hound it. The save DC is Charisma-based.
  RETRIEVER
  A spider the size of a bull elephant rears up on its back four legs in a 
  violent challenge, eyes shimmering with magical energy.
  RETRIEVER 
  CR 11
  Pathfinder RPG Bestiary 234
  CE Huge construct (extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
  hp 137 (15d10+55); fast healing 5
  Fort +7, Ref +10, Will +5
  Immune construct traits
  OFFENSE
  Speed 50 ft.
  Melee bite +19 (1d8+6 plus grab), 4 claws +19 (2d6+6/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks eye rays (+16 ranged touch)
  Spell-Like Abilities (CL 20th; concentration +15)
  At will—discern location
  STATISTICS
  Str 22, Dex 16, Con —, Int 3, Wis 11, Cha 1
  Base Atk +15; CMB +23 (+25 bull rush, +27 grapple); CMD 36 (38 
  vs. bull rush, 40 vs. trip)
  Feats Cleave, Great Fortitude, Improved Bull Rush, Improved 
  Critical (claw), Improved Initiative, Lightning Reflexes, Power 
  Attack, Toughness
  Skills Acrobatics +3 (+11 to jump), Perception +15
  Languages Abyssal (can’t speak)
  SQ relentless
  SPECIAL ABILITIES
  Eye Rays (Su) A retriever’s eyes can produce four different 
  magical rays, each with a range of 100 feet. Each round, it 
  can fire one ray as a free action. A particular ray is usable only 
  once every 4 rounds. A retriever can fire an eye ray in the 
  same round that it makes physical attacks-firing an eye ray 
  does not provoke attacks of opportunity. The save DC for eye 
  rays is Constitution-based and includes a +2 racial bonus. The 
  eye ray effects are the following.
  Fire: Deals 12d6 fire damage (DC 19 Reflex half).
  Cold: Deals 12d6 cold damage (DC 19 Reflex half).
  Electricity: Deals 12d6 electricity damage (DC 19 Reflex half).
  Petrification: Target must succeed on a DC 19 Fortitude save or 
  turn to stone permanently.
  Relentless (Su) A retriever is constantly under the effects 
  of spider climb and water walk; these abilities cannot 
  be dispelled.
  WORM THAT WALKS
  Although this robed wizard stands and moves like a man, his body is 
  a writhing mass of squirming, slippery worms.
  WORM THAT WALKS 
  CR 14
  Male human worm that walks conjurer 13 (Pathfinder RPG 
  Bestiary 2 286)
  NE Medium vermin (augmented humanoid, human)
  Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +22
  DEFENSE
  AC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, 
  +2 insight)
  hp 113 (13d6+65); fast healing 14
  Fort +11, Ref +12, Will +13
  Defensive Abilities worm that walks traits; DR 15/—; Immune 
  critical hits, disease, flanking, paralysis, poison, sleep
  OFFENSE
  Speed 30 ft.
  Melee slam +10 (1d4–1 plus grab)
  Special Attacks discorporate, grab (Large), squirming 
  embrace, tenacious
  Arcane School Spell-Like Abilities (CL 13th; concentration +18)
  At will—dimensional steps (390 feet/day)
  8/day—acid dart (1d6+6 acid)
  Conjurer Spells Prepared (CL 13th; concentration +18)
  7th—plane shift (DC 22), project image (DC 22)
  6th—acid fog, disintegrate (DC 21), summon monster VI
  5th—cloudkill (DC 20), dismissal (DC 20), shadow evocation  
  (DC 20), telekinesis (DC 20), teleport
  4th—black tentacles, confusion (DC 19), dimension door, 
  dimension door, phantasmal killer (DC 19), summon 
  monster IV
  3rd—dispel magic, fly, protection from energy, slow (DC 18), 
  stinking cloud (DC 18), summon monster III
  2nd—acid arrow, detect thoughts (DC 17), fog cloud, glitterdust 
  (DC 17), invisibility, summon swarm
  1st—charm person (DC 16), feather fall, grease, obscuring mist, 
  protection from good, reduce person (DC 16), shield
  0 (at will)—detect magic, mage hand, prestidigitation, 
  read magic
  Opposition Schools Evocation, Necromancy
  STATISTICS
  Str 8, Dex 18, Con 17, Int 20, Wis 12, Cha 10
  Base Atk +6; CMB +5 (+13 grapple); CMD 26
  Feats Arcane Armor Training, Combat Casting, Combat Reflexes, 
  Craft Magic Arms and Armor, Craft Wondrous Item, DiehardB, 
  Dodge, Improved Initiative, Light Armor Proficiency, Scribe 
  Scroll, Toughness, Weapon Finesse
  Skills Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge 
  (arcana) +21, Knowledge (dungeoneering) +21, Knowledge 
  (planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, 
  Stealth +12; Racial Modifiers +8 Perception, +8 Sense Motive, 
  +8 Stealth
  
  THE RASPING REBIRTH
  29
  29
  Languages Abyssal, Aklo, Common, Infernal
  SQ arcane bond (staff of charming), summoner’s charm (6 rounds)
  Combat Gear staff of charming; Other Gear +4 leather armor, 
  cloak of resistance +4
  SPECIAL ABILITIES
  Discorporate (Su) A worm that walks can collapse into a 
  shapeless swarm of worms as a free action. All held, worn, and 
  carried items fall and its Strength score drops to 1. The worm 
  that walks functions as a true swarm while discorporated, 
  with a reach of 0 feet (its space remains unchanged). While 
  discorporated, the worm that walks loses all of its defensive 
  abilities and gains all of the standard swarm traits. It loses 
  its slam attacks and all special abilities and special attacks, 
  but can make a swarm attack that deals damage equal to its 
  engulf attack. A worm that walks can reform into its true form 
  (including equipping all gear in reach) as a full-round action as 
  long as it has at least 1 hit point.
  Squirming Embrace (Ex) If a worm that walks grapples a foe, as a 
  swift action, it can cause a swarm of worms to squirm over the 
  grappled creature. These worms deal 3d6 points of automatic 
  swarm damage with no attack roll needed. If a creature takes 
  damage from the swarm, it is also subject to the swarm’s 
  distraction ability, and must make a DC 19 Fortitude save or 
  be nauseated for 1 round. The save DC is Constitution-based. A 
  worm that walks can only  have one embraced target at a time, 
   
  but it does not have to continue grappling in order to maintain 
  the embrace. If the worm that walks moves more than 5 feet 
  from the swarm or dismisses the swarm (a free action), the 
  swarm dies. Any area attack that damages the swarm or any 
  severe or stronger wind effect that affects the swarm’s target 
  kills it. 
  Tenacious (Ex) A worm that walks gains a +4 racial bonus on CMB 
  checks made to grapple and a +4 racial bonus to its CMD.
  Worm that Walks Traits A worm that walks has no discernible 
  anatomy, and is not subject to critical hits or flanking. Reducing 
  a worm that walks to 0 hit points causes it to discorporate 
  (see below)—a worm that walks at 0 hit points is staggered, 
  and one at negative hit points is dying. Worms that walk are 
  immune to any physical spell or effect that targets a specific 
  number of creatures (including single-target spells such as 
  disintegrate), with the exception of such spells and effects 
  generated by the worm that walks itself, which treat the worm 
  that walks as one single creature if it so chooses. Mind-affecting 
  effects that target single creatures function normally against a 
  worm that walks, since the creature’s individual components 
  share a hive mind. A worm that walks takes half again as much 
  damage (+50%) from damaging area effects, such as fireball 
  and splash weapons. Worms that walk are susceptible to high 
  winds—treat a worm that walks as a Fine creature for the 
  purposes of determining wind effects.
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  
  THE RASPING REBIRTH
  31
  31
  OPEN GAME LICENSE Version 1.0a
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  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You can not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You can not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Society Scenario #10–09: The Rasping Rebirth © 2018, Paizo Inc.; 
  Author: Cole Kronewitter.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-09: 
  The Rasping Rebirth
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  12–13
  14–15
  —
  6,639
  10,722
  —
  8,681
  13,277
  21,444
  —
  17,361
  Out of
  Subtier
  Pathfinder Society Scenario #10-09: 
  The Rasping Rebirth
  End of Lying Horns (Legacy): Thanks to your heroic efforts, Koth’Vaul did not become a new demon lord, and the Pathfinder 
  Society no longer has to fear the wrath and guile of this formidable adversary. Among his many plans, Koth’Vaul had begun 
  planting tieflings in the Society that he planned to subtly transform into his own agents. Write an organized play number 
  and First Edition Pathfinder Society character number at the end of this boon. That character gains the following benefit. 
  Include a copy of this Chronicle sheet with that character’s records, crossing off all other rewards on the copied sheet. 
  Abyssal Heritage: You can play a tiefling character (Pathfinder RPG Advanced Race Guide 268, Pathfinder RPG Bestiary 264), 
  beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those 
  outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given 
  character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as 
  if access to this race selection were granted by the Additional Resources list.
  Character Number: ___________________- __________
  Master of the Rasping Rifts: You devoured Deskari’s heart, becoming the new immortal master of the Abyssal realm 
  known as the Rasping Rifts. Deskari expected you to serve him as his loyal steward, but he is not strong enough to 
  command you from his grave. You will be unable to leave the Rasping Rifts for several centuries, but the direction the 
  realm takes is now in your hands. This PC is permanently retired from play. However, he becomes a legal deity for your 
  future Pathfinder Society characters. Include a copy of this Chronicle sheet with the records of any PC who worships this 
  PC. You grant access to the same domains and favored weapon as Deskari.
  Corona Blade (aura moderate evocation; CL 10th; Price 50,355 gp; Weight 2 lbs.): This weapon was once a sun blade, but 
  the Abyss has slowly altered its abilities. It has the properties of a sun blade, with the following changes. It deals additional 
  damage to creatures with a strong or overwhelming aura of law (see detect law) instead of to Negative Energy plane creatures 
  or undead creatures. Additionally, instead of the sunlight power, it allows its wielder to create an unholy nimbus of light as 
  a standard action in a 30-foot radius burst, dazing all non-demon creatures other than its wielder for 1d4 rounds (Will DC 
  20 negates) and suppressing the weapon’s additional enhancement bonus against evil creatures for 1 minute.
  Deskari’s Wing (aura moderate abjuration and evocation; CL 10th; Discounted Price 20,000 gp; Weight 1 lb.): This cloak 
  is made from one of the wings of the demon lord Deskari. It functions as a cloak of resistance +3, but the resistance bonus it 
  grants increases by 1 against acid, cold and fire attacks, and by 2 against charm, compulsion, death, electricity, and poison 
  effects. Additionally, once per day when the wearer takes damage from an attack that deals bludgeoning, force, piercing, or 
  slashing damage, the wearer can spend an immediate action to cause the wing to release a discordant rasping sound. All 
  non-demon creatures within 10 feet must succeed at a DC 24 Fortitude save or be sickened for 1d4 rounds. This is a sonic 
  effect. Deskari’s wing can be upgraded, improving its baseline resistance bonus (+3 to +4 for 10,000 gp, +4 to +5 for 15,000 gp).
  Staff of Locusts (aura moderate conjuration; CL 9th; Discounted Price 25,000 gp; Weight 5 lbs.): This +1 quarterstaff is made 
  of the compacted husks of locusts. While holding the staff, the wielder gains DR 5/— against the attacks of swarms. Melee 
  attacks with the staff deal double damage to all swarms, even those that would normally be immune to weapon damage. In 
  addition, any time the wielder casts a spell or uses an ability that summons a swarm, he can spend 1 charge from the staff 
  as a swift action to add 1d6 to the swarm’s damage and increase the save DCs to resist its effects by 2. The staff allows the 
  use of summon swarm (1 charge) and insect plague (3 charges).
  Core Campaign
  Subtier 12-13
  Subtier 14–15
  belt of physical might +2 (10,000 gp; Strength and Constitution)
  cloak of resistance +4 (16,000 gp)
  corona blade (50,335 gp)
  Deskari’s wing (discounted price 20,000 gp or more, see above)
  staff of locusts (discounted price 25,000 gp)
  belt of physical might +4 (40,000 gp; Strength and Constitution)
  cloak of resistance +4 (16,000 gp)
  corona blade (50,355 gp)
  Deskari’s wing (discounted price 20,000 gp or more, see above)
  headband of vast intelligence +6 (36,000 gp; Diplomacy, 
  Knowledge [religion], Survival)
  pearl of power (4th level; 16,000 gp)
  staff of locusts (discounted price 25,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-09 - The Rasping Rebirth.pdf