TEXT: By Tom Phillips
  The Labyrinth of 
  Hungry Ghosts
  PATHFINDER SOCIETY SCENARIO #7-19 
  TIER 3–7
  
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  Pathfinder Society Scenario #7–19: The Labyrinth of Hungry Ghosts is a Pathfinder Society Scenario designed for 3rd- through 
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  The Labyrinth of Hungry Ghosts
  Pathfinder Society Scenario #7–19
  
  Mediogalti
  Island
  Eye of
  Abendego
  The Shackles
  • Gloomspires
  3
  to cobble together a replacement team and return to the 
  Gloomspires in time for the next solstice—their only 
  chance to mount a rescue in the next half year.
  In truth, most of the original Pathfinder team is dead. 
  An ancient and malevolent spirit the team encountered 
  possessed Jaohd Ilzinian and orchestrated the deaths of 
  his companions. Wearing Ilzinian’s body, the spirit has 
  made its way quickly to the summit of Sevenfingers’s 
  tomb, and it is eager to lure more souls to their doom.
  ADVENTURE SUMMARY
  Venture-Captain Calisro Benarry sails the PCs to the 
  Gloomspires aboard the Grinning Pixie, her ship and 
  D
  ozens of stone pillars known as the Gloomspires 
  rise from the ocean west of the Eye of Abendego. 
  Built during the Age of Serpents by a humanoid 
  race remembered only as the Makers, many of these 
  columns contain numerous levels and chambers since used 
  by both the devious and the desperate to hide themselves 
  and their wealth. Since ancient times, the Gloomspires 
  have intrigued explorers, yet the columns’ ever-present 
  wind-resistant fog and their tendency to shift locations at 
  random means studying any one in particular—much less 
  getting an accurate count of their number—is extremely 
  difficult. Only for three nights during the winter and 
  summer solstices do the columns stay still.
  Venture-Captain Calisro Benarry has studied the 
  Gloomspires for years, but their capricious movements 
  have stymied her efforts. Following a lead found in the 
  logbook of the pirate captain Mazzer Thrennt, she sent 
  a team of Pathfinders into one of the columns to secure 
  the Orb of Stars, a relic of an order of astronomers from 
  the lost kingdom of Lirgen. The relic has the power to 
  change the alignment of the stars—or at least how those 
  in the area perceive them—tricking the Gloomspires 
  into believing that a solstice is currently in effect. A 
  team of Pathfinders recovered the orb and defeated 
  some of the spire’s denizens. During their mission, 
  this team confirmed rumors that the column was the 
  tomb of notorious wizard and pirate captain Sempet 
  Sevenfingers. They also discovered a path leading deeper 
  into the tomb, but a magically warded door prevented 
  them from entering its deeper levels.
  Calisro Benarry recently hired a Thuvian caravel, 
  the Pride of Aspenthar, to ferry another Pathfinder team 
  to explore the second level of Sevenfingers’s domain. 
  Equipped with Benarry’s magical folding boat and led 
  by the paladin Jaohd Ilzinian, the team was tasked with 
  using the Orb of Stars to freeze the Gloomspires in place 
  so they could reach the site safely. However, when the 
  Pathfinders failed to return for their rendezvous with 
  Benarry at their appointed time, Benarry feared the 
  worst. The venture-captain has had just enough time 
  The Labyrinth of 
  Hungry Ghosts
  By Tom Phillips
  WHERE ON GOLARION?
  This adventure takes place in the Gloomspires, specifically 
  the second level of Sevenfingers’s tomb. The Gloomspires 
  are located roughly 100 miles due west of the western 
  edge of the Eye of Abendego, midway between Mediogalti 
  Island and the westernmost isles of the Shackles. For 
  more information regarding the regions bordering the 
  Gloomspires, see Pathfinder Campaign Setting: Isles of the 
  Shackles, Pathfinder Campaign Setting: The Inner Sea World 
  Guide, and Pathfinder Campaign Setting: Lost Kingdoms, 
  available at bookstores and game stores everywhere, and 
  online at paizo.com.
  
  Calisro 
  Benarry
  4
  PATHFINDER SOCIETY SCENARIO
  traveling 
  Pathfinder 
  lodge. 
  Once the ship arrives at the 
  Gloomspires, Benarry sends PCs into 
  Sevenfingers’s tomb to rescue a team 
  of Pathfinders, or to recover their 
  remains, and to retrieve both the Orb 
  of Stars and the folding boat that she 
  lent to the original team. 
  High atop Sevenfingers’s tomb, 
  the PCs encounter a band of 
  marooned sailors, survivors 
  of the doomed Pride of 
  Aspenthar. 
  These 
  sailors 
  have captured the leader 
  of the missing Pathfinder 
  team, Jaohd Ilzinian. He is 
  an honorable paladin, but a malevolent 
  force from within Sevenfinger’s tomb 
  has taken over his mind. After the PCs rescue Ilzinian 
  from the sailors, the possessed paladin tries to lure the 
  PCs into the tomb. The PCs may deduce that Ilzinian is 
  under a sinister influence if they notice inconsistencies in 
  his story, and may attempt to expel the spirit.
  Within the tomb, the PCs explore an extra-dimensional 
  maze of trapped souls and flesh-hungry undead and find 
  the inner sanctum of the spirit that possessed Jaohd 
  Ilzinian. There, the PCs either face the recently expelled 
  spirit or the paladin acting under the spirit’s control, as 
  well as the spirit’s ravenous undead mate.
  GETTING STARTED
  The scenario begins with a briefing from Venture-
  Captain Calisro Benarry. 
  On the Grinning Pixie’s deck, Venture-Captain Calisro Benarry 
  stands defiantly amid the howling wind and driving rain. The 
  powerfully built half-orc’s voice carries over the storm. “There!” 
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 
  3, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5, 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG NPC Codex, Pathfinder RPG Occult Adventures (OA), 
  and Pathfinder RPG Ultimate Equipment. These rules can be 
  found online for free as part of the Pathfinder Roleplaying 
  Game Reference Document at paizo.com/prd. 
  Relevant rules from the Bestiary volumes 
  and the NPC Codex are reprinted at the 
  back of the adventure.
  she yells, pointing to the northwest. “We’ve reached the 
  Gloomspires.” As if on cue, numerous impossibly narrow fingers 
  of black rock suddenly appear in the distance. The unnatural 
  structures exude a sensation of unnatural and profound dread. 
  Benarry laughs deeply as the sensation descends.
  A PC who played #6–06 Hall of the Flesh Eaters has 
  previously adventured in the Gloomspires, and was 
  likely part of the team that recovered the Orb of Stars 
  mentioned below in the first place. If any PC played in 
  that adventure, Venture-Captain Benarry says 
  the following.
  “I bet you’re glad to be back to these 
  gods-accursed spires! I sent in another 
  team to continue the good work you started, 
  and things didn’t go so well. You’re the closest 
  thing to an expert on this rock we have, so 
  I’m trusting you to bring the team through 
  this mission safely.”
  The venture-captain continues.
   She leans in closer. “Let’s 
  review some of the details 
  of 
  your 
  mission.” 
  Her 
  eyebrows 
  furrow. 
  “Two 
  months ago, I sent another 
  team of Pathfinders to Old 
  Sevenfingers’s tomb aboard 
  a Thuvian caravel called 
  the Pride of Aspenthar. The 
  Pride and the Pathfinders never returned 
  to Drenchport. Divinations confirmed 
  that the ship was lost. It apparently sank after transporting the 
  Pathfinders to the tomb, but no Pathfinders were on board. I 
  sent the team into the second level of the tomb—a place called 
  the Labyrinth of Hungry Ghosts. I put a veteran explorer named 
  Jaohd Ilzinian in charge of the team. He’s a paladin of Shelyn 
  known for his skill at fighting against things that should be dead.
  “Ilzinian’s team carried the Orb of Stars with them. It’s a 
  powerful magic item that freezes the Gloomspires in place so 
  they can be explored safely. As you can see,” she says, gesturing 
  to the spires, “the orb isn’t working. In the last few minutes, 
  those columns have shifted twice. Without the orb, the spires 
  only stand still on the solstice.”
  Benarry allows her words to sink in before continuing. “The 
  solstice begins in a few hours, so you’ll be able to make your way 
  to the tomb just fine. I need you to climb up to Sevenfingers’s 
  tomb, find out what happened to the Pathfinders, and recover 
  the Orb of Stars. Also, I let Jaohd borrow Old Flotsam, my folding 
  boat. She’s precious to me, and I’d really like her back.”
  A sudden flash of lighting and the roar of distant thunder 
  
  5
  THE LABYRINTH OF HUNGRY GHOSTS
  punctuate the captain’s words, and she smirks. ”Sounds simple 
  enough, don’t it? The spires will stay in place for three days. If 
  you find the orb, you’ll get two weeks. If you stay longer than 
  that, you lubbers might run into trouble sailing back out. I’ll 
  circle the Pixie around the spires for three weeks just in case. 
  Any questions before you jump in the rowboat?”
  The Gloomspires and Sempet Sevenfingers are well-
  known legends in the region. Before continuing, allow the 
  PCs a chance to remember some facts about these topics. 
  PCs who played Hall of the Flesh Eaters may recall some of 
  this information.
  KNOWLEDGE (ARCANA) OR KNOWLEDGE (HISTORY)
  Based on the results of a Knowledge (arcana) or Knowledge 
  (history) check, the PCs might already know about the 
  Gloomspires. Each PC recalls all the information whose 
  DC is less than or equal to the result of her check.
  15+: The Gloomspires are an ancient field of massive 
  stone columns that rise from the Arcadian Ocean. Most 
  sages say they were already old when the Ghol-Gan 
  Empire was young. The Gloomspires are hollow and 
  contain many chambers and passages, all of which are 
  believed to be cursed, monster-infested, or both.
  20+: Since the time of the Ghol-Gan Empire, many of 
  the Gloomspires have been explored, and some have even 
  been claimed and repurposed by other beings. Of these, 
  Sevenfingers’s tomb is the most well known.
  25+: The Gloomspires are inundated with strange, 
  reality-warping effects. The columns occasionally shift 
  their positions, and many explorers report feeling a sense 
  of wrongness and foreboding just from being in the area. 
  This bizarre magic also makes teleportation and plane-
  traveling magic very difficult, though summoning spells 
  tend to function normally.
  30+: A humanoid race of powerful sorcerers called the 
  Makers constructed the Gloomspires during the Age 
  of Serpents. The Makers are believed to have escaped 
  enslavement in a nightmarish realm and fled to Golarion.
  KNOWLEDGE (ARCANA), KNOWLEDGE (HISTORY), 
  OR KNOWLEDGE (LOCAL)
  Based on the results of a Knowledge (arcana) , Knowledge 
  (history), or Knowledge (local) check, the PCs might 
  already know about Sempet Sevenfingers. Each PC recalls 
  all the information whose DC is less than or equal to the 
  result of her check.
  15+: Sempet Sevenfingers was a legendary pirate who 
  was active in the region 300 years ago.
  20+: From his dreaded flagship, the Voracious, 
  Sevenfingers commanded a small fleet of pirate ships. His 
  practice of using kuru cannibals to augment his boarding 
  parties inspired fear and hatred across the Shackles.
  25+: Sevenfingers was a powerful wizard who dabbled 
  in necromancy and communed with evil outsiders, 
  entities from the Dark Tapestry, and other beings from 
  unspeakable realms beyond Golarion.
  30+: Sevenfingers had dealings with the denizens of 
  Leng. His flagship, the Voracious, was actually a black ship 
  of Leng, gifted to Sevenfingers by his dreadful allies.
  The PCs might have questions for Benarry. Possible 
  questions and her answers appear below. 
  What are the Gloomspires? “They’re a cluster of 
  columns that rises out of the sea, about a hundred miles 
  west of the Eye of Abendego. The columns are 500 feet tall 
  and all look the same on the outside. On the inside, they’re 
  hollow and full of chambers and passages, which they say 
  are home to monsters, traps, and worse. Some say there are 
  twenty columns, others say fifty. The fog never blows away, 
  so it’s damn near impossible to count them properly.”
  Who built the Gloomspires? “An ancient race of 
  powerful sorcerers called the Makers built the place.
  Supposedly they fled to our world in prehistoric times, 
  escaping slavery to someone even more powerful. The 
  Makers either died out or moved on before the Ghol-Gani 
  cyclopes rose to power thousands of years ago.”
  What is the Orb of Stars? “The Saoc Brethren of Lirgen 
  made the orb. It can hold the Gloomspires in place long 
  enough for us to study the site properly.”
  Who was Sevenfingers? “He was a powerful wizard and 
  pirate who sailed the Shackles three centuries ago. After a 
  very long and successful career full of killing and looting, 
  he buried himself alive in one of the Gloomspires. His 
  legendary tomb has lured pirates, explorers, and treasure-
  hunters to their doom ever since.”
  What can you tell us about Jaohd Ilzinian and his 
  companions? “Jaohd is a Taldan paladin who worships 
  Shelyn. He’s tall and scrawny, with gray eyes and red hair. 
  He joined the Society thirteen years ago and become an 
  expert on spirits and haunts. His longsword, a fine blade 
  he calls Ether’s Kiss, can hurt creatures with no real body 
  of their own. Jaohd went into the Gloomspires with four 
  other agents: the Taldan twins Alrasus and Naphinia, 
  known for their quick fingers and quicker wits; Zumek, a 
  Kellid warrior who could wrestle a crocodile and win; and 
  Yetisiel, an elf with the power of storms in her blood.”
  If the PCs need any gear, the Grinning Pixie’s 
  quartermaster can sell them nearly any mundane or 
  alchemical gear in addition to magic items worth 2,500 gp 
  or less. 
  Treasure: Benarry gives the PCs two pouches of grave 
  salt (Pathfinder RPG Ultimate Equipment 301) and a wand of 
  ghostbane dirge (Pathfinder RPG Advanced Player’s Guide 225) 
  wrapped in a shroud. The wand has 6 charges remaining. 
  She explains, “That ratty scrap of cloth is connected to 
  
  6
  PATHFINDER SOCIETY SCENARIO
  Sevenfingers himself. A mystic old sea dog performed a 
  ritual to connect it to the wand. He said it should make 
  the magic item more effective in the Gloomspires, as long 
  as you don’t unwrap it. You let me know if he was trying 
  to pull something on me, and I’ll go get my coin back.” 
  The ritual was successful—as long as the PCs don’t remove 
  the wand from the shroud, the Will save DC to resist the 
  wand’s effects within the Gloomspires is 17.
  THE GLOOMSPIRES
  The Gloomspires have long influenced the mythology of 
  the Shackles region, and the site has spawned countless 
  tavern tales, though the spine-chilling legends concerning 
  Sempet Sevenfingers remain the most popular.
  THE MAKERS 
  The Gloomspires were created during the Age of Serpents 
  by a race of humanoids called the Makers. The Makers 
  fled to the region after having been held in thrall by an 
  even more powerful group. Scholars debate whether these 
  builders originated from another continent, another 
  planet, or another plane altogether. The Makers wielded 
  powerful magic (as evidenced by the overwhelming 
  enchantments that continue to influence the ruins), and 
  each column served as the personal demesne of a Maker.
  Though exceptionally long-lived, the Makers were not 
  immortal, and if any of their descendants survived into 
  later ages, there is no evidence as to what or where those 
  creatures might be. What does seem clear is that by the 
  time the Ghol-Gani began worshipping nature spirits and 
  constructing their first primitive settlements, the Makers 
  were no more, and the Gloomspires stood abandoned.
  INHABITANTS
  After the Makers’ disappearance, the Gloomspires became 
  a favorite destination for explorers, treasure-hunters, and 
  colonists of all kinds. The first to arrive were the ancient 
  Ghol-Gani, whose great cities of Garkotar and Tzaarban 
  stood within a few hundred miles of the site. Though 
  most cyclopes shunned the Gloomspires, a few of the more 
  adventurous giants turned columns into laboratories, 
  prisons, temples, and tombs. Other races, such as the 
  serpentfolk and urdefhan, discovered the Gloomspires via 
  subterranean passages connecting a few of the columns’ 
  lowest levels with the caverns of Nar-Voth. 
  In the past 600 years, visitors from Garund and 
  Avistan—mostly pirates—also explored the site, though 
  the majority of these explorers stumbled upon the 
  Gloomspires by accident or were marooned there. A few 
  enterprising and powerful individuals have converted 
  the columns into temporary lairs, treasure vaults, or 
  permanent abodes over the years. Of these residents, 
  Sempet Sevenfingers remains the most notorious.
  FEATURES OF THE GLOOMSPIRES
  The following special features are present inside and 
  around the Gloomspires.
  Alien Architecture and Atmosphere: At first glance, 
  the clean, rectangular design of the Gloomspires looks 
  rather plain. However, this apparent simplicity belies the 
  structures’ complex alien architecture, which manifests 
  in peculiar ways. Explorers within a column occasionally 
  see the walls, ceilings, and floors shift and quiver in their 
  peripheral vision. Another, more subtle effect of this 
  strange geometry is the slight distortion of the column’s 
  dimensions; despite countless attempts to reconcile the 
  numbers, explorers find the straight-sided columns are a 
  uniform 120 feet across, yet the summits often measure as 
  much as 180 feet to a side. 
  Additionally, a palpable sense of wrongness saturates 
  the Gloomspires. Shadows flicker and move in unnatural 
  directions, strange sounds and unidentifiable scents tease 
  the senses, and alternating sensations of claustrophobia 
  and agoraphobia periodically assail visitors. Though 
  these alien features and sensations have no actual game 
  effects, clever GMs can use them to nurture an ambiance 
  of danger and foreboding. 
  Doors: Unless otherwise noted, the doors in the 
  Gloomspires are 8-foot-tall, 4-foot-wide slabs of seamless 
  dark gray stone (hardness 8, 90 hit points, Break DC 40). 
  Each door has a stone handle and opens fairly easily, 
  requiring a move action and a successful DC 8 Strength 
  check. The doors are 10 inches thick and provide excellent 
  sound insulation; increase the DC of Perception checks 
  made to listen through a door by 10 rather than 5. 
  Floors, Walls, and Ceilings: The passages and chambers 
  within the Gloomspires are constructed of huge blocks of 
  dark gray stone. Most passages are 12 feet high, and most 
  chambers have ceilings that are 20 feet high. 
  Skylights: Some of the chambers within the Gloomspires 
  feature triangular niches that contain skylights—small 
  windows only about a foot square. During the daylight 
  hours, they provide dim light.
  Twisted Magic and Dangerous Geometry: A powerful 
  variant form of the forbiddance spell (CL 20) radiates from 
  the Gloomspires out to a distance of 1 mile. This effect 
  seals the Gloomspires against all interplanar travel 
  and teleportation into or within the site. Such effects 
  automatically fail, and if a creature attempts such magic 
  while within 10 feet of a spire, the stone attempts to siphon 
  away the caster’s life energy, dealing 1d6 points of damage 
  per spell level (Fortitude DC 20 half). A creature who dies 
  from this damage is utterly consumed by the site’s strange 
  geometry. Only a miracle or wish can restore such a creature. 
  Summoning spells function normally.
  Visibility: Strange, wind-resistant fog permanently 
  envelops the Gloomspires. This behaves in many ways like 
  
  7
  THE LABYRINTH OF HUNGRY GHOSTS
  fog cloud with the following exceptions. Creatures within 15 
  to 20 feet from an observer have concealment, and creatures 
  farther away have total concealment. The Gloomspires are 
  massive enough that a creature can discern their vague 
  outlines from up to 500 feet away. Spells and effects that 
  manipulate the wind and weather (like control weather) and 
  spells with the air descriptor (like gust of wind and wind 
  wall) disperse the fog within the spell’s area of effect for 
  the duration of the spell. Miracle and wish disperse all of 
  the fog covering the Gloomspires, though it returns after 
  1d6 hours. The interior chambers of of Sevenfingers’s 
  tomb do not contain a significant amount of fog unless 
  otherwise noted.
  A. ATOP SEVENFINGERS’S TOMB
  Climbing the narrow, winding steps to the top of 
  Sevenfinger’s tomb takes 2 hours. The tomb’s summit 
  is covered with thick tropical foliage, most reaching the 
  height of 30 to 40 feet. The areas on the flip-mat marked as 
  trees represent this thick foliage, which is difficult terrain. 
  The ever-present mists limit visibility atop Sevenfingers’s 
  to 15 feet. No animals live here, and sounds are muffled.
  A1. Arrival Point
  A lush canopy of tropical trees, flowering vines, and thick 
  undergrowth forms a dark green wall around this small 
  clearing. To the south is the edge of the column, and a sheer 
  500-foot drop. 
  The stairs lead to this empty clearing near the 
  southwestern edge of the column. PCs who succeed on a 
  DC 15 Perception or Survival skill check notice a number 
  of humanoid bootprints crossing through the clearing 
  and can track the prints to area A2.
  A2. Sailors’ Camp (CR 6 or 9)
  Though the jungle canopy over this clearing is exceptionally 
  thick, a small campfire set in its center illuminates the area 
  significantly. The clearing contains a makeshift camp, with a 
  handful of improvised beds made from old sails and numerous 
  stools and tables scavenged and repurposed from flotsam.
  Creatures: This camp belongs to the surviving 
  crew of the Pride of Aspenthar, the ship that Calisro 
  Benarry hired to ferry Ilzinian’s Pathfinder team to 
  Sevenfingers’s tomb. When Ilzinian and his team 
  failed to return to at their appointed time, the Pride of 
  Aspenthar’s captain refused his crew’s pleas to flee the 
  Gloomspires. Two days later, half of the crew mutinied 
  and a bloody battle ensued. At some point during the 
  melee, the Pride of Aspenthar was cast adrift, breached 
  its hull on an outcropping of rock, and quickly sank. A 
  few survivors made it to the top of Sevenfingers’s tomb. 
  Atanda, the Pride of Aspenthar’s cruel first mate, leads 
  the camp. The sailors follow her commands without 
  question—especially after Atanda tossed one of them 
  over the side of the column for questioning one of her 
  orders. In Subtier 3–4, Atanda is a half-orc ranger, and 
  in Subtier 6–7, she is a halfling druid.
  ILZINIAN’S POSSESSION
  Jaohd Ilzinian is under the control of the spirit of Tzur-Vaal, 
  one of the ancient Makers responsible for building the 
  Gloomspires This is a greater possession effect (Pathfinder 
  RPG Occult Adventures 181). GMs are encouraged to review 
  the rules for possession on pages 206–207 of the Occult 
  Adventures. All mechanical effects of possession are included 
  in Jaohd’s possessed statistics in area B5. Tzur-Vaal has the 
  Hidden Presence feat (Occult Adventures 135), which helps 
  him hide from divinations and pass through some magical 
  wards. The spirit plans to guide the PCs to area B5 and 
  present them as meals to his mate. Though he wants the PCs 
  to make it to area B5 alive, he prefers that they expend their 
  resources and arrive weakened and wounded so they are 
  easier to defeat. Tzur-Vaal’s statistics and background appear 
  in area B5 along with statistics for Ilzinian.
  Whenever the PCs confront Ilzinian about a suspicious 
  aspect of his behavior, Tzur-Vaal falsely explains that he 
  must have been enchanted or cursed while exploring the 
  labyrinth. Instead of rolling for his Bluff checks, he receives 
  a result of 22 (26 in Subtier 6–7). Apply penalties for 
  unreasonable statements as listed in the Bluff skill. Each 
  encounter area contains an Ilzinian section, which provides 
  guidelines for Tzur-Vaal’s actions while the ghost possesses 
  the paladin’s body. In all encounters that the PCs face before 
  area B5, Tzur-Vaal holds Ilzinian’s action until all of the PCs 
  take their turns. He feigns being overly cautious and uses 
  the aid another action throughout the combat to increase a 
  PC’s AC. If the PCs discover the possession and move against 
  him, he forces Ilzinian to fight them.
  If the PCs liberate Ilzinian from Tzur-Vaal’s control, they 
  discover that the paladin has suffered a serious mental 
  breakdown that prevents him from remembering any 
  events that transpired after his team first entered the 
  tomb. His divinely granted immunity to fear has caused 
  this trauma to manifest in amnesia and profound sense of 
  disorientation and guilt rather than open terror. His faith 
  in Shelyn will help him recover over time if he receives 
  counseling at a temple of his goddess—the heal spell can 
  cure Ilzinian immediately. He still participates in combat, 
  and he is determined to protect the PCs from the misfortune 
  that befell his own team.
  
  N
  A. Atop Sevenfinger’s Tomb
  A : Atanda
  S : Sailor
  Pathfinder Flip-Mat Classics: Forest
  1 square = 5 feet
  A5
  A4
  A3
  A2
  A1
  S1
  S5
  S2
  A
  S3
  S4
  S6
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  THE LABYRINTH OF HUNGRY GHOSTS
  The sailors captured Jaohd Ilzinian when he emerged 
  from the tomb. Atanda knows the Pathfinders were 
  equipped with a magical folding boat, but the item was not 
  among Ilzinian’s gear when he emerged from the tomb. In 
  fact, one of Ilzinian’s companions carried the folding boat 
  into the tomb, but died shortly after entering  (see area B1 
  for details). Since Tzur-Vaal is unable to read Ilzinian’s 
  mind, he doesn’t know where to find the folding boat. 
  When the PCs approach the clearing, they hear Atanda’s 
  shrill voice as she threatens to cut off the paladin’s toes if 
  he doesn’t reveal the boat’s location. 
  Atanda and the sailors left some of their treasure on 
  the Pride of Aspenthar—they have the reduced gear list 
  included in their stat blocks below.
  SUBTIER 3–4 (CR 6)
  ATANDA 
  CR 3
  NE border guard (Pathfinder RPG NPC Codex 129, see page 24)
  hp 30
  Special Attacks favorite enemy (humans +2)
  Combat Gear +1 flaming arrows (3), potion of divine favor, 
  potion of shield of faith Other Gear mwk chain shirt, mwk 
  composite longbow (+2 Str) with 20 arrows, mwk falchion
  TACTICS
  During Combat Atanda orders the sailors to attack while she 
  tries to keep her distance. She casts resist energy (fire) on 
  herself, and then makes attacks with her bow, using her 
  +1 flaming arrows and targeting any humans first. If a PC 
  engages her in melee, she drops her bow and fights with 
  her falchion.
  Morale Atanda has no intention of facing justice for her crimes. 
  She fights to the death. 
  SAILORS (3) 
  CR 2
  N veteran buccaneers (Pathfinder RPG NPC Codex 267, see 
  page 27)
  hp 26 each
  Ranged heavy crossbow +7 (1d10/19–20)
  Combat Gear potion of bull’s strength, potion of cure light 
  wounds, alchemist’s fire; Other Gear studded leather, heavy 
  crossbow with 10 bolts, mwk scimitar, throwing axe
  TACTICS
  During Combat The sailors draw scimitars and charge the PCs.
  Morale The desperate sailors fight to the death as long as 
  Atanda is still conscious. However, if the PCs defeat Atanda 
  and at least one other sailor, the remaining sailors toss down 
  their scimitars and beg the PCs to spare their lives.
  SUBTIER 6–7 (CR 9)
  ATANDA 
  CR 7
  NE sea captain (Pathfinder RPG NPC Codex 67, see page 26)
  SCALING ENCOUNTER A2
  To accommodate a group of four PCs, make the following 
  adjustments to the encounter.
  Subtier 3–4: Remove one sailor, and remove the potions 
  of bull’s strength from the remaining sailors. Place three 
  potions of bull’s strength inside the box in area B1.
  Subtier 6–7: Remove three sailors. The remaining sailors 
  surrender if the PCs defeat Atanda and another sailor.
  AC 23, touch 14, flat-footed 20
  hp 61
  Gear mwk heavy wooden shield, mwk scimitar, mwk sling 
  with 20 bullets, cloak of resistance +1, headband of inspired 
  wisdom +2, grappling hook, healer’s kit, holly and mistletoe, 
  silk rope (50 ft.), spell component pouch
  TACTICS
  Before Combat As the PCs approach the spire, Atanda casts 
  barkskin, bull’s strength, freedom of movement, and greater 
  magic fang. 
  During Combat Atanda uses wild shape to transform a Huge 
  triceratops and attacks the PCs. Statistics for both her halfling 
  and triceratops forms appear in the appendix on page 26.
  Morale Atanda has no intention of facing justice for her crimes. 
  She fights to the death.
  SAILORS (6) 
  CR 2
  N veteran buccaneers (Pathfinder RPG NPC Codex 267, see 
  page 27)
  hp 26 each
  Ranged heavy crossbow +7 (1d10/19–20)
  Combat Gear potion of bull’s strength, potion of cure light 
  wounds, alchemist’s fire; Other Gear studded leather, heavy 
  crossbow with 10 bolts, mwk scimitar, throwing axe
  TACTICS
  During Combat The sailors draw scimitars and charge the PCs.
  Morale The desperate sailors fight to the death as long as 
  Atanda is still conscious. However, if the PCs defeat Atanda 
  and at least three other sailors, the remaining sailors toss 
  down their scimitars and beg the PCs to spare their lives.
  Development: If the PCs kill Atanda and accept 
  the surrender of the remaining sailors, the sailors 
  automatically become friendly. They relate the fate of 
  the Pride of Aspenthar and profess their innocence of 
  any wrongdoing. In fact, these sailors fought alongside 
  their doomed captain and Atanda only pressed them 
  into her service after they ended up marooned atop 
  Sevenfingers’s tomb. Unless coerced with magic, the 
  sailors refuse to enter the tomb. Instead, they agree to 
  remain atop the Gloomspire until the PCs return from 
  their mission.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Ilzinian: Ilzinian lies on the ground next to the 
  campfire. He is blindfolded and his hands and ankles 
  are bound with Atanda’s silk rope. When the PCs make 
  their presence known, Ilzinian goes limp and appears to 
  pass out. This is a ruse by Tzur-Vaal, who uses his Bluff 
  skill to feign unconsciousness until the PCs resolve the 
  encounter with the marooned sailors. After combat ends, 
  the possessed Ilzinian pretends to wake. He introduces 
  himself in Celestial, and claims that his experiences 
  in the tomb have left him only able to communicate in 
  “the blessed tongue of Shelyn”. This is an unreasonable 
  claim, which imposes a –5 penalty on his Bluff check if 
  the PCs attempt Sense Motive checks against him. See 
  the Ilzinian’s Possession sidebar on page 7 for additional 
  details about his behavior.
  Treasure: If the PCs do not defeat Atanda and her 
  allies, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 344 gp.
  Out of Subtier: Reduce each PC’s gold earned by 596 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 849 gp.
  A3. Effigy
  Months ago, a group of marooned kuru cannibals erected 
  a gruesome skull-headed effigy from tree branches, jungle 
  vines, and the bloodstained bones of their cannibalized 
  companions in the middle of this clearing.
  A4. Ghol-Gani Stone
  In the center of this clearing stands a large monolith, about five 
  feet in diameter and twelve feet tall. Carved into the dark stone 
  are the faces of dozens of one-eyed humanoid creatures, their 
  mouths agape as if preparing to appease an unspeakable hunger.
  Visitors from ancient Ghol-Gan erected this standing 
  stone. It once siphoned energy from Sevenfingers’s tomb 
  to generate powerful necromantic effects. Since the 
  passing of Ghol-Gan, the magic has diminished, though 
  the stone still radiates a faint aura of necromancy and evil. 
  Creatures approaching within 10 feet of the stone must 
  succeed on a DC 12 Will save or become shaken for 1d6 
  rounds. This is a mind-affecting fear effect.
  A5. Tomb Entrance
  A crack in the earth splits the ground here, most of it covered 
  by thick weeds and the roots of a huge strangler fig tree. Below 
  the tangled roots is a deep shaft that descends into the gloom.
  This is the entrance of Sevenfingers’s tomb. Since 
  the events of Hall of the Flesh Eaters, no creatures have 
  moved to occupy the uppermost level, and it takes the 
  Pathfinders only a short time to reach the second level. 
  The heavy door to the second level has been chopped 
  to pieces, though the PCs can tell it once depicted an 
  immense scowling face. A PC who succeeds at a DC 15 
  Knowledge (engineering) check deduces that someone 
  used an adamantine sword to laboriously destroy the 
  door. A PC who owns an adamantine weapon gains a +5 
  bonus on this skill check and can attempt it untrained.
  B. THE LABYRINTH OF HUNGRY GHOSTS
  The second level of Sevenfingers’s tomb is known as 
  the Labyrinth of Hungry Ghosts, for it has long been 
  infested with malevolent ghosts, haunts, and corporeal 
  undead that hunger for the flesh and souls of the living. 
  See the Features of the Gloomspires section on page 6 for 
  construction details and special features.
  B1. Misty Death (CR 6 or CR 9)
  The spiral stairs descend 80 feet from the Hall of the Flesh 
  Eaters to a large mist-filled chamber. 
  Sevenfingers designed this mist-shrouded chamber 
  as a trap. He removed a large section of the north wall, 
  creating a 12-foot long, 10-foot high breach. Beyond the 
  breach is a sheer 420-foot drop to the frothing sea. A great 
  deal of mist has seeped into chamber from this opening, 
  though it isn’t as thick as the mists outside of the tomb. 
  The mist grants all creatures more than 20 feet away 
  concealment (25% miss chance) and a +5 bonus to Stealth 
  checks. The floor is spattered with dried bloodstains—
  the Pathfinder agent Zumek met his end in this room, 
  and his body has been tossed in the northwest corner. A 
  PC who succeeds at a DC 15 Heal check (DC 19 in Subtier 
  6–7) realizes that negative energy was ultimately what 
  killed him.
  Creatures: Hidden within the mist are a sentient ooze 
  and one or more devious wights. If Ilzinian is reduced 
  to 30 or fewer hit points (45 or fewer in Subtier 6–7), he 
  pretends to notice Zumek’s body, and falls to his knees 
  by Zumek’s side in feigned mourning. Tzur-Vaal guesses 
  that Zumek was one of Ilzinian’s former allies.
  SUBTIER 3–4 (CR 6)
  HUNGRY MIST 
  CR 5
  Variant hungry fog (Pathfinder RGP Bestiary 3 152)
  N Huge ooze
  Init –3; Senses blindsight 60 ft.; Perception –5
  Aura bewitching brume (10 ft., DC 8)
  DEFENSE 
  AC 5, touch 5, flat-footed 5 (–3 Dex, –2 Size)
  hp 45 (7d8+14)
  Fort +4, Ref –1, Will –3
  
  N
  B. The Labyrinth of Hungry Ghosts
  1 square = 5 feet
  B1
  B5
  B6
  B4
  B3
  B2a
  To B2a
  To B2c
  To B2b
  From B2c
  From B2a
  From B2b
  B2c
  B2b
  T
  11
  THE LABYRINTH OF HUNGRY GHOSTS
  
  Hungry Fog
  12
  PATHFINDER SOCIETY SCENARIO
  Defensive Abilities gaseous, negative energy affinity; DR 5/
  magic; Immune acid, electricity, ooze traits, sonic; Resist 
  cold 10 Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 15 ft. (perfect)
  Melee +5 touch (4d6 negative energy)
  Space 15 ft.; Reach 15 ft.
  Special Attacks enveloping mists (DC 15, 2d6 negative energy 
  and staggered)
  TACTICS
  During Combat The hungry mist moves to envelop as many 
  PCs as possible. It pursues fleeing PCs, but does not venture 
  more than 60 feet from area B1.
  Morale The hungry fog fights to the death.
  STATISTICS
  Str —, Dex 4, Con 14, Int —, Wis 1, Cha 1
  Base Atk +5, CMB +5, CMD 12 (can’t be tripped)
  SPECIAL ABILITIES
  Bewitching Brume (Su) Any creature within 10 feet of a 
  hungry mist or currently being affected by its enveloping 
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove the wight from the encounter. Place 
  three potions of bull’s strength inside the box.
  Subtier 6–7: Remove one of the brute wights from the 
  encounter. A +1 longspear is on the floor near Zumek’s body.
  mists must succeed on a DC 8 Will save at the start of that 
  creature’s turn or become shaken for 1 round at the half-
  glimpsed shapes of phantoms floating within the fog. This is 
  a mind-affecting fear effect. The save DC is Charisma-based.
  Enveloping Mists (Ex) A hungry mist can engulf foes in its 
  path as a part of a standard action. It merely has to move 
  over opponents, affecting as many as it can cover. Targeted 
  creatures can either make an attack of opportunity against 
  the mist or attempt a DC 15 Reflex save to avoid being 
  engulfed—on a success, they are pushed back or aside 
  (target’s choice) as the hungry mist moves forward. Unlike 
  a typical creature’s engulf ability, a hungry mist’s engulf 
  does not restrict its targets’ movement, grant them the 
  pinned condition, or attempt to suffocate them. A creature 
  that begins its turn engulfed takes 2d6 damage from the 
  mists and is staggered for 1 round. The save DC to avoid the 
  enveloping mists is Constitution-based.
  Gaseous (Ex) A hungry mist has a body composed of eerie mist. 
  It can pass through small holes or narrow openings, even 
  mere cracks, but cannot enter water or other liquid. It has no 
  Strength score, and cannot manipulate objects as a result.
  Vulnerable to Wind (Ex) A hungry mist is treated as a Tiny 
  creature for the purposes of determining the effects high 
  wind has upon it.
   WIGHT 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 276, see page 27)
  TACTICS
  During Combat The wight tries to use stealth to hide and 
  ambush the first PC to enter the chamber. It is aware of the 
  advantages it has when fighting inside the hungry mist 
  and does its best to remain within it. The wight 
  does attack Ilzinian—it knows that Tzur Vaal is 
  possessing him.
  Morale The wight fights until destroyed. The wight 
  only pursues fleeing PCs if the hungry mist does 
  as well.
  SUBTIER 6–7 (CR 9)
   HUNGRY FOG 
  CR 6
  hp 59 (Pathfinder RPG Bestiary 3 152, see 
  page 11)
  TACTICS
  Use the tactics for the hungry mist in Subtier 3–4.
  WIGHT GUARDIANS (2) 
  CR 6
  Cairn wight fighter 2 (Pathfinder RPG 
  Bestiary 276)
  LE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  
  13
  THE LABYRINTH OF HUNGRY GHOSTS
  SCALING AREA B2
  To accommodate a group of 4 PCs, reduce the DCs of all skill 
  checks in the labyrinth by 3, and reduce the DC of the Reflex 
  save to avoid an angry spirit’s bite by 2.
  hp 67 each (6 HD; 4d8+2d10+38)
  Fort +10, Ref +5, Will +8 (+1 vs. fear)
  Immune undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee +1 longspear +12 (1d8+8/×3 plus energy drain) or 
  slam +10 (1d4+2 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 18)
  TACTICS
  During Combat The wights try to use stealth to hide and 
  ambush the first PC to enter the chamber. They are well 
  aware of the advantages it has when fighting inside the 
  hungry mist and does its best to remain within it. The 
  wights do not attack Ilzinian—they know that Tzur Vaal is 
  possessing him.
  Morale As long as any PCs remain in area B1, the wights fight 
  until destroyed. The wights only pursue fleeing PCs as far as 
  the hungry fog does (and therefore do not pursue them if 
  the hungry fog has been knocked unconscious or killed).
  STATISTICS
  Str 20, Dex 18, Con —, Int 13, Wis 19, Cha 23
  Base Atk +5; CMB +10; CMD 24
  Feats Blind-Fight, Improved Initiative, Power Attack, Skill Focus 
  (Perception), Weapon Focus (longspear)
  Skills Intimidate +15, Knowledge (religion) +10, Perception +16, 
  Sense Motive +9, Stealth +20; Racial Modifiers +8 Stealth
  Languages Aklo, Common
  Gear +1 longspear
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain by a 
  wight guardian becomes a wight in only 1d4 rounds. Spawn 
  so created are less powerful than typical wights, and suffer a 
  –2 penalty on all d20 rolls and checks, as well as –2 hit points 
  per Hit Die. Spawn are under the command of the wight that 
  created them and remain enslaved until its death, at which 
  point they lose their spawn penalties and become full-
  fledged and free-willed wights. They do not have any of the 
  abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a wight destroys it (Will negates). Using the spell in 
  this way does not require a material component.
   
  Ilzinian: After the fight, Ilzinian asks the PCs for 
  healing, claiming that he has already used up all of his 
  healing for the day. He also asks the PCs to return to the 
  spire above to help bury his companion, in hopes that 
  this request will help him seem like a genuine paladin.
  Rewards: Calisro Benarry’s folding boat lies in the corner 
  of the room next to Zumek’s corpse. It is currently folded, 
  meaning it appears as a small wooden box about 12 inches 
  long, 6 inches wide, and 6 inches deep. The box holds a 
  candle of spirit protection (Pathfinder RPG Occult Adventures 
  256), a potion of heroism, and 55 gp. Zumek’s body is wearing 
  a suit of masterwork hide armor, a masterwork composite 
  longbow, and two quivers containing a total of 40 arrows. 
  His masterwork longspear lies on the floor near his body. 
  In Subtier 6–7, there is no longspear on the floor (the 
  wights are wielding Zumek’s two +1 longspears), and the 
  longbow is a masterwork composite longbow (+4 Str).
  Treasure: If the PCs do not defeat the creatures in this 
  area, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 281 gp.
  Out of Subtier: Reduce each PC’s gold earned by 477 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 673 gp.
  B2. Labyrinth
  The stonework changes dramatically here, as large blocks of 
  dull gray stone abruptly give way to smooth, highly polished 
  black marble. Though the marble is seamless and unadorned, 
  shadows skitter across its surface—moving faster when viewed 
  out of the corner of the eye. These ephemeral shapes and 
  spectral wisps occasionally take on vague humanoid forms 
  with horror-stricken faces. Somewhere in the distance, a low 
  growling sound echoes from deeper within the tomb.
  The areas marked B2a, B2b, and B2c contain the 
  passageways from which this level gets its name. PCs 
  entering these areas quickly discover the labyrinth’s 
  perplexing, extra-dimensional nature, as the ever-twisting 
  maze consists of hallways, stairs, ramps, and long lightless 
  galleries that could not possibly fit inside the Gloomspire’s 
  normal dimensions. Additionally, the strange reality-
  warping magic that infuses the Gloomspires causes walls 
  and corridors regularly shift positions or cease to exist 
  entirely. These supernatural physical alterations always 
  occur out of sight, but they emit a sound reminiscent of 
  the growl of an enormous predatory beast. 
  Navigating the labyrinth takes time and clever thinking. 
  The PCs can roll either a Survival check or a Knowledge 
  (dungeoneering) check, with the result indicating the 
  time it takes for them to pass through the labyrinth to 
  the next room. PCs cannot take 10 or 20 on this check, but 
  they can use the aid another action to assist the PC rolling 
  the skill check. In Subtier 6–7, increase each of these DCs 
  in the table below by 4. Each PC who succeeds at a DC 17 
  Knowledge (planes) or Knowledge (arcana) check (DC 21 
  in Subtier 6–7) provides an additional +2 bonus on the 
  
  14
  PATHFINDER SOCIETY SCENARIO
  skill check to navigate the labyrinth. Although Tzur-Vaal 
  can navigate these labyrinths without fail, he does not 
  have Ilzinian take the lead. However, he does have the 
  paladin assist the PCs, providing them a +2 bonus on the 
  skill check if he is present.
  Check Result 
  Amount of Time
  10 or less 
  The PCs are lost for 1 day. Roll again.
  15 
   
  8 hours
  20 
   
  4 hours
  25 
   
  2 hours
  30 or higher 
  1 hour
  Hazard: Though no living creatures patrol the 
  labyrinth, its passageways are haunted. Trapped within 
  the polished black stonework are countless spirits and 
  lost souls, the haunted vestiges of beings that died in the 
  tomb. These utterly silent spirits appear as vague outlines 
  and blurry humanoid forms that glide across the black 
  marble. The spirits are only dangerous if a PC touches 
  the marble with bare skin for a prolonged period of time. 
  If a PC touches bare skin to the stonework, the ghostly 
  vestiges grow more distinct and agitated. If the PC 
  continues to touch the stonework, there is a cumulative 
  25% chance per round that one of the hungry ghosts 
  trapped within the stonework lashes out and tries to bite 
  the PC. The PC touching the wall must succeed at a DC 15 
  Reflex save to avoid the ravenous spirit’s incorporeal bite 
  (DC 19 in Subtier 6–7). A PC that fails the Reflex save takes 
  1d8 points of damage plus 2 points of bleed damage. Once 
  a ravenous spirit tastes a PC’s blood, the spirits become 
  increasingly agitated and begin to follow the PCs through 
  the maze. Thereafter, each time a PC touches bare skin to 
  the stonework, a spirit targets the PC with an incorporeal 
  bite as described above.
  B3. Spectral Banquet (CR 5 or CR 8)
  This chamber resembles a lord’s banquet hall, complete with a 
  fireplace and a long oak dining table. Dozens of ghostly entities 
  fill the chamber. A score of lords and ladies are seated at the 
  table enjoying a feast, a group of minstrels play lively music 
  in one corner, and more revelers dance and cavort in an open 
  area to the south.
  The furniture and the sword listed in the Rewards 
  section are real; everything else in this room (the spirits, 
  food, fireplace fire, and musicians’ instruments) are 
  ghostly manifestations.
  Creatures: Though most of these attendees are 
  harmless spirits, there are a few malevolent entities here. 
  When the haunt below triggers, the malevolent revelers 
  attack. Sevenfingers’s dealings with Leng allowed the 
  plane’s influence to infuse his spire, imbuing the undead 
  with a spark of intelligence and elemental resistances. 
  Both Ilzinian and Tzur-Vaal are immune to fear effects, 
  so they are immune to the haunt. If Ilzinian is still 
  possessed, he attempts to pry a PC away from the haunt, 
  to no avail. If he can act of his own free will, Ilzinian 
  attacks the ectoplasmic revelers.
  Haunt: The dangerous energies of the haunt attempt to 
  force victims into an tiring spectral dance. 
  SUBTIER 3–4 (CR 5)
  ECTOPLASMIC REVELERS (3) 
  CR 1
  Variant ectoplasmic human aristocrat 1 (Pathfinder RPG 
  Bestiary 4 82)
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 14 each (2d8+5)
  Fort +1, Ref +0, Will +4
  DR 5/slashing; Immune undead traits
  Resist cold 5, electricity 5
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +4 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  TACTICS
  During Combat The ectoplasmic revelers attack the PCs with 
  their slams, positioning themselves so that dancing PCs are 
  likely to provoke an attack of opportunity.
  Morale Consumed with hatred for the living, the ectoplasmic 
  revelers fight until destroyed.
  STATISTICS
  Str 16, Dex 11, Con —, Int 6, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB, Weapon Focus (slam)
  Skills Perception +5, Perform (dance) +6
  SQ phase lurch
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Reduce the Will save DC to resist the haunt 
  to 15, and the Perform (dance) DCs required to end the 
  haunt early or destroy it to 18. Remove one ectoplasmic 
  reveler from the encounter.
  Subtier 6–7: Use the revelry haunt from Subtier 3–4, and 
  remove one ectoplasmic reveler from the encounter.
  
  15
  THE LABYRINTH OF HUNGRY GHOSTS
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 12 Will save or 
  be shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to 
  pass through walls or material obstacles. To use this ability, 
  the ectoplasmic creature must begin and end its turn 
  outside of whatever wall or obstacle it’s moving through. 
  An ectoplasmic creature cannot move through corporeal 
  creatures with this ability, and its movement speed is halved 
  while moving through a wall or obstacle. Any surface it 
  moves through is coated with a thin, silvery mucus that 
  lingers for 1 minute.
  REVELRY HAUNT 
  CR 2 
  CE persistent haunt (area B3)
  Caster Level 4th
  Notice automatic (the approach of a ghostly reveler is obvious)
  hp 18; Trigger proximity; Reset 1 day
  Effect One round after living creatures enter the chamber, a 
  ghostly reveler approaches each victim, bows graciously, 
  and invites her to dance. A victim that fails a DC 17 Will save 
  is immediately caught up in a whirling dance as her ghostly 
  partner spins her wildly about the chamber for 1 minute. The 
  dance forces affected victims to use a move action to move 
  their full speed each round, but they can select their paths 
  and take standard, swift, immediate, and free actions as 
  normal. After 1 minute of dancing, affected victims take 1d4 
  Wisdom damage and are fatigued until they rest for 8 hours. 
  Each round during the dance, a victim can attempt a DC 20 
  Perform (dance) check as a standard action to end the dance 
  prematurely and avoid the Wisdom damage and fatigue.
  Destruction If two victims succeed at DC 20 Perform (dance) 
  checks during the same haunting, the dance abruptly ends 
  for all victims without inflicting Wisdom damage or causing 
  fatigue. This display of skill destroys the haunt.
  SUBTIER 6–7 (CR 8)
  ECTOPLASMIC DANCERS (3) 
  CR 4
  Variant ectoplasmic human rogue 4 (Pathfinder RPG 
  Bestiary 4 82)
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 natural, +2 Dex)
  hp 33 each (4d8+15)
  Fort +4, Ref +6, Will +4
  Defensive Abilities evasion; DR 5/slashing; Immune 
  undead traits
  Resist cold 5, electricity 5
  OFFENSE
  Speed 30 ft.; air walk
  Melee 2 slams +10 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze, sneak attack +2d6
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  TACTICS
  During Combat The ectoplasmic revelers attack the PCs with 
  their slams, flanking with each other whenever they can.
  Morale Consumed with hatred for the living, the ectoplasmic 
  revelers fight until destroyed.
  STATISTICS
  Str 22, Dex 15, Con —, Int 8, Wis 8, Cha 14
  Base Atk +3; CMB +8; CMD 20
  Feats Combat Reflexes, Improved Initiative, Iron Will, Toughness, 
  Weapon Focus (slam)
  Skills Perception +6, Perform (dance) +9
  SQ phase lurch, rogue talents (combat trick, weapon training) 
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 14 Will save or be 
  shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to pass 
  through walls or material obstacles. To use this ability, the 
  ectoplasmic creature must begin and end its turn outside of 
  whatever wall or obstacle it’s moving through. An ectoplasmic 
  creature cannot move through corporeal creatures with this 
  ability, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is 
  coated with a thin, silvery mucus that lingers for 1 minute.
  REVELRY HAUNT 
  CR 3
  CE persistent haunt (area B3)
  Caster Level 6th
  Notice automatic (the approach of a ghostly reveler is obvious)
  hp 24; Trigger proximity; Reset 1 day
  Effect As Subtier 3–4, but the Will save to resist is DC 20, and the 
  Perform (Dance) DC to destroy the haunt permanently is 24.
  Ilzinian: If the PCs recognize the sword Ether’s Kiss and 
  mention that it is Ilzinian’s (see Rewards), Tzur-Vaal feigns 
  surprise that his fuzzy memories could have led him to 
  overlook the blade and then tries to claim it. If the PCs 
  stop him, Tzur-Vaal grows angry and growls an obscenity 
  under his breath (in Aklo). A PC hears the obscenity if she 
  succeeds at a DC 15 Perception check (DC 20 in Subtier 
  6–7). Unwilling to risk violence at this point, Tzur-Vaal 
  reluctantly allows the PCs to maintain control of the 
  weapon. If Ilzinian is not possessed, he recognizes the 
  sword and sighs with relief as he retrieves it.
  Rewards: Mounted over the fireplace is Jaohd Ilzinian’s 
  sword, Ether’s Kiss, a +1 ghost touch longsword. In Subtier 
  6–7, Ether’s Kiss is instead a +2 ghost touch longsword. 
  Tzur-Vaal left the dangerous weapon here and ordered 
  the malevolent spirits to guard it. When the PCs defeat 
  
  16
  PATHFINDER SOCIETY SCENARIO
  the ectoplasmic revelers, their essence coalesces into a 
  glowing orb of green fluid. A PC who succeeds at a DC 15 
  Knowledge (arcana) check (DC 19 in Subtier 6–7) recognizes 
  that this fluid, if refined, could be used to fight against 
  incorporeal creatures. However, the refinement requires 
  reagents and tools that the PCs are not currently carrying. 
  If the PCs collect this fluid, they receive the Ectoplasmic 
  Enhancement boon on their Chronicle sheets.
  Treasure: If the PCs do not retrieve Ether’s Kiss, reduce 
  each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 192 gp.
  Out of Subtier: Reduce each PC’s gold earned by 442 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 692 gp.
  B4. The Emerald Kiss (CR 6 or 9)
  This chamber is furnished to resemble the parlor of an upscale 
  brothel, but it is covered in a thin layer of dust. Shelves holding 
  various trinkets, ships in bottles, and decorative glassware 
  line the walls. A table and three large chairs, all made of fine 
  mahogany, sit in the southern end of the room. Garlands of dried 
  flowers surround a fancy ceramic urn on the table. To the north, a 
  short flight of stone steps extend to a raised area obscured by an 
  emerald-colored lace curtain. Bronze statues of women in sailor’s 
  garb with hollow eye sockets stand at the base of the dais. Each 
  of the statues is covered in a green patina. Sad, brooding music 
  fills the chamber, emanating from a quartet of ghostly musical 
  instruments that float several feet off the floor. 
  This chamber is modeled after an infamous den of vice 
  called the Emerald Kiss, which was popular in Ilizmagorti 
  three centuries ago.
  Creatures: This chamber is the haunt of the ghost of 
  Lady Kaviiri, an entertainer and courtesan who rose to 
  fame in Ilizmagorti 300 years ago. She and Sevenfingers 
  were romantically involved until the two had a violent 
  falling out that ended with Lady Kaviiri’s decapitation. 
  Sevenfingers took her ashes and placed them in this 
  chamber behind the lace curtain, which he decorated as 
  a reminder of the better times they had shared together. 
  Somewhat eccentric in life, she has grown increasingly 
  mad over the centuries and now haunts this chamber, 
  followed by ominous brooding music and ghostly musical 
  instruments. Though prone to violence, Lady Kaviiri 
  might not attack if a PC displays an appreciation for her 
  music. A PC that succeeds at a DC 15 Perform (musical 
  instrument or singing) or a DC 15 Knowledge (local) check 
  recognizes the melancholic old tune being played by the 
  ghostly instruments (theses DCs both increase to 20 in 
  Subtier 6–7). If a PC produces a musical instrument and 
  attempts to play or sing along with the ghostly musicians, 
  the PC can attempt a DC 15 Perform (musical instrument 
  or singing) check to impress Lady Kaviiri (DC 20 in Subtier 
  6–7). The PCs can attempt to perform even if they don’t 
  recognize the tune beforehand, but the DC of the Perform 
  check to impress Lady Kaviiri increases by 5. If the PCs 
  impress the ghost, move to the Development section below.
  On the other hand, if the PCs fail to impress her, or 
  they openly mock, ignore, or attempt to touch or interfere 
  with the instruments, Lady Kaviiri becomes enraged. 
  A PC can try to convince Lady Kaviiri that no disrespect 
  was intended with a successful DC 22 Bluff or Diplomacy 
  check (DC 26 in Subtier 6–7). If this check is successful, 
  Lady Kaviiri immediately stays her hand and acts as if 
  she is impressed. However, any future slight, attempts 
  at mockery, or even the use of sarcasm enrages her and 
  incites her to attack until destroyed.
  The statues in this room are celedons who serve the 
  goddess Besmara by watching over Sevenfinger’s treasure. 
  They only attack the PCs if they do not pass Lady Kaviiri’s 
  test. A PC who succeeds at a DC 16 Knowledge (arcana) or 
  Knowledge (religion) check recognizes that the hollow eye 
  sockets are a sign that something is severely wrong with 
  these celedons and suspects that they may be nearing a 
  crisis of faith. Such a PC also knows that celedons explode 
  if they abandon their faith, leaving behind a mindless 
  husk. A PC can attempt a DC 20 Diplomacy or Knowledge 
  (religion) check as a standard action to trigger such a crisis. 
  If this skill check succeeds, each celedon must succeed at 
  a DC 20 Will save or lose her faith and explode in a blast 
  of energy that deals 4d6 points of damage to all creatures 
  within 10 feet (Reflex DC 14 negates). In Subtier 6–7, the DC 
  of the Diplomacy or Knowledge (religion) check increases 
  to 25 and the DC of the Reflex save to avoid the explosion 
  increases to 18. If Ilzinian is not possessed, he marvels 
  at the lifelike quality of the celedons, stating that only a 
  true master could make a sculpture with such attention 
  to detail, and he speculates that they may actually be alive.
  SUBTIER 3–4 (CR 5)
  BESMARAN CELEDONS (2) 
  CR 1
  hp 25 each (Pathfinder RPG Bestiary 5 52, see page 24)
  TACTICS
  Before Combat The celedons do not move or attack unless 
  Lady Kaviiri attacks or is injured.
  SCALING ENCOUNTER B4
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one Besmaran celedon from the 
  encounter.
  Subtier 6–7: Remove one advanced Besmaran celedon 
  from the encounter.
  
  Celedon
  17
  THE LABYRINTH OF HUNGRY GHOSTS
  During Combat The celedons take up defensive positions in 
  front of Lady Kaviiri and do their best to intercept enemies 
  that try to approach her.
  SPECIAL ABILITIES
  Granted Power (Su) The celedons’ granted power is the 
  copycat power of the Trickery domain. As a move action 
  up to 5 times per day, the celadon can create an illusory 
  duplicate of herself. This double functions as a single mirror 
  image and lasts for 1 round, or until the illusory duplicate 
  is dispelled or destroyed. She cannot have more than one 
  copycat at a time. This ability does not stack with the mirror 
  image spell.
  LADY KAVIIRI 
  CR 3
  Female human (Garundi) ghost aristocrat 3 (Pathfinder RPG 
  Bestiary 144)
  CN Medium undead (humanoid, human, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+4 deflection, +1 Dex)
  hp 28 (3d8+15)
  Fort +5, Ref +4, Will +3
  Defensive Abilities channel resistance +4, 
  incorporeal, rejuvenation; Immune 
  undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +3 touch (3d6)
  TACTICS
  Before Combat Lady Kaviiri lurks behind 
  the lace curtain on the raised platform, 
  curious to see how the PCs react.
  During Combat Lady Kaviiri storms 
  down the stairs and attacks the 
  PC who showed her the greatest 
  disrespect first. 
  Morale Lady Kaviiri cannot tolerate 
  disrespect. If the PCs cross 
  her, she fights until dispersed, 
  trusting her rejuvenation to 
  restore her within a few days.
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 10, 
  Cha 19
  Base Atk +2; CMB +3; CMD 17
  Feats Alertness, Improved Initiative, 
  Lightning Reflexes, Toughness
  Skills Diplomacy +10, Fly +9, Knowledge 
  (local) +6, Perception +16, Perform 
  (dance) +10, Profession (courtesan) +6, 
  Sense Motive +8, Stealth +9; Racial 
  Modifiers +8 Perception, +8 Stealth
  Languages Common, Osiriani
  SUBTIER 6–7 (CR 8)
  GREATER BESMARAN CELEDONS (3) 
  CR 2
  Advanced celedon (Pathfinder RPG Bestiary 5 288, 52)
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 25 (1d10+20)
  Fort +0, Ref +2, Will +6
  Immune construct traits 
  OFFENSE
  Speed 30 ft.
  Melee shortsword +4 (1d6+3/19–20)
  Special Attack bardic performance (8/day)
  TACTICS
  Use the celadon tactics listed in Subtier 3–4.
  STATISTICS
  Str 16, Dex 15, Con —, Int 13, Wis 18, Cha 17
  Base Atk +1; CMB +2; CMD 12
  Feats Iron Will, Skill Focus (Knowledge [religion])B
  Skills Knowledge (religion) +5, Perception +5, Sense Motive +5
  Languages Common, Aklo
  SQ granted power, song of the gods
  SPECIAL ABILITIES
  Granted Power The celedons’ granted power is the 
  copycat power of the Trickery domain. As a move 
  action up to 5 times per day, the celadon can 
  create an illusory duplicate of herself. This 
  double functions as a single mirror image 
  and lasts for 1 round, or until the illusory 
  duplicate is dispelled or destroyed. She 
  cannot have more than one copycat at a 
  time. This ability does not stack with the 
  mirror image spell.
  Song of the Gods (Su) A celedon has the 
  bardic performance ability of a 3rd-
  level bard, granting her access to 
  the countersong, fascinate, inspire 
  courage, and inspire competence 
  performances. Rather than Perform, 
  a celedon uses Knowledge (religion) 
  when necessary (such as to determine 
  the saving throw result for countersong). 
  She can make use of this ability 8 times 
  per day and can employ either her voice 
  or any musical instrument.
  LADY KAVIIRI 
  CR 7
  CN Female human (Garundi) ghost 
  aristocrat 7 (Pathfinder RPG Bestiary 144, see 
  page 25)
  hp 73
  
  18
  PATHFINDER SOCIETY SCENARIO
  TACTICS
  Before Combat Lady Kaviiri lurks behind the lace curtain on 
  the raised platform, curious to see how the PCs react.
  During Combat Lady Kaviiri appears at the top of the stairs 
  and opens combat by using her frightful moan ability. She 
  otherwise acts as described in Subtier 3–4.
  Development: If the PCs impress Lady Kaviiri, she 
  applauds their “refined taste.” She then introduces herself 
  and offers the PCs a deal. She answers three questions for 
  them if they promise to take her funerary urn from the table 
  and sprinkle her ashes into the sea. This will put her spirit 
  to rest. Here are some possible questions and answers. 
  Who are you? “I am the Lady Kaelitessa Aruvari 
  Kaviiri, and in life I was a celebrated entertainer and 
  professional paramour of Ilizmagorti. For a short time, 
  I was the favored consort of the pirate-wizard Sempet 
  Sevenfingers, may his black soul be damned!”
  How did you die? “My beloved and I had a falling out 
  because of my flirtatious nature and his inability to truly 
  love anyone but himself. In a jealous wrath, he ordered 
  one of his crew to behead me.”
  Where is Sevenfingers now? “I know not. I hope his 
  twisted soul rots in the lowest Hell.”
  What dangers can we expect to encounter as we move 
  deeper into the labyrinth? Lady Kaviiri believes that she 
  is still in her brothel in Ilizmagorti, so any mention of a 
  labyrinth or tomb confuses her. “A pair of creatures—an 
  ancient spirit and his undying bride—visit me from time 
  to time. They dwell that way.” She points to the corridor 
  leading north. “Careful, dear, I think they might just 
  gobble up someone as tasty as you.”
  Have you seen our missing Pathfinders? Ilzinian and 
  his companions managed to impress Lady Kaviiri when 
  they passed through her chambers. “Why yes! Charming 
  guests. They passed through here a short time ago, but 
  have not returned.” 
  Ilzinian: If Ilzinian is present when the PCs speak with 
  Lady Kaviiri, she waits until after the PCs have a chance to 
  speak with her, and then welcomes Ilzinian and asks about 
  his missing companions. If the spirit of Tzur-Vaal still 
  possesses the paladin, Lady Kaviiri recognizes the spirit’s 
  presence. However, Lady Kaviiri considers Tzur-Vaal a 
  friend, and does her best not to reveal his true nature. A PC 
  that succeeds at a DC 20 Sense Motive check notices that 
  Lady Kaviiri is overly interested in Ilzinian. If asked about 
  her interest, Lady Kaviiri shakes her head and mutters 
  darkly, “Bad manners, my old friend. It’s good to see you 
  after all this time, but you’ve taken a huge risk. There are 
  bound to be consequences.” She then fades away, unwilling 
  to meddle further in Tzur-Vaal’s affairs. If he is questioned, 
  Tzur-Vaal uses his Bluff skill to feign ignorance and 
  blames Lady Kaviiri’s comments on madness. 
  B5. Makers’ Sanctum (CR 7 or CR 10)
  Three wall-mounted flaming stone braziers illuminate this 
  unfurnished chamber. Lying on the floor in the middle of the 
  chamber are three mangled humanoid bodies—two male 
  humans and a female elf. Gouges and long scratch marks mar 
  all of the walls of this stone room, as well as several areas on 
  the floor and ceiling. A heavy black curtain cordons off the far 
  southwest corner of the chamber.
  The light from the braziers is the result of continual 
  flame effects (CL 20th). The northeast corner contains a 
  permanent silence effect (CL 20th) that fills a 10-foot area 
  and extends from the floor to the ceiling.
  The bodies belong to three of Jaohd Ilzinian’s 
  Pathfinder companions. His fourth associate’s remains 
  are located at area B1. The bodies’ mangled condition 
  and the amount of blood on the floor make the square 
  containing the bodies is difficult terrain. A closer look 
  reveals that the bodies are covered with spices and 
  seasonings (doused with wine and fish oil and covered 
  with coriander, shaved nutmeg, molasses, and sugar). A 
  PC who succeeds at a DC 10 Heal check determines that 
  the Pathfinders were killed by a combination of claw and 
  bite attacks, as well as lacerations from a longsword. The 
  Pathfinders were in fact slaughtered by Aluu-Nekva and 
  Tzur-Vaal, who used Ilzinian’s body (and his sword Ether’s 
  Kiss) to help end the Pathfinders’ lives. Aluu-Nekva then 
  added the seasonings to the bodies in her mad attempt 
  to create the perfect combination of flesh and spice in 
  the belief that it will restore her mind and body. She has 
  been sampling portions of the bodies every few days as 
  they “ripen”.
  Creatures: Aluu-Nekva lurks behind the black curtain. 
  If Tzur-Vaal was expelled from Jaohd Ilzinian’s body 
  already, his ghost is here as well. In Subtier 3–4, Aluu-
  Nekva is a variant zombie that draws strength from the 
  power of Leng. In Subtier 6–7, she is a gaki instead. Two 
  allips lurk in the northeast corner of the room (three 
  in Subtier 6–7). The area of the map marked with a T is 
  under a permanent silence effect (CL 20), which blocks the 
  allip’s babble ability until they emerge from it.
  During of the Age of Serpents, Tzur-Vaal and his mate 
  Aluu-Nekva—the original masters of the Gloomspire that 
  would one day become home to Sevenfingers’s tomb—
  arrived on Golarion with others of their kind. Though 
  exceptionally long-lived, the Makers were not immortal. 
  Midway through the Age of Serpents, most of them had 
  perished or abandoned Golarion to join the ranks of the 
  bonesages of Eox. However, a handful chose to remain, 
  including Tzur-Vaal and Aluu-Nekva. As the pair neared 
  the end of their natural lives, they attempted to embrace 
  lichdom together, though they failed spectacularly and 
  
  19
  THE LABYRINTH OF HUNGRY GHOSTS
  perished. Tzur-Vaal soon rose as a ghostly creature and 
  his mate rose as a flesh-hungry undead. However, Aluu-
  Nekva lost her sorcerous abilities and was stricken with 
  severe amnesia. She retains only a vague memory of her 
  former life and struggles to form new memories.
  Since 
  the 
  couples’ 
  transformation, 
  Tzur-Vaal’s 
  sorcerous abilities diminished greatly. When Sempet 
  Sevenfingers explored the Gloomspires, he easily 
  subjugated the two undead Makers and pulled many 
  arcane secrets from them. In the three centuries since 
  Sevenfingers’s passing, the Makers have regained their 
  status as the masters of the Labyrinth of Hungry Ghosts. 
  Tzur-Vaal has come to believe that if he indulges Aluu-
  Nekva’s desire to consume the “right” mixture of flesh, 
  food, and drink, she will regain her lost body and her 
  shattered memories. 
  When 
  the 
  Pathfinder 
  Jaohd 
  Ilzinian 
  and 
  his 
  companions arrived, Tzur-Vaal possessed the paladin 
  and helped his mate kill Ilzinian’s allies. However, when 
  Aluu-Nekva did not regain her lost form or memories 
  after feeding on the dead Pathfinders, she quickly turned 
  on Tzur-Vaal’s host, eager to consume the paladin’s flesh. 
  Tzur-Vaal fled and made his way near to the summit of 
  Sevenfingers’s tomb, emerging at the beginning of the 
  solstice. When he encountered the marooned sailors 
  of the Pride of Aspenthar, Tzur-Vaal allowed himself to 
  be captured in the hopes of tricking more mortals into 
  entering the Labyrinth of Hungry Ghosts.
  SUBTIER 3–4 (CR 7)
  ALLIPS (2) 
  CR 3
  hp 30 (Pathfinder RGP Bestiary 3 12, see page 24)
  TACTICS
  During Combat The allips immediately move to engage 
  intruders. When they emerge from the silenced area, all 
  creatures inside B5 are subjected to their babble ability. Alu-
  Nekva and Tzur-Vaal are both immune to this effect. Ilzinian is 
  not immune, but while he is possessed, the fascination does 
  not impede Tzur-Vaal’s ability to make him attack the PCs.
  Morale The allips fight until destroyed.
  ALUU-NEKVA 
  CR 3
  Variant human zombie (Pathfinder RPG Bestiary 288)
  NE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 29 (4d8+8)
  Fort +3, Ref +4, Will +4
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee slam +7 (1d6+4), tongue +2 (1d6+2 plus strength sap)
  Special Attacks strength sap
  TACTICS
  During Combat Aluu-Nekva moves to attack the closest 
  character—including Tzur-Vaal if he still possesses Ilzinian.
  Morale Allu-Nekva’s desire to recover her mind by feasting on 
  the right flesh overrides all of her other concerns. If the PCs 
  attempt to flee, she pursues them to the best of her ability. 
  However, in her frenzied state, she is incapable of traveling 
  more than 3 rounds into the shifting labyrinth before 
  becoming lost.
  STATISTICS
  Str 19, Dex 16, Con —, Int 7, Wis 10, Cha 15
  Base Atk +3, CMB +7, CMD 20
  Feats Combat Reflexes, Toughness
  Skills Intimidate +9, Perception +7
  Languages Aklo
  SPECIAL ABILITIES
  Strength Sap (Ex) If Allu-Nekva hits a living creature with her 
  tongue attack, she drinks some of its blood, dealing 2 points 
  of Strength damage.
  JAOHD ILZINIAN (FREE-WILLED) 
  CR 3
  Male human paladin 4
  LG Medium humanoid (human)
  Init +5; Senses Perception +1
  Aura courage (10 ft.)
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 Dex)
  hp 44 (4d10+4)
  Fort +8, Ref +4, Will +9
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee Ether’s Kiss +8 (1d8+4/19–20) or 
  mwk adamantine longsword + 8 (1d8+3)
  Special Attacks channel positive energy 3/day (DC 16, 2d6), 
  smite evil 2/day (+4 attack and AC, +4 damage)
  Paladin Spell-Like Abilities (CL 4th; concentration +8)
  At will—detect evil
  Paladin Spells Prepared (CL 1st; concentration +5)
  1st—bless
  TACTICS
  Before Combat Ilzinian casts bless.
  SCALING ENCOUNTER B5
  To accommodate a group of four PCs, make the following 
  adjustments to the encounter.
  Subtier 3–4: Remove one allip from the encounter.
  Subtier 6–7: Remove two allips from the encounter. Aluu-
  Nevka’s desperation grants her the sickened condition.
  
  20
  PATHFINDER SOCIETY SCENARIO
  During Combat Ilzinian attacks with Ether’s Kiss if he reclaimed 
  the sword from area B3, or with his adamantine longsword if 
  he did not. He targets Tzur-Vaal first.
  Morale Ilzinian is ready to die to protect the PCs, and he only 
  flees all of the PCs flee as well.
  STATISTICS
  Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 18
  Base Atk +4; CMB +6; CMD 17
  Feats Blind-Fight, Channel Smite, Improved Initiative, Weapon 
  Focus (longsword)
  Skills Acrobatics –7 (–11 when jumping), Craft (sculpture) +5, 
  Diplomacy +11, Heal +6, Knowledge (religion) +8, Sense 
  Motive +3
  Languages Celestial, Common
  SQ lay on hands 6/day (2d6), mercy (shaken)
  Gear mwk full plate, Ether’s Kiss (+1 ghost touch longsword) or 
  mwk adamantine longsword, wooden holy symbol of Shelyn
  JAOHD ILZINIAN (POSSESSED) 
  CR 3
  Male possessed human paladin 4
  LG Medium humanoid (human)
  Init +5; Senses Perception +11
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 Dex)
  hp 44 (4d10+4)
  Fort +1, Ref +3, Will +8
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee Ether’s Kiss +6 (1d8+4/19–20) or 
  mwk adamantine longsword +6 (1d8+3)
  Special Attacks possession (DC 17)
  Sorcerer Spells Known (CL 3rd; concentration +9)
  1st (7/day)—color spray (DC 17), ray of enfeeblement (DC 
  17), magic missile
  0 (at will)—acid splash, daze (DC 16), detect magic, flare (DC 
  16), mage hand
  TACTICS
  During Combat Ilzinian attacks the PCs with Ether’s Kiss if he 
  reclaimed the sword from area B3, or with his adamantine 
  longsword if he did not. Tzur-Vaal does his best to make sure 
  that the paladin is not the closest creature to Aluu-Nekva—
  he knows that she tends to lash out at the closest meal. The 
  possessed paladin attacks the most dangerous PC first, based 
  on the PCs’ actions in previous encounters.
  Morale Tzur-Vaal forces Ilzinian to fight to the death.
  STATISTICS
  Str 14, Dex 13, Con 10, Int 18, Wis 18, Cha 22
  Base Atk +3; CMB +5; CMD 16
  Feats Deceitful, Eschew MaterialsB, Hidden PresenceOA
  Skills Bluff +12, Disguise +13, Intimidate +13, Knowledge 
  (arcana) +11, Perception +11, Sense Motive +11, Spellcraft 
  +11, Stealth +8
  Languages Abyssal, Aklo, Celestial, Draconic, Infernal
  SQ possessed
  Gear mwk full plate, Ether’s Kiss (+1 ghost touch longsword) or 
  mwk adamantine longsword, wooden holy symbol of Shelyn
  SPECIAL ABILITIES
  Possessed (Su) Ilzinian is possessed by the ghost of Tzur-Vaal, 
  who controls his every word and action and constantly 
  taunts the helpless paladin telepathically. 
  Possession (Su) See Tzur-Vaal’s possession ability on page 21.
  TZUR-VAAL 
  CR 5
  CE Medium unique undead (incorporeal)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
  hp 42 (4d8+24)
  Fort +7, Ref +4, Will +8
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits; Resist cold 30, electricity 30; SR 16
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +6 (5d6, Fort DC 17 half)
  Special Attacks possession (DC 17)
  Sorcerer Spells Known (CL 3rd; concentration +9)
  1st (7/day)—color spray (DC 17), ray of enfeeblement (DC 
  17), magic missile
  0 (at will)—acid splash, daze (DC 16), detect magic, flare 
  (DC 16), mage hand
  TACTICS
  Before Combat If the PCs expel Tzur-Vaal from the paladin 
  before reaching area B5, he flees to Aluu-Nekva’s side.
  During Combat While possessing Jaohd Ilzinian, Tzur-Vaal 
  fights as described in the paladin’s tactics above. Once he is 
  expelled from Ilzinian, he attempts to possess the PCs that he 
  guesses is the most weak-willed based on his observations 
  of their abilities. In his ghostly form, Tzur-Vaal prefers to keep 
  his distance from his enemies and use his offensive spells. If 
  the PCs destroy Aluu-Nekva, he screams in agony and flees 
  to area B6, hoping to bait the PCs into fighting him while he 
  receives healing from the Oblivion Shaft.
  Morale While possessing a creature, Tzur-Vaal fights until his 
  host is knocked unconscious or killed. He allows the PCs 
  to flee into the labyrinth as long as they do not destroy 
  Aluu-Nekva. However, if the PCs flee after destroying his 
  mate, he retreats to area B6 for healing and then pursues 
  them through the labyrinth and beyond, following them 
  relentlessly until destroyed.
  STATISTICS
  Str —, Dex 16, Con —, Int 18, Wis 18, Cha 22
  Base Atk +3; CMB +6; CMD 22
  Feats Deceitful, Eschew MaterialsB, Hidden PresenceOA
  Skills Bluff +12, Disguise +13, Fly +11, Intimidate +13, 
  Knowledge (arcana) +11, Perception +19, Sense Motive +11, 
  
  Tzur–Vaal
  21
  THE LABYRINTH OF HUNGRY GHOSTS
  Spellcraft +11, Stealth +18; Racial Modifiers +8 Perception, 
  +8 Stealth
  Languages Abyssal, Aklo, Celestial, Draconic, Infernal
  SPECIAL ABILITIES
  Corrupting Touch (Su) Tzur-Vaal can damage his foes passing 
  part of his incorporeal body through a foe’s body as a 
  standard action. This damage is not negative energy—it 
  manifests in the form of physical wounds and aches from 
  supernatural aging. Creatures immune to magical aging 
  are immune to this damage, but otherwise the damage 
  bypasses all forms of damage reduction. A DC 17 Fortitude 
  save halves the damage inflicted.
  Possession (Su) Once per round, Tzur-Vaal can attempt to 
  possess a creature within 200 feet. This ability otherwise 
  functions as per greater possessionOA (CL 10). The target can 
  resist the attack with a successful DC 17 Will save. A creature 
  that succeeds at this saving throw is immune to this ability 
  for 24 hours.
  Spells Tzur-Vaal casts spells as a 3rd-level sorcerer.
  SUBTIER 6–7 (CR 10)
  ALLIPS (3) 
  CR 3
  hp 30 each (Pathfinder RGP Bestiary 3 12, see page 24)
  TACTICS
  Use the tactics from Subtier 3–4.
  ALUU-NEKVA 
  CR 7
  Gaki (Pathfinder RPG Bestiary 4 118, see page 25)
  hp 74 
  TACTICS
  Before Combat Aluu-Nekva casts invisibility and uses flight to 
  ascend 20 feet off the floor. She allows the allips to fight for 
  two rounds before entering combat.
  During Combat If her constant detect evil ability detects 
  an evil aura on a PC, she moves to attack that PC first. 
  Otherwise she moves to attack the closest character—
  including Tzur-Vaal if he still possesses Ilzinian.
  Morale Allu-Nekva’s desire to recover her mind by feasting on 
  the right flesh overrides all of her other concerns. If the PCs 
  attempt to flee, she pursues them to the best of her ability. 
  However, in her frenzied state, she is incapable of traveling 
  more than 3 rounds into the shifting labyrinth before 
  becoming lost.
  JAOHD ILZINIAN (FREE-WILLED) 
  CR 6
  Human paladin 7
  LG Medium humanoid (human)
  Init +3; Senses Perception +1
  Aura courage (10 ft.)
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 77 (7d10+7)
  Fort +9, Ref +7, Will +8
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee Ether’s Kiss +12/+7 (1d8+5/19–20) or 
  mwk adamantine longsword +11/+6 (1d8+3)
  Special Attacks channel positive energy 3/day (DC 19, 4d6), 
  smite evil 3/day (+4 attack and AC, +7 damage)
  Paladin Spell-Like Abilities (CL 7th; concentration +11)
  At will—detect evil
  Paladin Spells Prepared (CL 4th; concentration +8)
  1st—bless, hero’s defianceAPG
  TACTICS
  Before Combat Ilzinian casts bless. Ether’s Kiss is his divine 
  bonded weapon, so if he is holding the sword before 
  combat, he activates his divine bond ability. The bonuses 
  from divine bond are not included in his statistics.
  During Combat Ilzinian attacks with Ether’s Kiss if he 
  reclaimed the sword from area B3, or 
  with his adamantine longsword if he 
  did not. He targets Tzur-Vaal first.
  Morale Ilzinian is ready to die to protect 
  the PCs, and he only flees all of 
  the PCs flee as well.
  STATISTICS
  Str 14, Dex 13, Con 10, Int 
  12, Wis 8, Cha 18
  Base Atk +7; CMB +9; 
  CMD 20
  Feats Blind-fight, 
  Channel Smite, 
  Extra Channel, 
  Improved 
  Channel, Improved 
  Initiative, Weapon 
  Focus (longsword)
  Skills Acrobatics –6 
  (–10 when jumping), 
  Craft (sculpture) 
  +9, Diplomacy +14, 
  Heal +10, Knowledge 
  (religion) +11, Sense 
  Motive +3
  Languages Celestial, 
  Common
  SQ divine bond (weapon 
  +1, 1/day), lay on 
  hands 7/day (3d6), 
  mercies (fatigued, 
  shaken)
  Gear mwk full plate, 
  Ether’s Kiss (+2 ghost 
  touch longsword) 
  
  22
  PATHFINDER SOCIETY SCENARIO
  or mwk adamantine longsword, wooden holy symbol 
  of Shelyn
  JAOHD ILZINIAN (POSSESSED) 
  CR 6
  Human paladin 7
  LG Medium humanoid (human)
  Init +3; Senses Perception +15
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 77 (7d10+7)
  Fort +2, Ref +3, Will +5
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee Ether’s Kiss +11/+6 (1d8+5/19–20) or 
  mwk adamantine longsword +10/+5 (1d8+3)
  Special Attacks possession (DC 19)
  Sorcerer Spells Known (CL 6th; concentration +12)
  3rd (4/day)—babbleOA (DC 19)
  2nd (7/day)—create pitAPG (DC 18), glitterdust (DC 18)
  1st (8/day)—color spray (DC 17), grease (DC 17), magic 
  missile, ray of enfeeblement (DC 17)
  0 (at will)—acid splash, bleed (DC 16), daze (DC 16), detect 
  magic, flare (DC 16), ghost sound (DC 16), mage hand
  TACTICS
  During Combat Ilzinian attacks the PCs with Ether’s Kiss if he 
  reclaimed the sword from area B3, or with his adamantine 
  longsword if he did not. Tzur-Vaal does his best to make sure 
  that the paladin is not the closest creature to Aluu-Nekva—
  he knows that she tends to lash out at the closest meal. The 
  possessed paladin attacks the most dangerous PC first, based 
  on the PCs’ actions in previous encounters.
  Morale Tzur-Vaal forces Ilzinian to fight to the death.
  STATISTICS
  Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 18
  Base Atk +6; CMB +8; CMD 19
  Feats Deceitful, Eschew MaterialsB, Hidden PresenceOA, 
  Improved Initiative, Toughness
  Skills Bluff +16, Disguise +17, Intimidate +17, Knowledge 
  (arcana) +15, Perception +15, Sense Motive +15, Spellcraft 
  +15, Stealth +12
  Languages Abyssal, Aklo, Celestial, Draconic, Infernal
  SQ possessed
  Gear mwk full plate, Ether’s Kiss (+2 ghost touch longsword) or 
  mwk adamantine longsword, wooden holy symbol of Shelyn
  SPECIAL ABILITIES
  Possessed (Su) Ilzinian is possessed by the ghost of Tzur-Vaal, 
  who controls his every word and action and constantly 
  taunts the helpless paladin telepathically.
  Possession (Su) See Tzur-Vaal’s possession ability below. 
  TZUR-VAAL 
  CR 8
  CE Medium unique undead (incorporeal)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +23
  DEFENSE
  AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
  hp 88 (8d8+56)
  Fort +8, Ref +5, Will +10
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits; Resist cold 30, electricity 30, SR 19
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +9 (8d6, Fort DC 19 half)
  Special Attacks possession (DC 19)
  Sorcerer Spells Known (CL 6th; concentration +12)
  3rd (4/day)—babbleOA (DC 19)
  2nd (7/day)—create pit APG (DC 18), glitterdust (DC 18)
  1st (8/day)—color spray (DC 17), grease (DC 17), magic 
  missile, ray of enfeeblement (DC 17)
  0 (at will)—acid splash, bleed (DC 16), daze (DC 16), detect 
  magic, flare (DC 16), ghost sound (DC 16), mage hand
  TACTICS
  Use the tactics from Subtier 3–4.
  STATISTICS
  Str —, Dex 16, Con —, Int 18, Wis 18, Cha 23
  Base Atk +6; CMB +9; CMD 25
  Feats Deceitful, Eschew MaterialsB, Hidden PresenceOA, 
  Improved Initiative, Toughness
  Skills Bluff +16, Disguise +17, Fly +11, Intimidate +17, 
  Knowledge (arcana) +15, Perception +23, Sense Motive +15, 
  Spellcraft +15, Stealth +22; Racial Modifiers +8 Perception, 
  +8 Stealth
  Languages Abyssal, Aklo, Celestial, Draconic, Infernal
  SPECIAL ABILITIES
  Corrupting Touch (Su) Tzur-Vaal can damage his foes passing 
  part of his incorporeal body through a foe’s body as a 
  standard action. This damage is not negative energy—it 
  manifests in the form of physical wounds and aches from 
  supernatural aging. Creatures immune to magical aging 
  are immune to this damage, but otherwise the damage 
  bypasses all forms of damage reduction. A DC 19 Fortitude 
  save halves the damage inflicted.
  Possession (Su) Once per round, Tzur-Vaal can attempt to 
  possess a creature within 200 feet. This ability otherwise 
  functions as greater possessionOA (CL 10). The target can 
  resist the attack with a successful DC 19 Will save. A 
  creature that succeeds at this saving throw is immune to 
  this ability for 24 hours.
  Spells Tzur-Vaal casts spells as a 6th-level sorcerer.
  Treasure: On the bodies of the mangled Pathfinders, 
  the PCs find two masterwork rapiers and a scroll case 
  containing a scroll of darkvision, a scroll of glitterdust, and 
  a scroll of mirror image (CL 9). In Subtier 6–7, the case also 
  contains a scroll of dimension door and a scroll of enervation. 
  
  23
  THE LABYRINTH OF HUNGRY GHOSTS
  The Pathfinders’ armor is shredded beyond repair. 
  Stacked behind the black curtain are several crates 
  containing various spices and seasonings worth 100 gp. 
  The Orb of Stars is lying on the floor in front of one of 
  the crates, along with a bottle of nightmarish pigments. 
  Nightmarish pigments function as marvelous pigments, except 
  the items they create subtly bend, warp, and discolor, and 
  they occasionally show reflections of horrific vistas or 
  screaming maws. As a result, they cannot be mistaken 
  for objects made of standard valuable materials like gold. 
  One pot of nightmarish pigments is sufficient to create a 
  125-cubic-foot object by depicting it two-dimensionally 
  over a 25-square-foot surface. The pigments can create a 
  collection of mundane items whose value does not exceed 
  500 gp. In Subtier 6–7, one of the crates also contains a 
  pouch of void dust (Pathfinder RPG Ultimate Equipment 324).
  Rewards: If the PCs do not defeat Tzur-Vaal, reduce 
  each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 478 gp.
  Out of Subtier: Reduce each PC’s gold earned by 752 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,026 gp.
  B6. The Oblivion Shaft
  A yawning pit full of crackling back energy fills the southwest 
  corner of this otherwise empty chamber.
  This shaft connects to the next level of the tomb 
  (300 feet below), and as its entire length is infused 
  with negative energy. Living creatures that touch the 
  crackling black energy take increasing amounts of 
  negative energy damage each round that they remain 
  in contact with it, and undead creatures heal the same 
  amount (1d6 the first round, 2d6 the second, and so on, 
  up to a maximum of 3d6 in Subtier 3–4 and 6d6 in Subtier 
  6–7). Oddly, the negative energy effect only affects beings 
  descending the shaft or who remain stationary within 
  it, not those who ascend it. Spending 1 round ascending 
  resets the damage back to 1d6. The area below this shaft 
  is beyond the scope of this adventure.
  CONCLUSION
  If the PCs manage to secure the Orb of Stars and leave the 
  Gloomspires (assume the PCs are under no time pressure 
  to navigate the labyrinth), they can return to the Grinning 
  Pixie and report to Calisro Benarry. On the other hand, if 
  they fail to retrieve the Orb of Stars, the spires only remain 
  stable for 3 days after the beginning of the scenario before 
  they start shifting again. This shifting has no effect while 
  the PCs are inside the spires, but it makes returning to 
  the Grinning Pixie treacherous. If the PCs attempt to 
  return to the Grinning Pixie after 3 days without the Orb, 
  they must succeed at a DC 15 Profession (sailor) check (DC 
  18 in Subtier 6–7) to return to the Grinning Pixie without 
  damaging their boat. Failing this check causes the boat to 
  sustain considerable damage. Venture-Captain Benarry 
  rescues the PCs, but she charges them some of the cost 
  of repairing the boat. This amounts to 100 gp per PC in 
  Subtier 3–4, or 300 gp per PC in Subtier 6–7.
  Before ordering the Pixie to return to Drenchport, 
  Benarry congratulates the PCs for their heroic efforts. 
  If the PCs return with Jaohd Ilzinian alive and well, the 
  paladin hands Ether’s Kiss to the PCs, and he insists that 
  they take it as a token of his gratitude. He tells the PCs 
  that he plans to travel to a nearby temple of Shelyn to 
  recover from his trials. Benarry is especially pleased to see 
  Ilzinian. She apologizes to him for everything that he has 
  gone through in the spires, and promises to sail him to 
  the temple of his choice herself. If the PCs mention and 
  describe the Oblivion Shaft (area B6), Benarry can barely 
  contain her enthusiasm, and she hints strongly that she 
  may have another mission for the PCs in the near future.
  If the PCs return the folding boat Old Flotsam to 
  Benarry, they each earn the Savior of Old Flotsam boon on 
  their Chronicle sheets. If they destroyed the ectoplasmic 
  revelers in area B3 and collected the concentrated sample, 
  they each earn the Ectoplasmic Enhancement boon on 
  their Chronicle sheets.
  REPORTING NOTES
  If the PCs rescue Jaohd Ilzinian, check box A on the 
  reporting sheet.
  PRIMARY SUCCESS CONDITIONS
  PCs who verify the fate of the Pathfinder team members 
  and retrieve the Orb of Stars succeed at their primary 
  success condition and earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs earn a second Prestige Point if they destroy both 
  Aluu-Nevka and Tzur-Vaal, and Jaohd Ilzinian survives 
  the scenario. 
  
  24
  PATHFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this scenario.
  ALLIP 
  CR 3
  Pathfinder RPG Bestiary 3 12
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Aura babble (60 ft., DC 15)
  DEFENSE
  AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
  hp 30 (4d8+12)
  Fort +4, Ref +4, Will +4
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +4 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
  Base Atk +3; CMB +4; CMD 17
  Feats Improved Initiative, Lightning Reflexes
  Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
  Languages Aklo, Common
  SQ madness
  DESCRIPTION
  This malignant cloud of shadows boils in the air, its skeletal 
  maw eerily babbling as the creature’s claws manifest from 
  the darkness.
  SPECIAL ABILITIES
  Babble (Su) An allip constantly mutters to itself, creating a 
  hypnotic effect. All sane creatures within 60 feet of the 
  allip must succeed at a DC 15 Will save or be fascinated 
  for 2d4 rounds. While a target is fascinated, the allip can 
  approach it without breaking the effect, but an attack by 
  the allip does end the effect. Creatures that successfully 
  save cannot be affected by the same allip’s babble for 24 
  hours. This is a sonic, mind-affecting compulsion effect. The 
  save DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic effect makes direct 
  contact with its tortured mind and takes 1d4 points of 
  Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points 
  of Wisdom damage (DC 15 Will negates). A successful critical 
  hit causes 1d4 points of Wisdom damage and 1 point of 
  Wisdom drain (instead of double Wisdom damage). With 
  each successful attack, an allip gains 5 temporary hit points. 
  The save DC is Charisma-based.
  BORDER GUARD 
  CR 3
  Pathfinder RPG NPC Codex 129
  Half-orc ranger 4
  NE Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d10+4)
  Fort +5, Ref +8, Will +2
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+3/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (elves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Climb +8, Intimidate +8, Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge (nature) +7, Perception +8, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ favored terrain (plains +2), hunter’s bond (companions), orc 
  blood, track +2, weapon familiarity, wild empathy +3
  Combat Gear +1 flaming arrows (3), potion of cure moderate 
  wounds, potion of divine favor, potion of shield of faith; 
  Other Gear masterwork chain shirt, masterwork composite 
  longbow (+2 Str) with 20 arrows, masterwork falchion, elixir 
  of hiding, 26 gp
  CELEDON 
  CR 1
  Pathfinder RPG Bestiary 5 52
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +2 
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 25 (1d10+20)
  Fort +0, Ref +0, Will +4
  Immune construct traits 
  OFFENSE
  Speed 30 ft.
  Melee shortsword +2 (1d6+1/19–20)
  Special Attack bardic performance (6/day)
  STATISTICS
  Str 12, Dex 11, Con —, Int 9, Wis 14, Cha 13
  Base Atk +1; CMB +2; CMD 12
  Feats Iron Will, Skill Focus (Knowledge [religion])
  Skills Knowledge (religion) +3
  Languages Common
  SQ granted power, song of the gods
  DESCRIPTION
  This metallic sculpture of an idealized humanoid figure sparkles 
  with divine luster.
  
  25
  THE LABYRINTH OF HUNGRY GHOSTS
  SPECIAL ABILITIES
  Granted Power A celedon enjoys the favor of the deity who 
  created her. Every celedon chooses one of her deity’s 
  domains and gains that domain’s first granted power. 
  Alternatively, she can choose the prophet’s touch ability 
  below. A celedon only chooses this power once and can 
  never change her granted power.
  Prophet’s Touch (Su) Three times per day, a celedon can 
  make a melee touch attack that, on a hit, forces the target 
  to succeed at a DC 11 Fortitude save or become stunned for 
  1 round. A creature that succeeds is staggered for 1 round 
  instead. Whether or not the target succeeds, any spells or 
  effects that detect alignment read the target as being the 
  same alignment as the celedon’s deity for as long as they 
  are stunned or staggered. This save DC is Charisma-based.
  Song of the Gods (Su) A celedon has the bardic performance 
  ability of a 3rd-level bard, granting her access to the 
  countersong, fascinate, inspire courage, and inspire 
  competence performances. Rather than Perform, a celedon 
  uses Knowledge (religion) when necessary (such as to 
  determine the saving throw result for countersong). She can 
  make use of this ability a number of times per day equal to 
  4 + her Wisdom modifier and can employ either her voice or 
  any musical instrument.
  GAKI 
  CR 7
  Pathfinder RPG Bestiary 4 118
  NE Medium undead
  Init +6; Senses darkvision 60 ft., detect evil; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 74 (9d8+32)
  Fort +5, Ref +7, Will +9
  Immune undead traits
  Weaknesses aversion to sun and moon, compulsive hunger, 
  vulnerable to cold and fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blood drain (1d2 Constitution), fear cone (30 
  ft., DC 16)
  Spell-Like Abilities (CL 7th; concentration +9)
  Constant—detect evil
  At will—invisibility
  1/day—disguise self
  STATISTICS
  Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18
  Base Atk +6; CMB +9 (+13 grapple); CMD 22
  Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes
  Skills Intimidate +14, Perception +13, Stealth +14
  Languages Common
  DESCRIPTION
  This skeletal creature with a long, thin neck seems to float above 
  the ground. Its jaw is elongated, showing sharp, worn teeth.
  SPECIAL ABILITIES
  Aversion to Sun and Moon (Ex) A gaki takes 1d4 points of fire 
  damage every round it’s exposed to the light of a full moon. 
  It takes 1d4 points of cold damage every round it is exposed 
  to direct sunlight.
  Blood Drain (Ex) A gaki deals 1d2 Constitution damage to a 
  foe it is grappling at the end of its turn.
  Compulsive Hunger (Ex) Despite being undead, a gaki is 
  plagued by an insatiable hunger, and believes it can gain 
  a normal body or rest in peace if it consumes the right 
  mixture of flesh, food, and drink. A gaki that finds a corpse 
  or is offered food, wine, holy water, or flowers must succeed 
  at a DC 20 Will save or spend one turn trying to grab and 
  consume it. Its narrow neck prevents it from swallowing 
  more than a tiny amount, and it gives up after 1 round of 
  attempting to do so. A gaki that consumes holy water in this 
  way is not harmed by it.
  GHOST 
  CR 7
  Pathfinder RPG Bestiary 144
  Human ghost aristocrat 7
  CE Medium undead (augmented humanoid, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
  hp 73 (7d8+42)
  Fort +7, Ref +5, Will +7
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +6 (7d6, Fort DC 18 half)
  Special Attacks frightful moan (DC 18)
  STATISTICS
  Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
  Base Atk +5; CMB +5; CMD 22
  Feats Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Toughness
  Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) 
  +10, Perception +18, Sense Motive +10, Stealth +9; Racial 
  Modifiers +8 Perception, +8 Stealth
  Languages Common
  DESCRIPTION
  This spectral, horrifying figure glides silently through the air, 
  passing through solid objects as if they didn’t exist.
  SPECIAL ABILITIES
  Corrupting Touch (Su) All ghosts gain this incorporeal touch 
  attack. By passing part of its incorporeal body through a foe’s 
  body as a standard action, the ghost inflicts a number of 
  d6s equal to its CR in damage. This damage is not negative 
  
  26
  PATHFINDER SOCIETY SCENARIO
  energy—it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune to magical 
  aging are immune to this damage, but otherwise the 
  damage bypasses all forms of damage reduction. A Fortitude 
  save halves the damage inflicted.
  Frightful Moan (Su) The ghost died in the throes of crippling 
  terror. It can emit a frightful moan as a standard action. All 
  living creatures within a 30-foot spread must succeed on a 
  Will save or become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. A creature that successfully saves 
  against the moan cannot be affected by the same ghost’s 
  moan for 24 hours.
  Rejuvenation (Su) A ghost cannot be permanently laid to rest 
  or destroyed until a certain task is performed. Until then, a 
  “destroyed” ghost restores itself in 2d4 days.
  SEA CAPTAIN 
  CR 7
  Pathfinder RPG NPC Codex 67
  Halfling druid 8
  NE Small humanoid (halfling)
  Init +7; Senses Perception +15
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+4 armor, +3 Dex, +3 natural, 
  +2 shield, +1 size)
  hp 61 (8d8+22)
  Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-
  targeted effects
  OFFENSE
  Speed 20 ft.
  Melee mwk scimitar +11/+6 (1d4+3/18–20)
  Ranged mwk sling +11/+6 (1d3+3)
  Special Attacks wild shape 3/day
  Domain Spell-Like Abilities (CL 8th; concentration +12)
  8/day—lightning lord
  7/day—storm burst
  Druid Spells Prepared (CL 8th; concentration +12)
  4th—control water, flame strike (DC 18), freedom of 
  movement, sleet stormD
  3rd—call lightningD (DC 17), greater magic fang, protection 
  from energy, quench, wind wall
  2nd—barkskin, bull’s strength, fog cloudD, gust of wind 
  (DC 16), warp wood
  1st—cure light wounds (4), endure elements, obscuring mist
  0 (at will)—create water, detect magic, flare (DC 14), light
  D domain spell; Domain Weather
  TACTICS
  Base Statistics Without barkskin and bull’s strength, the 
  druid’s statistics are AC 23, touch 14, flat-footed 20; Melee 
  mwk scimitar +11/+6 (1d4+1/18–20); Ranged mwk sling 
  +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6, 
  Swim +3.
  STATISTICS
  Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10
  Base Atk +6; CMB +8; CMD 21
  Feats Improved Initiative, Natural Spell, Toughness, 
  Weapon Finesse
  Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, 
  Handle Animal +5, Heal +11, Knowledge (nature) +10, 
  Perception +15, Spellcraft +7, Survival +13, Swim +5
  Languages Common, Druidic, Goblin, Halfling
  SQ nature bond (Weather domain), nature sense, trackless step, 
  wild empathy +8, woodland stride
  Combat Gear potion of mage armor, Other Gear mwk heavy 
  wooden shield, mwk scimitar, mwk sling with 20 bullets, 
  cloak of resistance +1, headband of inspired wisdom +2, 
  grappling hook, healer’s kit, holly and mistletoe, silk rope 
  (50 ft.), spell component pouch
  SEA CAPTAIN (TRICERATOPS) 
  CR 7
  Pathfinder RPG NPC Codex 67
  Halfling druid 8
  NE Huge animal
  Init +5; Senses low-light vision, scent; Perception +15
  DEFENSE
  AC 24, touch 9, flat-footed 21 (+4 armor, +1 Dex, +9 natural, 
  +2 shield, –2 size)
  hp 61 (8d8+22)
  Fort +9, Ref +5, Will +12; +2 vs. fear, +4 vs. fey and plant-
  targeted effects
  OFFENSE
  Speed 20 ft.
  Melee gore +12 (2d10+11)
  Special Attacks trample (1d8+11, DC 20), wild shape 3/day
  Domain Spell-Like Abilities (CL 8th; concentration +12)
  8/day—lightning lord
  7/day—storm burst
  Druid Spells Prepared (CL 8th; concentration +12)
  4th—control water, flame strike (DC 18), freedom of 
  movement, sleet stormD
  3rd—call lightningD (DC 17), greater magic fang, protection 
  from energy, quench, wind wall
  2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 
  16), warp wood
  1st—cure light wounds (4), endure elements, obscuring mist
  0 (at will)—create water, detect magic, flare (DC 14), light
  D domain spell; Domain Weather
  TACTICS
  Base Statistics Without barkskin, bull’s strength, and greater 
  magic fang, the druid’s statistics in triceratops form are AC 
  21, touch 9, flat-footed 18; Melee gore +8 (2d10+6); Special 
  Attacks trample (1d8+6, DC 18); Str 18; CMB +12; CMD 23.
  STATISTICS
  Str 22, Dex 12, Con 12, Int 10, Wis 18, Cha 10
  Base Atk +6; CMB +14; CMD 25
  Feats Improved Initiative, Natural Spell, Toughness, 
  Weapon Finesse
  
  27
  THE LABYRINTH OF HUNGRY GHOSTS
  Skills Acrobatics –1 (–5 when jumping), Climb +11, Fly +4, 
  Handle Animal +5, Heal +11, Knowledge (nature) +10, 
  Perception +15, Spellcraft +7, Survival +13, Swim +8
  Languages Common, Druidic, Goblin, Halfling
  SQ nature bond (Weather domain), nature sense, trackless step, 
  wild empathy +8, woodland stride
  Combat Gear potion of mage armor; Other Gear mwk heavy 
  wooden shield, mwk scimitar, mwk sling with 20 bullets, 
  cloak of resistance +1, headband of inspired wisdom +2, 
  grappling hook, healer’s kit, holly and mistletoe, silk rope 
  (50 ft.), spell component pouch
  VETERAN BUCCANEER 
  CR 2
  Pathfinder RPG NPC Codex 267
  Human warrior 4
  CE Medium humanoid (human)
  Init +3; Senses Perception –1
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +6 (1d6+1/18–20)
  Ranged mwk heavy crossbow +8 (1d10/19–20) or  
  throwing axe +7 (1d6+1)
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Mobility, Toughness
  Skills Acrobatics +6, Climb +6, Intimidate +6, Profession (sailor) 
  +3, Swim +17
  Languages Common, Orc
  Combat Gear elixir of swimming, potion of bull’s strength, 
  potions of cure light wounds (2), potion of jump, alchemist’s 
  fire; Other Gear studded leather, masterwork heavy 
  crossbow with 10 bolts, masterwork scimitar, throwing axe, 
  231 gp
  WIGHT 
  CR 3
  Pathfinder RPG Bestiary 276
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3, Ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 14)
  STATISTICS
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16; Racial Modifier +8 Stealth
  Languages Common
  SQ create spawn
  DESCRIPTION
  The flesh of this walking corpse is rotting and putrid, its body 
  skeletal in places and its eye sockets glowing with red light.
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain by a 
  wight becomes a wight itself in only 1d4 rounds. Spawn so 
  created are less powerful than typical wights, and suffer a –2 
  penalty on all d20 rolls and checks, as well as –2 hit points 
  per Hit Die. Spawn are under the command of the wight that 
  created them and remain enslaved until its death, at which 
  point they lose their spawn penalties and become full-
  fledged and free-willed wights. They do not have any of the 
  abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a wight destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  
  PATHFINDER SOCIETY SCENARIO
  28
  
  29
  THE LABYRINTH OF HUNGRY GHOSTS
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-19: 
  The Labyrinth of Hungry Ghosts
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
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  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
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  to identify itself or its products or the associated products contributed to the 
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  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
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  and You must add the title, the copyright date, and the copyright holder’s 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  distributed under any version of this License.
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  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  The Labyrinth of Hungry Ghosts © 2016, Paizo Publishing, LLC; Author: 
  Tom Phillips.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  648
  1,620
  —
  1,134
  1,295
  3,240
  —
  2,268
  Out of
  Subtier
  Pathfinder Society Scenario #7-19: 
  The Labyrinth of Hungry Ghosts
  Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. 
  You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, 
  and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the 
  spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural 
  attacks. When you use this boon, cross it off your Chronicle sheet.
  Nightmarish Pigments: You found a pot of nightmarish pigments, which you may purchase for 1,000 
  gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, 
  and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, 
  they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish 
  pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square-
  foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp.
  Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain-Benarry 
  commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token 
  functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of 
  useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets 
  of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of 
  cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather 
  token (Old Flotsam) for 450 gp or 1 Prestige Point.
  Core Campaign
  All Subtiers
  Subtier 6–7
  +1 flaming ammunition (166 gp; limit 3; may be any 
  type of ammunition)
  +1 ghost touch longsword (8,315 gp)
  candle of spirit protection (1,500 gp; Pathfinder RPG 
  Occult Adventures 256)
  grave salt (1,110 gp; Pathfinder RPG Ultimate 
  Equipment 301)
  nightmarish pigments (1,000 gp; see above)
  potion of bull’s strength (300 gp)
  potion of heroism (750 gp)
  scroll of darkvision (150 gp)
  scroll of glitterdust (150 gp)
  scroll of mirror image (CL 9; 450 gp, limit 1)
  wand of ghostbane dirge (6 charges; 540 gp, limit 1; 
  Pathfinder RPG Advanced Player’s Guide 225)
  +2 ghost touch longsword (18,315 gp)
  cloak of resistance +1 (1,000 gp)
  headband of inspired wisdom +2 (4,000 gp)
  scroll of dimension door (700 gp)
  scroll of enervation (700 gp)
  void dust (4,500 gp; Pathfinder RPG Ultimate 
  Equipment 324)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 7/S07-19 - Labyrinth of Hungry Ghosts.pdf