TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 1–5
  Pathfinder Society Scenario #3–05
  By Ron Lundeen
  Tide of 
  TwilighT
  Tide of  
  TwilighT
  
   
  Tide of TwilighT
  Pathfinder Society Scenario #3–05
  Author • Ron Lundeen
  Contributing Artists • Dmitry Murmak
  Cartographers • Corey Macourek and Sean MacDonald
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Judy Bauer
  Editorial Assistance • Jason Bulmahn,  
  Rob McCreary, Stephen Radney-MacFarland,  
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Michael Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s 
  Guide, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2, and Pathfinder Roleplaying Game Bestiary 3. 
  These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at  
  paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario #3–05: Tide of Twilight is a Pathfinder Society Scenario designed for 1st- to 5th-level characters 
  (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 
  suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 21 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Campaign Setting, Pathfinder Module, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo 
  Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  Tide of Twilight takes place in and near the Taldan town 
  of Wispil in the Verduran Forest. Wispil is a lumber town 
  populated primarily by gnomes. The Verduran Forest 
  outside Wispil is an ancient and wild forest, the domain of 
  druids and fey currently at an uneasy peace with the nation 
  of Taldor. To learn more about Wispil and the Verduran 
  Forest, check out Pathfinder Companion: Taldor, Echoes of 
  Glory or Pathfinder Campaign Setting: The Inner Sea World 
  Guide, available at your local game store or online at paizo.
  com. For more information from the events preceding this 
  adventure, check out Pathfinder Society Scenario #23: Tide of 
  Morning, available at paizo.com.
  Ver
  dura
  n Fo
  rest
  Wispil •
  • Briar Henge
  provides several important pieces of information about 
  Briar Henge and the druids ritual. Falbin encourages the 
  PCs to hurry, as Briar Henge is almost 2 days away and 
  the ritual will ends at sundown on the second day. He 
  also warns the PCs that unscrupulous hunters like those 
  who attacked him are in the area.
  The first leg of the journey to Briar Henge brings the 
  PCs to a logging camp. As they arrive, the PCs might 
  suffer the initial effects of the druids’ experiments with 
  the Atavistic Splinter. PCs who fail a Fortitude save take on 
  animal-like characteristics, gaining the bestial simple 
  template, though PCs with the wild empathy class feature 
  are immune to this transmutation. The camp appears 
  abandoned, as the loggers have already succumbed to the 
  T
  wo years ago, a group of Pathfinders recovered a 
  lorestone from the druids of the Verduran Forest. 
  Complete mastery of the vast collective knowledge 
  stored in the lorestone is years away, but through research 
  into the lorestone, the Pathfinder Society recently 
  unlocked the mystery of the Atavistic Splinter, an ancient 
  shard of charred bark believed to have been touched 
  by the enigmatic nature god Gozreh. The Pathfinders 
  investigating the lorestone believe that the Atavistic Splinter 
  has the power to transform humanoids into bestial 
  creatures with preternatural strength, and would be a 
  valuable resource for the Society in its upcoming exploits 
  in the Ruby Phoenix Tournament in Goka. 
  Divination spells placed this relic near the remote 
  Verduran village of Wispil. The Pathfinder Society tasked 
  a local operative, a gnome herbalist named Falbin, with 
  locating the Atavistic Splinter. Despite increased rumors 
  of werewolf activity in the forest around Wispil, Falbin 
  investigated and learned that the Atavistic Splinter is 
  held by a cabal of sinister druids in nearby Briar Henge. 
  Worse, these druids are using the Atavistic Splinter in a 
  weeks-long ritual to preserve the primitive sanctity of 
  their forest, turning any humanoids near Briar Henge 
  into savage half-animal beasts, resulting in the increased 
  presence of what seem to be lycanthropes in the area.
  Falbin reported to the Pathfinder Society that he had 
  discovered the location of the Atavistic Splinter and the 
  truth behind the rumors of lycanthrope activity, but 
  could not recover the Atavistic Splinter himself.
  SUMMARY
  The Pathfinder Society assigns the PCs to journey to 
  Wispil, contact Falbin and obtain information regarding 
  the Atavistic Splinter, and recover it from Briar Henge. 
  During the adventure, the PCs might experience minor 
  temporary transformations due to the druids’ ritual 
  brought on by the Atavistic Splinter’s power. 
  The PCs arrive at Falbin’s garden to find opportunistic 
  lycanthrope hunters intent on burning the garden. The 
  PCs must rescue the unconscious Falbin, extinguish 
  the blaze, and defeat the hunters. When revived, Falbin 
   
  Tide of TwilighT
  By ron Lundeen
  
  PATHFINDER SOCIETY SCENARIO
  4
  druids’ ritual and become feral animal-men. The former 
  loggers ambush PCs passing through the camp.
  The next obstacle the PCs face is at a river crossing. 
  Here, the PCs encounter a ruthless hunter and the traps 
  she has set. The PCs must again resist the effects of the 
  druids’ experiments as they get closer to the center of the 
  Atavistic Splinter’s influence.
  Briar Henge is a thorn-walled complex with several 
  encounter areas. The PCs must defeat or evade two groups 
  of fey guardians. Among the megaliths at the center 
  of the compound, the PCs encounter the Briar Henge 
  druids engaged in a ritual with the Atavistic Splinter. The 
  malevolent druids do not tolerate intruders; the PCs 
  must defeat the druids to recover the Atavistic Splinter and 
  reverse their own bestial transformations.
  GETTING STARTED
  Read the following to get the adventure underway:
  With a thump, Venture-Captain Brackett sets a rounded 
  granite stone on his desk. The stone is polished smooth and 
  veined with shallow carvings reminiscent of constellations. 
  “This is a lorestone, from the depths of the Verduran Forest. 
  It’s rumored to hold all of the secrets of the druids of that 
  ancient wood. Just over two years ago, a group of Pathfinders 
  recovered this stone for us. We’re not much closer to cracking 
  its secrets than we were on the day those agents put it into our 
  hands, but we have gleaned one interesting bit of knowledge.
  “The lorestone tells of a lengthy ritual using an artifact called 
  the Atavistic Splinter, a piece of charred bark touched by Gozreh 
  himself. The ritual transforms humanoids into bestial creatures 
  with preternatural resilience. We could use something with this 
  kind of power for the upcoming Ruby Phoenix Tournament in 
  Goka, so we need you to recover the Atavistic Splinter for us.
  “We believe the artifact is near the gnome town of Wispil, 
  deep in the Verduran Forest. A Pathfinder operative there—a 
  gnome herbalist named Falbin—was investigating increased 
  lycanthrope activity south of Wispil. Falbin discovered that 
  a sinister cabal of druids in a compound called Briar Henge 
  is using the Atavistic Splinter to perform the ritual, probably 
  to drive out the local loggers, but he couldn’t recover the 
  Atavistic Splinter from the druids by himself. 
  “Go to Wispil and contact Falbin there. He will provide you 
  with directions to Briar Henge and recent intelligence regarding 
  the situation around Wispil. Then use this information to 
  infiltrate Briar Henge and acquire the Atavistic Splinter.”
  Brackett is the Pathfinder Society’s venture-captain 
  in Almas, the capital of Andoran. He is a middle-aged 
  swordsman who is fastidious and professional in his 
  duties. Brackett is also extremely busy; he has little time 
  for foolish questions and dislikes repeating himself.
  Venture-Captain Brackett has already arranged for the 
  PCs’ transportation to Wispil (overland to Bellis, then 
  across the Sellen River by riverboat, and overland along 
  logging trails due east to Wispil).
  The PCs are likely to have questions for Venture-
  Captain Brackett before they go. Here are his answers to 
  some of the most likely questions.
  What does the Atavistic Splinter look like? “It is sheet 
  piece of charred bark about two feet long, ten inches wide, 
  and an inch thick.”
  What are these animal-men like? “The ritual robs them 
  of their wits but imbues them with physical power. That’s 
  really all we know. Despite their bestial appearance, these 
  animal-men aren’t lycanthropes. Falbin will know more.” 
  What do you know about this ritual? “Only that it 
  takes several weeks. But as it will take almost two weeks 
  to get to Wispil from here, you’d better hurry on your 
  way. If these druids finish the ritual, they might take the 
  Atavistic Splinter away to some better-hidden location.”
  In addition to questions for Venture-Captain Brackett, 
  some PCs may possess knowledge pertinent to their 
  upcoming mission:
  Knowledge (history)
  Player characters with knowledge of the past may know 
  the following information based on the results of a 
  Knowledge (history) check.
  15+ Taldor has been at peace with the druids of the 
  Verduran Forest for hundreds of years, since the Treaty of 
  Wildwood in 3841 ar.
  20+ Some druid cabals in the Verduran Forest take a 
  dim view of civilized settlement in the forest, even though 
  settlements are protected by the Treaty of Wildwood.
  25+ Taldor so values its lumber trade that even sinister 
  druid cabals are left unchecked by the authorities, so long 
  as the cabals’ depredations are fairly limited.
  Knowledge (nature)
  Characters with experience in the wild may have 
  particular insights into what to expect on their mission, 
  as indicated by the result of a Knowledge (nature) check.
  15+ Small groups of druids often occupy sites where the 
  border to the First World is thin. In these wild places, 
  druids often ally with fey creatures.
  20+ Lycanthropes are a dangerous menace in the 
  Verduran Forest. As a result, lycanthrope hunters often 
  compete to earn lucrative bounties. Upon rumors of a 
  lycanthrope uprising, opportunistic hunters quickly 
  descend on the area. 
  25+ Briar Henge is constructed with living walls 
  of spiky briars. If the druids have allied with fey, they 
  might have good relations with twigjacks, malicious fey 
  creatures made of thorns. 
  
  Litheria Blossom
  Aura moderate necromancy; CL 7th
  Slot none; Price 1,400 gp; Weight —
  DESCRIPTION
  The litheria blossom is a rare but naturally occurring flower 
  with large, pink petals. The pollen of the litheria blossom 
  bridges the gap between life and death, functioning like 
  an elixir, though inhaled rather than imbibed. A creature 
  that inhales the pollen gains the benefit of the death ward 
  and deathwatch spells. Both effects last for 10 minutes. 
  If plucked, the flower remains vibrant and alive until the 
  pollen within the flower is inhaled, at which point the 
  flower wilts and dies. The pollen remains potent only so 
  long as it held within the flower or immediately thereafter. 
  One round after the pollen is removed from the flower, 
  both the pollen and the flower become nonmagical.
  CONSTRUCTION
  Requirements Craft Wondrous Item, death ward, 
  deathwatch; Cost 700 gp
  TIDE OF TWILIGHT
  5
  Subtier 1–2 (CR 2)
  Lycanthrope Hunters (3) 
  CR 1/2
  Human ranger 1
  LE Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 13 each (1d10+3)
  Fort +4, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee silver short sword +2 (1d6+2/19–20) and silver short 
  sword +2 (1d6+1/19–20) or
  silver short sword +4 (1d6+2/19–20)
  Ranged longbow +3 (1d8/×3)
  Special Attacks favored enemy (shapechanger humanoids +2)
  TACTICS
  During Combat The hunters coordinate well, and prefer to 
  flank the PCs when possible.
  Morale If two of the hunters fall, the third surrenders.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 15
  Feats Two-Weapon Fighting, Weapon Focus (short sword)
  Skills Climb +4, Handle Animal +3, Knowledge (nature) +4, 
  Perception +5, Stealth +4, Survival +5, Swim +4
  Languages Common
  SQ track +1, wild empathy +0
  Combat Gear potion of cure light wounds, tanglefoot bag; Other 
  Gear chain shirt, longbow with 20 arrows, silver short swords (2)
  Mission Notes: Osirion faction PCs should be interested 
  in borrowing the lorestone from Venture-Captain Brackett. 
  Brackett loans a PC the artifact for a few hours with a 
  successful DC 18 Diplomacy check. Otherwise, he is too 
  suspicious to accede. As Brackett is particularly busy, the 
  PCs may only make one attempt at this request. If they 
  can convince Brackett to let them look more closely at the 
  lorestone, award each Osirion faction PC 1 PP.
  ACT 1: THE GNOME AND THE 
  HUNTERS (CR 2 OR CR 5)
  Wispil is a bustling town built on a small scale—although 
  humans and elves walk the streets, most buildings are built 
  to accommodate the gnomes who live and work in Wispil. The 
  scent of fresh-cut lumber wafts through the town. Falbin’s 
  home is not difficult to find. It is situated on the south edge of 
  the town, with a large garden spreading out behind it. Most 
  of the garden is obscured by high growth, but the sound of a 
  violent argument carries into the street. Although it is not yet 
  dark, firelight glimmers from within the garden walls.
  Just before the PCs arrive at Falbin’s home, the gnome 
  met with some unpleasant company. A band of lycanthrope 
  hunters passing through the area had heard that the herbalist 
  possessed a large supply of belladonna. The hunters posed as 
  customers and asked Falbin about his supplies of the deadly 
  herb. When Falbin showed them his supply, the hunters 
  seized it and beat the gnome unconscious. They then set the 
  garden on fire to burn his belladonna plants, hoping to deny 
  any competitors access to the useful herb. As the PCs arrive, 
  the hunters are arguing about what to do next.
  At the beginning of this act, the indicated squares on 
  the map are already on fire. PCs who begin their turn in a 
  square that’s on fire, or who pass through a square that’s 
  on fire, take 1d6 points of fire damage per square. Any PCs 
  who take fire damage in a round may also catch on fire.
  The fire builds throughout this act. At the beginning of 
  each round after the first, each square that is adjacent to a 
  square that’s on fire has a 50% chance of catching fire as 
  well. The fire does not spread outside of Falbin’s garden 
  because of the wide gravel lanes surrounding his property, 
  but Falbin’s house may eventually catch fire as well.
  The PCs may use a standard action and an appropriate 
  tool (such as a blanket, cloak, or waterskin) to douse a 
  square on fire as a standard action. Water or cold spells 
  might also extinguish squares within their area of effect, 
  at the GM’s discretion.
  Creatures: A trio of lycanthrope hunters have just 
  robbed Falbin of his belladonna supply and knocking the 
  gnome unconscious. They spring into combat with the 
  PCs to cover their crimes.
  
  PATHFINDER SOCIETY SCENARIO
  6
  Subtier 4–5 (CR 5)
  Lycanthrope Hunters (3) 
  CR 2
  Human ranger 3
  LE Medium humanoid (human)
  Init +6; Senses Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 30 each (3d10+9)
  Fort +5, Ref +5, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk silver short sword +5 (1d6+2/19–20) and mwk 
  silver short sword +5 (1d6+1/19–20) or
  mwk silver short sword +7 (1d6+2/19–20)
  Ranged longbow +5 (1d8/×3)
  Special Attacks favored enemy (shapechanger humanoids +2)
  TACTICS
  During Combat The hunters coordinate well, and prefer to 
  flank the PCs when possible.
  Morale If two of the hunters fall, the third surrenders.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Combat Reflexes, Endurance, Improved Initiative, Two-
  Weapon Fighting, Weapon Focus (short sword)
  Skills Climb +7, Handle Animal +5, Knowledge (nature) +6, 
  Perception +7, Stealth +7, Survival +7, Swim +7
  Languages Common
  SQ favored terrain (forest +2), track +1, wild empathy +2
  Combat Gear potion of cure light wounds, tanglefoot bag; Other 
  Gear masterwork chain shirt, longbow with 20 arrows, 
  masterwork silver short swords (2)
  Development: Falbin (N male gnome expert 4) is 
  unconscious in the garden, stable at –2 hit points. If the 
  PCs revive Falbin during the battle, he scampers for cover 
  and shouts encouragement to them. 
  Once the PCs have dealt with the hunters, Falbin 
  provides information about the situation in the area. The 
  most important points below (which Falbin shares with 
  the PCs whether or not they ask him directly) are the 
  information about the druids’ ritual and the directions to 
  Briar Henge.
  Who are these assailants? “Rumors of lycanthrope 
  activity often bring ruthless bounty hunters to the region, 
  anxious to kill for coin. The rumors of animal-men south 
  of Wispil have brought several such groups to the region. 
  These men robbed me of my belladonna supply just before 
  you arrived and started burning down my gardens! I can’t 
  thank you enough for saving my life and my livelihood.”
  Are there lycanthropes in the area? “I initially thought 
  so, but I was wrong. Just like these hunters are wrong. The 
  rumors spring from animal-men sighted in the forest 
  near Briar Henge, where the druids’ ongoing ritual has 
  had the strongest prolonged effect. The animal-men are 
  bestial and dangerous, but they aren’t true lycanthropes, 
  as they can’t change form and don’t have any particular 
  vulnerability to silver—or to belladonna.”
  What do you know about the animal-men? “The 
  animal-men are the result of the Briar Henge druids’ 
  ritual with the Atavistic Splinter. That was all in my report 
  to the Society. They used to be humanoids, but they’ve 
  been changed by the druid’s ritual. They are incredibly 
  tough, with animal-like faces and claws. They also lose 
  most of their wits, becoming animalistic in mind as well 
  as body. Longer exposure and closer proximity to Briar 
  Henge appear to enhance the effects; I had to evade a 
  trapper who lived only a few miles east of Briar Henge, 
  and she was little more than a raving beast. Be careful.”
  What do you know about the druids’ ritual? “The druids 
  intend to transform everyone in the surrounding area into 
  feral animal-men as a perverted way of returning them 
  to ‘nature.’ The ritual is slow but powerful. The druids 
  have been performing the ritual for weeks, and it seems 
  to affect the area for miles around Briar Henge. Exactly 
  how far out, I couldn’t say. I’ve done a lot of research, 
  though, and I’ve learned two important points. First, the 
  effects of the ritual are reversed only if the Atavistic Splinter 
  is removed from Briar Henge before the entire ritual is 
  complete—then all the affected animal-men would return 
  to normal. Second, the ritual will end at sundown the day 
  after tomorrow. That is, the ritual will only last two more 
  days. As it takes almost two days to get to Briar Henge, 
  you’d better get moving.”
  How do we get to Briar Henge? “It’s two days south of 
  here, so you’d best hurry if you want to catch the druids 
  before the ritual ends. The trail is fairly good for the first 
  day, and there’s a small logging camp you could rest at. 
  The loggers there are no friends of the druids, so you’re 
  likely to receive a warm welcome if you mention you’re 
  working against Briar Henge. Briar Henge is another day 
  further southeast along some narrow but passable trails.” 
  If the PCs are concerned about getting lost, Falbin 
  sketches out a detailed map for them. Falbin doesn’t know 
  that the loggers have been affected by the ritual, because 
  he does not realize that as the ritual nears completion, its 
  effects grow more powerful and cover a greater area.
  What more can you tell us about Briar Henge? “I only 
  saw it from afar. It looks like a palisade wall in a ring, 
  about twelve feet high and made of dense thorns. There 
  was only one break in the wall that I saw, but it didn’t 
  appear to be guarded.”
  Note that Falbin is incorrect about the guard. When the 
  gnome spied on Briar Henge, the only creature on guard at 
  the time was an invisible atomie (see 4a on page 14).
  
  Falbin’s Home
  1 square = 5 feet
  N
  H
  H
  H
  F
  GameMastery Map Pack: Farmstead
  F = Falbin
  H = Lycanthrope
   
  = Starting Fire
  TIDE OF TWILIGHT
  7
  Are the druids affected by their own ritual? “I hadn’t 
  thought of that. I don’t know. If they are gaining physical 
  power, their minds would also become more primitive, so 
  maybe you could use that to your advantage.” 
  Do we have anything to fear from this ritual? “No, I 
  don’t think so. Only people that have been in the area for 
  a prolonged period of time seem affected. If you go to Briar 
  Henge quickly, you shouldn’t have anything to worry about.” 
  On this point, Falbin is entirely incorrect. He does 
  not realize that as the ritual nears completion, it affects 
  humanoids in the area much more quickly.
  Are you coming with us? “No, I’ve been instructed to 
  stay here. I’ve been tasked with helping you with all the 
  information I can, but then remaining here in Wispil to 
  continue reporting to the Pathfinder Society.”
  Falbin’s unstated implication is that he’s been told 
  to stay behind and send word that another group of 
  Pathfinders is needed if the PCs fail.
  Treasure: One hunter carries several sachets of 
  belladonna. This belladonna belongs to Falbin and he 
  insists upon its return. Nevertheless, he rewards the PCs 
  for saving his life with a rare litheria blossom from his 
  garden (see the sidebar on page 5).
  Mission Notes: Grand Lodge faction PCs should 
  question Falbin privately and note his response to 
  the unexpected question. Falbin responds with an 
  uncomprehending stare. A successful DC 15 Sense Motive 
  check reveals that the gnome indeed knows nothing 
  about the issue under investigation by the Grand Lodge. 
  A failed check provides no information about Falbin’s 
  knowledge and does not satisfy the faction mission. 
  Grand Lodge faction PCs who correctly assess Falbin’s 
  knowledge of the subject earn 1 PP.
  Rewards: If the PCs defeat the hunters and receive the 
  reward from Falbin, reward each subtier thusly:
  Subtier 1–2:
  Give each PC 201 gp.
  Subtier 4–5:
  Give each PC 388 gp.
  
  BESTIAL SIMPLE TEMPLATE
  PCs who fail to resist the effects of the druids’ ritual 
  emanating out from Briar Henge gain the bestial simple 
  template. This template only affects humanoids, and does 
  not affect humanoids with the wild empathy class feature. 
  Humanoids afflicted with this template gain traits of a 
  random wild animal from the waist up, appearing much 
  like a lycanthrope in hybrid form. Common animal forms 
  include those of a bear, boar, dog, lion, or wolf.
  Bestial Creature (CR +0)
  Humanoids with the bestial simple template are more 
  resilient and develop rudimentary natural attacks, but the 
  transformation dulls the mind and gives those affected a 
  brutish demeanor.
  Rebuild Rules: AC increase natural armor by +1; Attacks 
  gain 2 claw attacks and 1 bite attack dealing damage as 
  though the creature were one size category smaller 
  (Medium creatures deal 1d3 points of claw damage and 
  1d4 points of bite damage, Small creatures deal 1d2 points 
  of claw damage and 1d3 points of bite damage; all three 
  attacks are considered primary attacks); Ability Scores +2 
  bonus to Con, –2 Int damage, –2 Cha damage. 
  At the start of each day, a bestial creature takes an 
  additional 2 points of Int and Cha damage to a minimum 
  of 2; a bestial creature whose Int or Cha reaches 2 cannot 
  remove the template except with a break enchantment 
  spell, and all ability damage becomes permanent. Such a 
  character is removed from play in the Pathfinder Society 
  Organized Play campaign at the conclusion of the scenario.
  PATHFINDER SOCIETY SCENARIO
  8
  ACT 2: FERAL LOGGERS 
  (CR 1 OR CR 4)
  The first day’s journey from Wispil to Briar Henge takes 
  the PCs to a logging camp whose residents have succumbed 
  to the effects of the druids’ ritual. The PCs may also be 
  affected by the ritual as they draw nearer to Briar Henge. 
  Each PC must succeed at a Fortitude save (Subtier 1–2: DC 
  12; Subtier 4–5: DC 16) or gain the bestial simple template 
  (see the sidebar above). PCs with the wild empathy class 
  feature are unaffected. The ritual only affects creatures 
  of the humanoid type, so the PCs’ animal companions, 
  familiars, mounts, and eidolons are unaffected.
  The path runs through a small collection of buildings deep in 
  the forest. This place appears to be a successful lumber camp—
  nearly a small village—but seems abandoned. A few open doors 
  bang softly in the wind, hanging askew on their hinges.
  Creatures: The loggers at this camp succumbed to 
  the effects of the druids’ ritual and became bestial 
  abominations a few days ago. Several of these brutes then 
  fled into the forest, but a handful of animal-men still 
  remain in the camp, their strong territorial instincts 
  driving them to ambush any intruders who enter the 
  area. The loggers’ prolonged exposure to the effects of the 
  druids’ ritual has stripped them of all but the most basic, 
  primitive instincts.
  As the PCs pass through the small yard in the center 
  of the camp, the bestial loggers rush from hiding places 
  in and between the camp buildings. The animal-men are 
  cunning but not subtle, so the PCs detect this ambush 
  with a DC 12 Perception check.
  Subtier 1–2 (CR 1)
  Feral Loggers (3) 
  CR 1/3
  Bestial human warrior 1
  CN Medium humanoid (human)
  Init +0; Senses Perception –1
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
  hp 16 each (1d10++6)
  Fort +4, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d4+2), 2 claw +3 (1d3+2)
  TACTICS
  During Combat The loggers don’t work well together. Each 
  prefers to assault a different PC.
  Morale With only their bestial fury to guide them, the feral 
  loggers fight to the death.
  STATISTICS
  Str 15, Dex 11, Con 14, Int 2, Wis 8, Cha 2
  Base Atk +1; CMB +3; CMD 13
  Feats Lightning Reflexes, Toughness
  Skills Climb +6, Profession (woodcutter) +3
  Gear leather armor
  Subtier 4–5 (CR 4)
  Feral Loggers (3) 
  CR 1
  Bestial human fighter 2
  CN Medium humanoid (human)
  Init +1; Senses Perception +1
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 dodge,  
  +1 natural)
  hp 26 each (2d10+11)
  Fort +6, Ref +3, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d4+3), 2 claw +5 (1d3+3)
  
  Logging Camp
  1 square = 5 feet
  N
  L
  L
  L
  GameMastery Flip-Mat: Village Square
  L = Feral Logger
  TIDE OF TWILIGHT
  9
  pieces. With a successful DC 18 Perception check, they 
  also uncover an accounting ledger hidden in an office. 
  The incriminating ledger contains obvious accounting 
  inaccuracies and notes regarding payments made to an 
  unnamed criminal enterprise.
  Mission Notes: Silver Crusade faction PCs should work 
  to ensure that none of the feral loggers are slain. Each 
  Silver Crusade faction PC who makes a sincere attempt 
  to prevent the feral loggers from being killed earns 1 PP.
  Sczarni faction PCs should be interested in finding 
  and destroying the ledger; doing so earns each member 
  of the Sczarni faction 1 PP.
  Rewards: If the PCs defeat the bestial loggers and 
  discover the pay box, reward each subtier thusly:
  Subtier 1–2:
  Give each PC 12 gp.
  Subtier 4–5:
  Give each PC 34 gp.
  TACTICS
  During Combat The loggers don’t work well together. Each 
  prefers to assault a different PC.
  Morale With only their bestial fury to guide them, the feral 
  loggers fight to the death.
  STATISTICS
  Str 17, Dex 13, Con 16, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB +5; CMD 17
  Feats Dodge, Lightning Reflexes, Power Attack, Toughness
  Skills Climb +6, Profession (woodcutter) +6
  Gear chain shirt
  Development: The loggers cannot meaningfully 
  communicate while under the effects of the druids’ 
  ritual. If the PCs return this way after defeating the Briar 
  Henge druids, any surviving loggers have returned to 
  normal and express effusive gratitude.
  Treasure: If the PCs make a thorough search of the 
  lumber camp, they find a pay box containing 55 gold 
  
  PATHFINDER SOCIETY SCENARIO
  10
  ACT 3: TRAPPED RIVER 
  CROSSING (CR 3 OR CR 6)
  During their travel to Briar Henge on the following day, 
  the PCs face another chance to be affected by the druids’ 
  ongoing ritual. Each PC must succeed at a Fortitude 
  save (Subtier 1–2: DC 14; Subtier 4–5: DC 18) or gain the 
  bestial simple template. PCs who gained the template at 
  the beginning of Act 2 need not save again, but they do 
  suffer an additional day’s worth of ability damage as their 
  mental faculties continue to deteriorate.
  A deep, placid river interrupts the path to Briar Henge. A few 
  large logs have been placed across the river, providing a crude 
  bridge to access the other side. Sunlight dapples the surface 
  of the murky water, the result of branches crisscrossing the 
  river high overhead.
  The logs provide an obvious and easy path across 
  the wide river. No skill checks are required to cross the 
  logs, but one of the logs near the far side of the river is 
  trapped (see below). Alternatively, the PCs can swim 
  across the river at any point with successful DC 15 Swim 
  checks. They can also cross by climbing along the tree 
  branches that intersect above the river. The branches 
  are 15 feet above the ground. Climbing up a tree, across 
  the branches, and down a tree on the other side requires 
  successful DC 20 Climb checks.
  Creatures: An elven archer named Tavariel has 
  prepared a blind and a series of traps here in order to 
  hunt lycanthropes. Tavariel is unaffiliated with the 
  bounty hunters from Act 1, but she is under the same 
  misconception that this area of the forest is replete 
  with lycanthropes. Tavariel has resisted transformation 
  from the druids’ ritual, despite her close proximity to 
  Briar Henge, because of the druidic training that she 
  obtained as a youth. This same training has allowed her 
  to befriend a vicious crocodile named Jumblegrin. A 
  merciless killer, Tavariel turns a tidy profit as a bounty 
  hunter and monster-killer in Taldor, but she prefers the 
  thrill of the hunt to any material gain that she earns from 
  its completion.
  Unfortunately for the PCs, if any of them have the 
  bestial template, Tavariel mistakes them for lycanthropes 
  and elects to shoot first and investigate later. Even if the 
  PCs do not resemble lycanthropes, Tavariel attempts to 
  rob them.
  Subtier 1–2 (CR 3)
  Tavariel 
  CR 1/2
  Female elf druid 1
  NE Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
  hp 8 (1d8)
  Fort +2, Ref +3, Will +4; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee scimitar +1 (1d6+1/18–20)
  Ranged mwk composite longbow +4 (1d8+1/×3)
  Druid Spells Prepared (CL 1st; concentration +3)
  1st—longstrider, produce flame
  0 (at will)—detect poison, know direction, mending
  TACTICS
  Before Combat Tavariel casts longstrider on Jumblegrin, her 
  crocodile companion, and waits out of sight. In her blind, 
  she has total cover and cannot be detected until the PCs 
  start across the river. Once a PC triggers the swinging axe 
  trap or when a PC reaches the halfway point swimming or 
  climbing across the river, Tavariel and Jumblegrin attack.
  During Combat Tavariel rains arrows upon PCs crossing 
  the river, using silver arrows against PCs with the bestial 
  simple template. She prefers to avoid melee, but draws her 
  scimitar to fight if necessary.
  Morale Extraordinarily confident in her abilities, Tavariel fights 
  until disabled.
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 15, Cha 10
  Base Atk +0; CMB +1; CMD 14
  Feats Point–Blank Shot
  Skills Craft (traps) +4, Handle Animal +4, Knowledge (nature) 
  +2, Perception +8, Stealth +3, Survival +8; Racial Modifiers 
  +2 Perception
  Languages Common, Druidic, Elven
  SQ elven magic, nature bond (animal companion), nature 
  sense, weapon familiarity, wild empathy +1
  Combat Gear scrolls of cure light wounds (4), 20 silver arrows; 
  Other Gear leather armor, buckler, scimitar, masterwork 
  composite longbow (+1 Strength) with 20 arrows, scimitar
  Jumblegrin 
  CR —
  Crocodile animal companion
  N Small animal 
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 16 (2d8+7)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +4 (1d6+3)
  TACTICS
  Before Combat Jumblegrin lurks beneath the surface of the river.
  
  River Crossing
  1 square = 5 feet
  N
  T
  C
  GameMastery Flip-Mat: River Crossing
  T = Tavariel
  C = Crocodile
   J = Javelin Trap
  A = Axe Trap Trigger
   
  = Axe Trap Area
  J
  A
  TIDE OF TWILIGHT
  11
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
  hp 21 (3 HD; 1d8+2d10+2)
  Fort +5, Ref +3, Will +4; +2 vs. enchantments, +1 vs. fear
  Defensive Abilities bravery +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee scimitar +3 (1d6+1/18–20)
  Ranged mwk composite longbow +8 (1d8+1/×3)
  Druid Spells Prepared (CL 1st; concentration +3)
  1st—longstrider, produce flame
  0 (at will)—detect poison, know direction, mending
  TACTICS
  Before Combat Tavariel casts longstrider on Jumblegrin, her 
  crocodile companion, and waits out of sight. In her blind, 
  she has total cover and cannot be detected until the PCs 
  start across the river. Once a PC triggers the swinging axe 
  trap or when a PC reaches the halfway point swimming or 
  climbing across the river, Tavariel and Jumblegrin attack.
  During Combat Jumblegrin single-mindedly attacks 
  whichever PC is closest.
  Morale If reduced to fewer than 6 hit points, Jumblegrin 
  attempts to submerge and escape.
  Base Statistics Without Tavariel’s longstrider spell in effect, 
  Jumblegrin has a speed of 20 ft.
  STATISTICS
  Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Toughness
  Skills Stealth +10, Swim +14
  SQ hold breath
  Subtier 4–5 (CR 6)
  Tavariel 
  CR 2
  Female elf druid 1/fighter 2
  NE Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +10
  
  PATHFINDER SOCIETY SCENARIO
  12
  During Combat Tavariel rains arrows upon PCs crossing the 
  river, using silver arrows against PCs with the bestial simple 
  template. If she feels confident she can hit a given target, 
  she uses both Deadly Aim and Rapid Shot to make twice the 
  number of attacks at higher damage. She prefers to avoid 
  melee, but draws her scimitar to fight if necessary.
  Morale Extraordinarily confident in her abilities, Tavariel fights 
  until disabled.
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 15, Cha 10
  Base Atk +2; CMB +3; CMD 16
  Feats Deadly Aim, Point–Blank Shot, Rapid Shot, Weapon 
  Focus (composite longbow)
  Skills Craft (traps) +6, Handle Animal +4, Knowledge 
  (nature) +2, Perception +10, Stealth +9, Survival +4; Racial 
  Modifiers +2 Perception
  Languages Common, Druidic, Elven
  SQ elven magic, nature bond (animal companion), nature 
  sense, weapon familiarity, wild empathy +1
  Combat Gear wand of cure light wounds (50 charges), 20 silver 
  arrows; Other Gear leather armor, masterwork buckler, 
  masterwork composite longbow (+1 Str) with 20 arrows, 
  scimitar, cloak of elvenkind, lesser bracers of archery
  Jumblegrin 
  CR —
  hp 16 (use the stats from Subtier 1–2)
  Traps: Tavariel has placed a trap on the logs in order 
  to injure creatures crossing the stream. When a creature 
  steps onto the indicated square, an axe swings from the 
  canopy above, attacking all creatures on the logs in the 
  indicated spaces. In Subtier 4–5, Tavariel has also set 
  a poisoned javelin trap on her side of the river in the 
  indicated square.
  Swinging Axe Trap 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (2d6+4/×3); multiple targets (all targets 
  on the logs in the indicated squares)
  Poisoned Javelin Trap 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 ranged (1d6+7 plus giant wasp poison)
  Mission Notes: Shadow Lodge faction PCs should 
  ensure that Tavariel is not slain and then succeed at a 
  DC 15 Intimidate check while talking to her. Because the 
  initial impression is the most critical, the PCs may only 
  attempt one Intimidate check. If a Shadow Lodge faction 
  PC successfully intimidates the druid, all members of the 
  faction earn 1 PP.
  Rewards: If the PCs defeat Tavariel, reward each subtier 
  thusly:
  Subtier 1–2:
  Give each PC 57 gp.
  Subtier 4–5:
  Give each PC 748 gp.
  ACT 4: BRIAR HENGE
  Briar Henge was fashioned by druids over a thousand 
  years ago to surround a group of ancient megaliths. It has 
  intermittently housed small druid circles over the years, 
  each working to manipulate the power of the megaliths. 
  The latest group—a small band of malevolent bullies—
  acquired the potent Atavistic Splinter and are channeling its 
  power through the dolmen stones at Briar Henge’s heart.
  Briar Henge is an ominous structure woven of sharp 
  briars tightly woven together by magic. The structure has 
  no roof, so natural sunlight illuminates the interior during 
  the day and the moon illuminates the interior at night. All 
  of the walls of Briar Henge are 12 feet tall. The thorny walls 
  are particularly dangerous; any character pushed into the 
  walls takes 1d6 points of piercing damage. Briar Henge has 
  only a single door, which is covered in hanging ivy.
  Aside from using the one visible entryway, the PCs have 
  several other methods for accessing the interior of Briar 
  Henge. However, since the thorns have been magically 
  formed into their current shape, the woodland stride 
  ability does not allow PCs to bypass the briar walls.
  Climbing: PCs can climb the thorny walls by using the 
  thorns as handholds and footholds. However, this method 
  deals 2d6 points of damage to any creature attempting it, 
  or half this amount with a successful DC 15 Climb check.
  Flying: A PC with the ability to fly can enter Briar 
  Henge from above.
  Squeezing: A PC may push through the thorn walls at 
  any point, but this is particularly dangerous given the 
  tight growth of thorns. This method deals 4d6 points of 
  piercing damage to any creature attempting to do so, or 
  half this amount with a DC 20 Escape Artist check.
  One wall section at the southwest of the compound is 
  particularly thin. If the PCs examine the briar walls, they 
  can detect this section with a successful DC 14 Knowledge 
  (nature) or DC 18 Perception check. Bonuses and abilities 
  relevant to secret doors are applicable on this Perception 
  check. Pushing through this thin section of wall is much 
  easier than anywhere else in the structure, and the thorns 
  here deal only 1d6 points of piercing damage (DC 15 Escape 
  Artist check for half).
  The specific areas of Briar Henge are detailed below.
  
  Briar Henge
  1 square = 5 feet
  4a
  4b
  4c
  4d
  s
  4e
  TIDE OF TWILIGHT
  13
  
  PATHFINDER SOCIETY SCENARIO
  14
  4a. Entry (CR 2 or CR 5)
  Briar Henge is a bristling fortress. The compound is roughly 
  circular and approximately 100 feet across. The walls are 
  made of tangled thorn bushes twelve feet high, although the 
  compound does not appear to have a roof. The only break 
  in the prickly wall is a gap five feet wide and eight feet high. 
  Hanging ivy covers this doorway and blocks the view of the 
  interior of the compound. 
  Creatures: The only direct entrance to Briar Henge 
  is guarded by the druids’ fey allies. These guardians 
  are fairly alert and quick to attack intruders, but do not 
  abandon their post at the entrance to the compound. In 
  Subtier 1–2, a mischievous atomie keeps an eye on the 
  entrance to Briar Henge along with her loyal wolfhound 
  friend. In Subtier 4–5, a pair of atomies guards the 
  entrance under the watchful gaze of a gloomy spriggan. 
  Subtier 1–2 (CR 2)
  Atomie 
  CR 1
  (Pathfinder RPG Bestiary 3 28)
  CN Diminutive fey 
  Init +7; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 9 (2d6+2)
  Fort +1, Ref +6, Will +5
  DR 2/cold iron
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee rapier +8 (1d2–2/18–20)
  Space 1 ft.; Reach 0 ft.
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 6th; concentration +10)
  Constant—speak with animals
  At will—dancing lights, reduce person (DC 15)
  3/day—invisibility (self only)
  1/day—shrink item
  TACTICS
  During Combat The atomie becomes invisible and flies into 
  the air at the first sign of trouble, asking the wolfhound 
  to intercept intruders. The atomie uses reduce person on 
  lightly-armored PCs, then darts invisibly into combat 
  wielding its rapier.
  Morale The atomie sees combat as a game. When reduced 
  to 4 hit points or fewer, she gracefully surrenders, calls her 
  wolfhound to stand down, and begs leave to depart. The 
  atomie is genuinely shocked if the PCs do not accept her 
  surrender.
  STATISTICS
  Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
  Base Atk +1; CMB +0; CMD 8
  Feats Improved InitiativeB, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist 
  +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20
  Languages Common, Sylvan; speak with animals
  Gear rapier
  Riding Dog 
  CR 1/2
  hp 13 (Pathfinder RPG Bestiary 87) 
  TACTICS
  During Combat The wolfhound is fiercely loyal to the atomie 
  and does as the fey asks.
  Morale If the atomie is slain, the wolfhound furiously fights to 
  the death.
  Tier 4–5 (CR 5)
  Atomies (2) 
  CR 1
  hp 9 each (use the stats from Subtier 1–2)
  TACTICS
  During Combat The atomies become invisible and fly into the 
  air at the first sign of trouble, depending on the spriggan 
  to intercept intruders. The atomies use reduce person 
  on lightly-armored PCs, then dart invisibly into combat 
  wielding their rapiers.
  Morale The atomies view this combat as a competition with 
  one another. Each atomie seeks to outdo the other by 
  humiliating and mocking the PCs. Once one of the atomies 
  is defeated, the other declares herself the victor, cheerfully 
  salutes the PCs, and flies away.
  Spriggan 
  CR 3
  (Pathfinder RPG Bestiary 2 257)
  CE Small humanoid (gnome)
  Init +4; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
  hp 22 (4d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 20 ft.
  Melee mwk morningstar +5 (1d6–1)
  Ranged light crossbow +8 (1d6/19–20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 4th; concentration +4)
  At will—flare (DC 10), scare (DC 12), shatter (DC 12)
  TACTICS
  During Combat The spriggan grows to Large size as soon as 
  possible and lumbers into combat, concentrating on the 
  most dangerous opponents (see below for Large statistics). 
  The spriggan does not much like the atomies, and so avoids 
  harming PCs that seem to be concentrating their attacks 
  against the diminutive duelists.
  
  TIDE OF TWILIGHT
  15
  Morale The grim spriggan expects and offers no quarter. He 
  fights until slain.
  STATISTICS
  Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9
  Base Atk +3; CMB +1; CMD 15
  Feats Combat Reflexes, Weapon Focus (morningstar)
  Skills Climb +1, Disable Device +11, Perception +7, Sleight of 
  Hand +11, Stealth +15; Racial Modifiers +2 Climb, +2 Disable 
  Device, +2 Perception, +2 Sleight of Hand, +2 Stealth
  Languages Aklo, Gnome
  SQ size alteration, spriggan magic, spriggan skills
  Gear leather armor, light crossbow with 10 bolts, masterwork 
  morningstar
  SPECIAL ABILITIES
  Size Alteration (Su) At will as a standard action, a spriggan 
  can change his size between Small and Large. Weapons, 
  armor, and other objects on the spriggan’s person grow 
  proportionally when he changes size (objects revert to 
  normal size 1 round after a spriggan releases them). When a 
  spriggan becomes Large, his speed increases to 30 feet, he 
  gains +12 Strength, –2 Dexterity, and +6 Constitution, and 
  he takes a –2 size penalty to his AC. While Large, a spriggan 
  cannot use his sneak attack or his racial spell-like abilities.
  Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on 
  concentration checks and to save DCs for all of its racial 
  spell-like abilities.
  Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight 
  of Hand, and Stealth are class skills for spriggans.
  Spriggan (Large Size) 
  CR 3
  CE Large humanoid (gnome)
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 11 (+2 armor, +3 Dex, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk morningstar +9 (2d6 +5)
  Ranged light crossbow +5 (2d6/19–20)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 21, Dex 17, Con 18, Int 10, Wis 10, Cha 9
  Base Atk +3; CMB +9; CMD 22
  Skills Climb +7, Disable Device +10, Perception +7, Sleight of 
  Hand +10, Stealth +6
  Mission Notes: Before entering Briar Henge, Andoran 
  PCs should be interested in planting the mushroom 
  spores out of sight of the compound. Successfully 
  planting the spores requires a DC 14 Knowledge (nature) 
  check, and this check may not be retried. Planting the 
  spores without error earns Andoran faction PCs 1 PP.
  Rewards: If the PCs defeat the Briar Henge guardians, 
  reward each subtier thusly:
  Subtier 1–2:
  Give each PC 2 gp.
  Subtier 4–5:
  Give each PC 33 gp.
  4b. Meeting Chamber 
  (CR 2 or CR 5)
  This open space is roughly oblong, with three gaps in the 
  thorny walls to the south, west, and north. To the east is a 
  rough wooden table with a leather satchel lying atop it. The 
  table is surrounded by six cut logs planed flat and turned 
  endwise to serve as stools. Two stiff linen banners hang on 
  stands placed along northwest and southwest walls, carefully 
  placed a few inches away from the thorns to prevent tearing.
  This is the druids’ main meeting area. The leather 
  satchel contains a wax tablet with a crude map of this 
  
  PATHFINDER SOCIETY SCENARIO
  16
  area of the Verduran Forest. The map is marked with 
  overlapping circles radiating outward from Briar 
  Henge in no discernible pattern. The logging camp and 
  Wispil are both clearly indicated on the map. Various 
  unintelligible symbols also dot the map, but there is no 
  key on the tablet to indicate what the symbols mean.
  The two tapestries are coarse linen saturated with 
  beeswax and then dried to render the linen waterproof. 
  The banner between the north exit and the west exit 
  contains a skillfully painted image. The left side of the 
  picture depicts several dejected humans crowded by 
  buildings (mills, inns, houses, and similar structures). 
  On the right side, as though stepping out from the 
  claustrophobic alleys on the left, are several bestial 
  humanoids, standing tall and proud in an open meadow 
  surrounded by blooming vegetation. This painting has 
  been “improved” by a twigjack, who has scrawled a trio 
  of cavorting stick-figure twigjacks in the background of 
  the meadow.
  The banner between the west exit and the south exit 
  depicts a complicated lunar calendar. The calendar is 
  covered with symbols that depict phases throughout the 
  lunar year. With a DC 13 Linguistics check (PCs able to read 
  Druidic or Sylvan may attempt this check untrained), the 
  PCs correctly match the banner’s symbols to the symbols 
  on the wax tablet map. Together, the two pieces present 
  a specific timeline for the ritual’s effect. In the first few 
  weeks, the ritual expands slowly out from Briar Henge. 
  In the last few weeks, it expands to encompass nearby 
  logging communities (including the lumber camp the 
  PCs passed through on their way to Briar Henge). In the 
  final day, the ritual is powerful enough to affect residents 
  of Wispil. 
  Creatures: The druids employ one or two pugnacious 
  twigjacks in Briar Henge as additional security during 
  the ritual. The twigjacks are currently relaxing in this 
  area, paging through a well-worn picture book of dryads 
  in seductive poses. The twigjacks’ bramble jump ability 
  allows them to dimension door from adjacent to any wall 
  in Briar Henge to any other space adjacent to a wall in 
  Briar Henge. The twigjacks do not enter the megalith 
  chamber, as the druids were very clear that they were not 
  to be disturbed during the ritual.
  Tier 1–2 (CR 2)
  Weakened Twigjack  
  CR 2
  (Pathfinder RPG Bestiary 2 274)
  CE Tiny fey 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 16 each (3d6+6)
  Fort +3, Ref +6, Will +5
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee spear +2 (1d4–1/×3) or
  2 claws +6 (1d4–1)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spear)
  Special Attacks sneak attack +1d6, splinterspray
  TACTICS
  Before Combat If the twigjack detects intruders in Briar 
  Henge, it uses its bramble jump ability to investigate and 
  attack.
  During Combat The brash young twigjack prefers to make 
  sneak attacks against intruders. If a sneak attack is not 
  possible, or if the PCs are clustered together in the close 
  confines of Bramble Henge, it uses its splinterspray ability 
  instead.
  Morale The twigjack fights to the death.
  STATISTICS
  Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
  Base Atk +1; CMB +2; CMD 11
  Feats Agile Maneuvers, Weapon Finesse
  Skills Acrobatics +9, Climb +5, Disable Device +6, Knowledge 
  (nature) +6, Perception +8, Stealth +17
  Languages Common, Sylvan
  SQ bramble jump, woodland stride
  SPECIAL ABILITIES
  Bramble Jump (Su) A twigjack can travel short distances 
  between brambles, shrubs, or thickets, as if via dimension 
  door as part of a move action. The twigjack must begin 
  and end this movement while in an area of at least light 
  undergrowth. The twigjack can travel up to 60 feet per day 
  in this manner. This movement must be used in 10-foot 
  increments and does not provoke attacks of opportunity.
  Splinterspray (Ex) A twigjack can eject a barrage of splinters 
  and brambles from its body three times per day as a 
  standard action. This effect creates a 15-foot conical burst 
  of jagged splinters, dealing 4d6 points of piercing damage 
  to all creatures in the area. A (DC 13) Reflex saving throw 
  halves this damage. The save DC is Constitution-based.
  Subtier 4–5 (CR 5)
  Twigjacks (2) 
  CR 3
  (Pathfinder RPG Bestiary 2 274)
  CE Tiny fey
  Init +3; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 27 each (5d6+10)
  Fort +3, Ref +7, Will +6
  Weaknesses vulnerable to fire
  
  OPTIONAL ENCOUNTER
  If less than 2 hours remain for the PCs to explore Briar 
  Henge, remove the twigjacks from the meeting chamber 
  in 4b.
  TIDE OF TWILIGHT
  17
  OFFENSE
  Speed 30 ft.
  Melee spear +3 (1d4–1) or
  2 claws +7 (1d4–1)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spear)
  Special Attacks sneak attack +2d6, splinterspray
  TACTICS
  Before Combat If the twigjacks detect intruders in Briar 
  Henge, they use their bramble jump ability to assault the 
  intruders from two different sides.
  During Combat The twigjacks are quick to use their 
  splinterspray ability against groups of PCs. The twigjacks 
  move to flank opponents when possible to benefit from 
  their sneak attack ability.
  Morale The twigjacks fight to the death.
  STATISTICS
  Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
  Base Atk +2; CMB +3; CMD 12
  Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge 
  (nature) +8, Perception +10, Stealth +22
  Languages Common, Sylvan
  SQ bramble jump, woodland stride
  SPECIAL ABILITIES
  Bramble Jump (Su) A twigjack can travel short distances 
  between brambles, shrubs, or thickets as if via dimension 
  door as part of a move action. The twigjack must begin 
  and end this movement while in an area of at least light 
  undergrowth. The twigjack can travel up to 60 feet per day 
  in this manner. This movement must be used in 10-foot 
  increments and does not provoke attacks of opportunity.
  Splinterspray (Ex) A twigjack can eject a barrage of splinters 
  and brambles from its body three times per day as a 
  standard action. This effect creates a 15-foot conical burst of 
  jagged splinters, dealing 4d6 points of piercing damage to 
  all creatures in the area. A DC 14 Reflex saving throw halves 
  this damage. The save DC is Constitution-based.
  Mission Notes: Taldor faction PCs should be interested 
  in decoding the map and bringing the painted banner 
  and the map with them. If the Taldan PCs cannot 
  successfully interpret the map, they might be interested 
  in inscribing “evidence” of a druid attack on Wispil onto 
  the wax tablet. A DC 15 Linguistics check is sufficient to 
  create this falsification. In either case, returning to their 
  faction leader with evidence of a druid attack on Wispil 
  earns Taldor faction PCs 1 PP.
  4c. North Chamber
  This long, wide area is partially roofed by a sheet of woven 
  bark. Under the bark sheet rest several casks, boxes, and 
  simple pieces of furniture. Gourds dangle from the thorny 
  walls as though hung on hooks. Three breaks in the bramble 
  walls lead west, south, and east.
  The Briar Henge druids use this room for storage, 
  relying on the woven bark to keep rain off their goods. The 
  stores include dried food, spare bedding, a washbasin, 
  and so forth. The gourds contain fresh drinking water. If 
  a PC succeeds at a DC 18 Perception check while searching 
  through the stored goods, the PCs uncover a large leaf 
  folded around a dozen goodberries. These goodberries are 
  shaped like blueberries but are shiny green in color.
  Unless the PCs are careful to be stealthy while exploring 
  this room, the twigjacks in 4b overhear the PCs and use 
  their bramble jump ability to investigate.
  Mission Notes: Cheliax faction members should be 
  interested in keeping all of the goodberries. If they can 
  recover the full supply of berries, each Cheliax faction PC 
  earns 1 PP.
  Qadira faction members find a good place to hide their 
  secret missive here with a DC 12 Sleight of Hand check 
  (or, alternatively, a DC 18 Stealth check). Hiding their 
  secret missive without being noticed earns each Qadira 
  faction PC 1 PP.
  4d. South Chamber
  Six hammocks hang suspended from the thorns here, 
  crisscrossing along the thorny walls. Two oaks provide shade 
  and shelter from wind and rain. A few clothes hang from the 
  thorny walls. The hammocks and clothes seem simply made. 
  Near one of the tree trunks is a large, sturdy chest. Near the 
  other is a smaller chest, whose open lid reveals several scrolls 
  and tomes. Gaps in the walls allow exit to the northwest, 
  north, and northeast.
  This area serves as the living quarters of the Briar 
  Henge druids. The books and scrolls are almanacs, star-
  charts, and philosophical treatises, mostly written in 
  Druidic. The larger chest is locked with a good lock, but 
  with a successful DC 19 Perception check, the PCs locate 
  the key to the lock hidden within the smaller chest.
  Unless the PCs are careful to be stealthy while exploring 
  this room, the twigjacks in 4b overhear the PCs and use 
  their bramble jump ability to investigate.
  Treasure: The chest contains a birch wand of eagle eye 
  (Advanced Player’s Guide 217) with 12 charges remaining 
  
  PATHFINDER SOCIETY SCENARIO
  18
  and a patterned leaf that acts as a scroll of grove of respite 
  (Advanced Player’s Guide 226).
  Mission Notes: Lantern Lodge faction members 
  should be interested in finding one particular almanac. 
  Identifying the proper almanac requires a successful 
  DC 15 Linguistics check or knowledge of the Druidic 
  language. Alternatively, Lantern Lodge faction members 
  could just take all of the almanacs present, but the books 
  weigh 75 pounds in total. If the faction members retrieve 
  the correct book, they each earn 1 PP.
  Rewards: If the PCs locate the treasure in this room, 
  reward each subtier thusly:
  All subtiers: Give each PC 126 gp.
  4e. Megaliths (CR 3 or CR 6)
  This wide area on the east side of Briar Henge has a roughly 
  circular shape. Four tall, thin spires of ancient stone thrust up 
  from the ground at irregular intervals like malformed teeth. To 
  the west, two thicker stones are capped with a third horizontal 
  stone, forming a crude gateway. A thick piece of charred bark 
  is suspended in this gateway by a web of crackling energy. 
  The crackling energy pulses outward from the bark into the 
  dolmen stones, and from there into the ground. 
  These megaliths predate the construction of the thorn 
  walls and hold a special connection to Gozreh. Four 
  standing stones (menhirs) stand near the three stones 
  forming the gateway (dolmen stones). The megaliths 
  resonate with Gozreh’s blessing, which improves 
  lightning effects in this area. Any creature adjacent to a 
  megalith deals an additional 1 point of damage with any 
  spell or effect causing electricity damage.
  The menhirs are 12 feet tall and about 3 feet in 
  diameter. The dolmen stones are 10 feet wide and 10 feet 
  tall. Normally, characters can pass under the arch of the 
  dolmen stones, but the gateway is currently blocked by 
  the waves of energy radiating outward from the Atavistic 
  Splinter. The dolmen stones fill their squares almost 
  completely, and creatures can not squeeze into squares 
  occupied by dolmen stones as they can into squares 
  containing menhirs.
  Creatures: The four Briar Henge druids chant and 
  circle the stones as a part of their enigmatic ritual, but 
  break off the ritual long enough to attack any intruders.
  Subtier 1–2 (CR 3)
  Briar Henge Druids (4) 
  CR 1/2
  Half-elf druid 1
  NE Medium humanoid (elf, human)
  Init +5; Senses low-light vision; Perception +7
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 11 each (1d8+3)
  Fort +4, Ref +1, Will +4; +2 vs. enchantments
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +2 (1d6+3) or
  shillelagh +3 (2d6+4)
  Ranged dart +1 (1d4+2)
  Special Attacks enlarge (5/day)
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—enlarge personD, produce flame, shillelagh
  0 (at will)—detect poison, know direction, mending
  D Domain spell; Domain Plant (Growth subdomain*)
  TACTICS
  Before Combat If the druids hear enemies approaching or 
  hear combat elsewhere in Briar Henge, they cast shillelagh 
  and produce flame in anticipation of an attack.
  During Combat If caught unprepared, the druids begin 
  combat by casting shillelagh. In subsequent rounds, they 
  use their enlarge domain power and rush into melee.
  Morale The Briar Henge druids fight until slain.
  STATISTICS
  Str 14, Dex 12, Con 15, Int 8, Wis 15, Cha 10
  Base Atk +0; CMB +2; CMD 13
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Knowledge (nature) +5, Perception +7, Spellcraft +3, 
  Survival +8; Racial Modifiers +2 Perception
  Languages Common, Druidic, Elven
  SQ elf blood, nature bond (Plant domain [Growth 
  subdomain*]), nature sense, wild empathy +1
  Combat Gear potion of cure light wounds, scroll of barkskin; 
  Other Gear masterwork hide armor, darts (4), quarterstaff
  SPECIAL ABILITIES
  Enlarge (Su) As a swift action, a Briar Henge druid can enlarge 
  herself for 1 round, as if she were the target of the enlarge 
  person spell.
  * See the Advanced Player’s Guide.
  Subtier 4–5 (CR 6)
  Briar Henge Druids (4) 
  CR 2
  Half-elf druid 3
  NE Medium humanoid (elf, human)
  Init +5; Senses low-light vision; Perception +11
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 26 each (3d8+9)
  Fort +5, Ref +2, Will +5; +2 vs. enchantments
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +5 (1d6+3) or
  shillelagh +5 (2d6+4)
  
  TIDE OF TWILIGHT
  19
  Ranged dart +3 (1d4+2)
  Special Attacks enlarge (5/day)
  Cleric Spells Prepared (CL 3rd; concentration +5)
  2nd—barkskinD, flaming sphere (DC 14), stone call* (DC 14)
  1st—enlarge personD, faerie fire, produce flame, shillelagh
  0 (at will)—detect poison, know direction, mending
  D Domain spell; Domain Plant (Growth subdomain*)
  TACTICS
  Before Combat If the druids hear enemies approaching or 
  hear combat elsewhere in Briar Henge, they cast shillelagh, 
  barkskin, and produce flame in anticipation of an attack.
  During Combat If caught unprepared, two druids cast 
  shillelagh, use their enlarge domain power and rush into 
  melee. The other two druids hang back and cast stone call 
  and flaming sphere on PCs, using their enlarge domain 
  power if approached in melee.
  Morale The Briar Henge druids fight until slain.
  STATISTICS
  Str 14, Dex 12, Con 15, Int 8, Wis 15, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Power Attack, Skill Focus 
  (Perception)
  Skills Climb +4, Handle Animal +4, Heal +6, Knowledge 
  (geography) +3, Knowledge (nature) +5, Perception +11, 
  Spellcraft +3, Survival +9; Racial Modifiers +2 Perception
  Languages Common, Druidic, Elven
  SQ elf blood, nature bond (Plant domain [Growth 
  subdomain*]), nature sense, trackless step, wild empathy +3, 
  woodland stride
  Combat Gear potion of cure light wounds, scroll of barkskin; 
  Other Gear +1 hide armor, darts (4), masterwork quarterstaff
  SPECIAL ABILITIES
  Enlarge (Su) As a swift action, a Briar Henge druid can enlarge 
  herself for 1 round, as if she were the target of the enlarge 
  person spell.
  * See the Advanced Player’s Guide.
  Development: The Atavistic Splinter cannot be removed 
  from the dolmen stones gateway until all of the Briar 
  Henge druids are killed or incapacitated and their ritual 
  comes to an end. At that point, removing the artifact 
  from its web of energy delivers a painful jolt, dealing 2d6 
  points of electricity damage (DC 13 Reflex save for half).
  Mission Notes: Cheliax faction members might want to 
  coerce the Briar Henge druids into creating goodberries. 
  Although none of the druids currently have the goodberry 
  spell prepared, they can be encouraged to do so with 
  a successful DC 18 Intimidate check, or if promised 
  their freedom in exchange for creating goodberries the 
  following day. The druids also know that the grove of 
  respite spell, on a scroll in 4d, creates goodberries within 
  the conjured grove. Cheliax faction PCs who obtain a 
  batch of goodberries from the druids here earn 1 PP (they 
  can only earn 1 PP in total, even if they also obtain the 
  goodberries at 4c).
  Rewards: If the PCs defeat the druids, reward each 
  subtier thusly:
  Subtier 1–2:
  Give each PC 123 gp.
  Tier 4–5:
  Give each PC 556 gp.
  CONCLUSION
  If the PCs defeat the Briar Henge druids and remove the 
  Atavistic Splinter from Briar Henge before sundown on the 
  second day, the effects of the druids’ ritual are immediately 
  reversed. Afflicted PCs lose the bestial simple template, 
  and all ability damage heals normally. If the PCs return to 
  Wispil by way of the logging camp, the surviving loggers 
  greet the PCs as heroes, thanking them for removing 
  the terrible affliction. Venture-Captain Brackett accepts 
  the Atavistic Splinter from the PCs and promises that the 
  Pathfinder Society will put the artifact to good use in the 
  upcoming Ruby Phoenix Tournament in Goka.
  If the PCs do not defeat the druids and remove the 
  Atavistic Splinter from Briar Henge before sundown on the 
  second day, the effects of the bestial simple template are 
  permanent and characters afflicted by the condition must 
  remove the template with a break enchantment spell or be 
  removed from play.
  Success Conditions
  If the PCs defeat the Briar Henge druids and end the ritual 
  before sundown on the second day, and then return the 
  Atavistic Splinter to Venture-Captain Brackett in Almas, 
  they each earn 1 PP for completing their primary mission.
  Faction Missions
  Members of each faction have the ability to earn 1 
  additional PP for completing their respective faction 
  missions as detailed below.
  Andoran Faction: Andoran faction PCs who plant the 
  mushrooms in the clearing outside Briar Henge in Act 
  4 earn 1 PP. 
  Cheliax Faction: Cheliax faction PCs who find and 
  return the goodberries found in Act 4 to their faction earn 
  1 PP.
  Grand Lodge Faction: Grand Lodge faction PCs 
  who successfully evaluate Falbin’s response to the 
  confrontational question about his prior associates in 
  Act 1 earn 1 PP.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who discover and return Varjerus’s almanac found in Act 
  4 earn 1 PP.
  
  PATHFINDER SOCIETY SCENARIO
  20
  Osirion Faction: Osirion faction PCs who convince 
  Venture-Captain Brackett to temporarily part with the 
  lorestone in the Getting Started section earn 1 PP.
  Qadira Faction: Qadira faction PCs who successfully 
  hide their missive in Act 4 earn 1 PP. 
  Sczarni Faction: Sczarni faction PCs who destroy the 
  incriminating ledger found in Act 2 earn 1 PP. 
  Shadow Lodge Faction: Shadow Lodge faction PCs 
  who successfully intimidate Tavariel in Act 3 earn 1 PP if 
  Tavariel survives. 
  Silver Crusade Faction: Silver Crusade faction PCs 
  who do their best to leave the feral loggers alive in Act 
  2 earn 1 PP. Not every feral logger must survive for the 
  Silver Crusade faction PCs to earn this Prestige Point, so 
  long as you believe the Silver Crusade faction PCs made 
  their best efforts to ensure the loggers lived despite their 
  companions’ actions.
  Taldor Faction: Taldor faction PCs who discover the 
  connection between the painted banner and the map 
  found in Act 4 (or who successfully falsify evidence of a 
  druid attack on Wispil using only the map) earn 1 PP.
  
  TIDE OF TWILIGHT
  21
  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, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means 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 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Atomie from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors: Scott Greene and 
  Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Pathfinder Society Scenario #3–05: Tide of Twilight © 2011, Paizo Publishing, 
  LLC; Author: Ron Lundeen.
  Pathfinder Society Scenario #3–05:  
  Tide of Twilight
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  PATHFINDER SOCIETY SCENARIO
  22
  Free Citizen,
  Taldor’s silver tongues have earned a few successes for that decadent empire. One such success is the 
  Treaty of Wildwood, which gave Taldor the cooperation of the druids of the Verduran Forest. As a result, 
  Taldor’s lumber trade in the Verduran Forest is far more lucrative than ours. We need allies of our own in 
  the forest. Briar Henge sits at a nexus of natural energy, and several fey creatures pass through the area 
  regularly. Near Briar Henge—but not so near that the druids living there might take notice—plant the 
  enclosed mushroom spores in a heptagram. If planted correctly, I am told, this symbol will alert the fey of 
  our intentions to negotiate.
  For Andoran,
  Major Colson Maldris
  Flesh Morsel,
  I’m in the mood for something unique and delicious. Whispers reveal to me that you are investigating 
  Briar Henge, home of a cabal of worrisome druids. Briar Henge druids create a particular kind of goodberry, 
  green and glossy like an insect carapace. Their unique version of the spell creates the strange color, which 
  remains even after the spell on the berries expires. Bring all of these strange goodberries you find back to 
  me. If the druids haven’t already prepared some then you must… encourage a druid to prepare at least a 
  few for me.
  Give me a taste of something I like, and I will return the favor.
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Loyal Pathfinder,
  Your journey will take you to Wispil to meet with a semi-retired Pathfinder operative named Falbin. Falbin’s 
  erstwhile comrades within the Pathfinder Society include several members suspected of selling our secrets. 
  We do not know whether Falbin was involved in this enterprise. You must find out. Ask Falbin—privately, if 
  you are able—whether his friends Aviniza and Gorbenil ever made it to Sothis. The gnome will know what 
  you mean. When you surprise him with this question, his initial response will show truly whether he knows 
  anything, so long as you are skilled at reading faces and interpreting body language. Pass along whatever 
  Falbin’s response reveals.
  In Service to the Society,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Friend of the East,
  Our agents often need to travel quickly throughout the Inner Sea region, but do not yet have the network 
  of contacts that makes such travel easier. In the short term, a magical solution may serve us best. A century 
  ago, a Verduran druid named Varjerus penned a few copies of an exceedingly detailed almanac. Among 
  the mundane astrological observations and weather forecasts, Varjerus included coded messages regarding 
  secret magical paths crisscrossing Andoran and Taldor. It is said that knowledge of these magical paths allows 
  one to travel miles with only a handful of paces. The Briar Henge druids may have a copy of this rare almanac. 
  Acquire it for us if you can find it.
  Sincerely,
  Venture-Captain Amara Li
  
  TIDE OF TWILIGHT
  23
  Loyal Servant,
  The Pathfinder Society holds an artifact of the Verduran druids, a round carved stone called a lorestone. This 
  lorestone holds many primeval secrets. Although acquiring the lorestone for the treasure-vaults of the Ruby 
  Prince would be ideal, you would likely be ejected from the Pathfinder Society if you try, and therefore would 
  be of no further use to us there. Instead, convince your superiors to lend you this lorestone for a short time. 
  Make as accurate a record of its ancient carvings as you can. Even if we do not have the lorestone itself, a 
  record of its carvings may allow us to unlock the druidic secrets within.
  May your efforts be favored,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Hand of the Satrap,
  Taldor’s long peace with the druids of the Verduran Forest provides that decadent empire with enviable 
  economic stability. We need you to help us disrupt this stability. If my sources have informed me accurately, 
  you will journey to a druid enclave called Briar Henge. The druids of Briar Henge are not beloved of the other 
  Verduran Forest druids, but others still feel some solidarity with their misanthropic kin. Take the enclosed 
  missive—a clever forgery that implies the attack on Briar Henge is one of a series of Taldan-funded strikes 
  against druid enclaves in the area—and plant it somewhere in Briar Henge where it won’t be found right 
  away. A cellar or storeroom will be ideal. When the note is later found, whether by the Briar Henge druids or 
  by other intelligent forest denizens, it will contribute to our subtle campaign of misinformation.
  Humbly,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  Brother,
  Embezzlement is a nasty and inconvenient business. Prosecution for embezzlement is never straightforward. 
  No, it ties up the efforts of the judiciary and law enforcement for weeks or months, detracting from time best 
  spent pursuing other criminal investigations (for example, those with which we have no connection). It would 
  be good for everyone, then, if a certain ledger detailing some creative misappropriations were to disappear 
  from a lumber camp south of Wispil. It would be better still if this ledger were destroyed. Succeed at this 
  task, and certain Taldan associates of ours need never fear the unpleasantness of a trial. As an added bonus, 
  success means you need not discover the punishments we reserve for those who fail us.
  Stay sharp,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  My Good Friend,
  The northern part of the Verduran Forest harbors numerous ne’er-do-wells. Some of these outlaws were, 
  albeit briefly, affiliated with the Shadow Lodge, and have refused our wise offer to join the Pathfinder Society 
  in the spirit of unity. One of these malcontents is an elven archer named Tavariel. She’s been seen around 
  Wispil, hunting lycanthropes for sport. I don’t have any problem with Tavariel’s vicious demeanor, but her 
  position as a rogue Shadow Lodge agent makes her a thorny problem that must be addressed. If you run 
  across Tavariel, ensure that she survives, but deliver a sufficiently stern message about her unwise decision 
  to reject us. 
  Best of luck,
  Grandmaster Torch
  
  PATHFINDER SOCIETY SCENARIO
  24
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Humble Crusader,
  Mercy is the pinnacle of virtue. Lycanthropes plague the lands around Wispil in the Verduran Forest. But few 
  lycanthropes are irredeemably evil. Many, when cured of their bestial affliction, repent of their evil ways and 
  lead productive lives. Should you encounter lycanthropes in your journey, do what you can to see that they 
  are not slain, but rather are left alive to later receive our ministrations. We understand you cannot ultimately 
  control the actions of your comrades, but you should take the higher path yourself, and encourage mercy 
  in as many of your companions as you can. If the rumors we have heard are false, and it is some other type 
  of creature stalking the forest around Wispil, let mercy guide you still: leave as many of these feral creatures 
  alive as you can, for redemption is Sarenrae’s purest weapon. 
  In Service to Light,
  Ollysta Zadrian
  Empire’s Hand,
  From time to time, the Verduran Forest druids overreach themselves and restrict logging under the Treaty of 
  Wildwood to unacceptable levels. To encourage negotiations favorable to our aims, we must present proof 
  that the druids of the Verduran Forest are not honoring the treaty in good faith. I believe the Briar Henge 
  druids are engaged in some sort of ritual that is affecting the local woodsfolk. A druidic ritual that only 
  impacts local woodsfolk and small communities does not concern us. However, proof that this ritual is 
  intended to impact a large town—such as Wispil or Woodsedge—would be invaluable in our negotiations. 
  You are our last hope for supplying this proof in time. While we need something more than your word—
  something tangible, like a map or journal—its authenticity would not be doubted. 
  Lady Gloriana Morilla
  Gratefully,
  
     
  ®
  Pathfinder Society Scenario #3–05: 
  Tide of Twilight
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  260
  942
  4–5
  521
  1,885
  Normal
  Slow
  Litheria blossom (limit 1, 1,400 gp; A creature that inhales the pollen from this flower 
  gains the benefit of the death ward and deathwatch spells for 10 minutes. A picked flower 
  remains vibrant and alive until the pollen within the flower is inhaled, at which point 
  the flower wilts and dies. The pollen remains potent only so long as it held within 
  the flower or immediately thereafter. One round after the pollen is removed from the 
  flower, both the pollen and the flower become nonmagical.)
  Scroll of barkskin (150 gp)
  Scroll of grove of respite (700 gp; Pathfinder RPG Advanced Player’s Guide)
  Wand of eagle eye (9 charges, limit 1; 810 gp; Pathfinder RPG Advanced Player’s Guide)
  Cloak of elvenkind (2,500 gp)
  Lesser bracers of archery (5,000 gp)
  Wand of cure light wounds (750 gp)
  1–2
  4–5
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-05 Tide of Twilight.pdf