TEXT: By Isabelle Lee
  WARDENS OF SULFUR GULCH
  PATHFINDER SOCIETY SCENARIO #8-04 
  TIER 7–11
  
  Pathfinder Society Scenario #8–04: Wardens 
  of Sulfur Gulch is a Pathfinder Society Scenario 
  designed for 7th- through 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario 
  is designed for play in the Pathfinder Society 
  Organized Play campaign, but can easily be 
  adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at paizo.com/ pathfinderSociety.
  HOW TO PLAY
  Author • Isabelle Lee
  Development Lead • John Compton
  Contributing Artists • Rayph Beisner, Marko Horvatin, 
  Tatiana Vetrova, and Vicky Yarova
  Cartographer • Jason Engle, Robert Lazzaretti
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer 
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini,  
  and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell  
  and Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
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  Sara Marie Teter, and Diego Valdez
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  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  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 game 
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  other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #8–04: Wardens of Sulfur Gulch © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., 
  the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; 
  Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder 
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  GM ResouRces
  This scenario makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary 5 (B5), 
  Pathfinder RPG GameMastery Guide (GMG), and Pathfinder Campaign Setting: Technology 
  Guide (TG). GMs can find the complete rules of these books available online for free at paizo.
  com/prd, and the relevant rules from Bestiary 5 are reproduced in an appendix at the back of 
  the scenario for the GM’s convenience.
  Table of Contents
  Wardens of Sulfur Gulch           3
  Player Handout                     27
  Appendix: Stat Blocks              28
  Map                                  30
  Chronicle Sheet                   32
  
  • Chesed
  • Tymon
  Sulfur Gulch •
  Numeria
  3
  vapors. The elemental’s form is was a stunning revelation 
  to Isirah’s shade, for she maintained the ability to activate 
  the compound’s few surviving chemical facilities and 
  create new gases. She calculated that if she could discover 
  the secrets of elemental fabrication and summoning, she 
  could fabricate a gaseous body she might then inhabit, 
  freeing herself from her technological prison. The robots 
  she sent to capture and question Gojan only chased him 
  off, and she has spent the time since painstakingly 
  researching various theories and approaches on her 
  own. Should she succeed, she could escape in the form 
  of an immense toxic elemental and inflict her undead 
  ambitions on Numeria.
  A
  pproximately nine millennia ago, a starship 
  from a distant world crash-landed in the region 
  that became modern Numeria. Although much 
  of the wreck remained intact and juts prominently from 
  the ground in a formation now known as Silver Mount, 
  innumerable pieces of the ship broke apart while entering 
  the atmosphere and scattered across the landscape. 
  Preserved 
  by 
  generations 
  of 
  superstitious 
  Kellid 
  practices, these ruins remain largely untouched but for 
  recent delves led by the cutthroat Technic League. One of 
  the larger ship components was the Aerotech Synthesis 
  Compound, which crashed into the Sellen Hills east of 
  Silver Mount. Originally, this module manufactured and 
  stored toxic gases integral to other ship functions. The 
  rough landing caused many of the gases to leak slowly 
  into the surrounding environment, prompting locals to 
  give the site a new name: Sulfur Gulch. 
  Poisonous gases represent the lesser of the site’s two 
  threats. While the starship was crashing, one of its 
  crewmembers named Isirah Tana desperately attempted 
  to download her mind directly into a technological 
  device known as compact AI core, transforming herself 
  into an artificial intelligence. Unfortunately, the 
  ship crashed before she could complete the process, 
  leaving an imperfect duplicate of her mind trapped in 
  a reinforced crystal panel. Slain while caught between 
  a mortal existence and technological immortality, 
  her soul warped and rebelled. Half of her survived 
  in the compact AI core, but the other half infected 
  the compound’s integrated electronics, becoming a 
  powerful haunt that navigates the crippled computer 
  systems and rules over the haunts of the other slain 
  crewmembers. Both versions of Isirah are curious and 
  yearn to explore this new world but are trapped in their 
  respective states.
  The first hint of salvation arrived several centuries 
  ago, when the famed Pathfinder Gojan the Sharp located 
  Sulfur Gulch and made an initial survey of the area. 
  Finding the interior of the ship’s ruins choked with toxic 
  fumes, he summoned an air elemental to clear the caustic 
  WARDENS OF 
  SULFUR GULCH
  By Isabelle Lee
  Wardens of Sulfur Gulch takes place in Numeria’s Sellen Hills, 
  a harsh land that hides countless fragments from a crashed 
  starship. This is also the territory of the Ghost Wolves, a 
  Kellid tribe that vigilantly destroys any alien technology it 
  finds, knowing those devices can inflict terrible wounds on 
  its people. For more information about Numeria, the Sellen 
  Hills, and the Ghost Wolves see Pathfinder Campaign Setting: 
  The Inner Sea World Guide and Pathfinder Campaign Setting: 
  Numeria, Land of Fallen Stars, available at bookstores and 
  game stores, as well as online at paizo.com.
  Where on Golarion?
  
  Venture-Captain 
  Holgarin Smine
  PATHFINDER SOCIETY SCENARIO
  4
  SUMMARY
  Guided by the notes of an early Pathfinder, the PCs set out 
  from the River Kingdoms, journey deep into Numeria, 
  and make contact with the technophobic Kellid tribe 
  known as the Ghost Wolves. Meeting with the tribe’s 
  fierce leader, the PCs must convince her to honor an old 
  debt and allow them passage to the site known as Sulfur 
  Gulch. Upon arriving, robotic sentinels emerge, 
  drawing the ire of the machine-hating Ghost 
  Wolves and making them second-guess 
  their decision to help the Society.
  Most of the ship remnants at the site are 
  buried, and their interiors are thick with 
  toxic gases, though it’s all in surprisingly 
  good repair for a Numerian ruin. Early 
  on, the PCs discover a technological 
  artifact holding the fragmented mind of 
  an interstellar explorer, Isirah. She is 
  as eager as they are to investigate 
  the site, hoping to restore her 
  damaged memories. However, 
  she and the PCs discover 
  that Isirah’s soul survived 
  as a unique undead presence. 
  Unless they can understand the 
  nature of Isirah’s shade, render her 
  vulnerable, and destroy her, the 
  undead starfarer eventually rises as 
  a titanic elemental monstrosity.
  GETTING STARTED
  The PCs begin in the River Kingdoms city of Tymon, at 
  Smine’s Weaponworks. This smithy doubles as a covert 
  Pathfinder lodge, operated by the dwarven venture-
  captain and master weaponsmith Holgarin Smine. Read or 
  paraphrase the following in order to begin the adventure.
  Disguised as an adventurers’ boarding house, Tymon’s 
  low-profile Pathfinder lodge rests directly above Smine’s 
  Weaponworks, the city’s eminent smithy. The smell of burning 
  coal and laborers’ sweat permeates the building, though a 
  bowl of cloves and aromatic bark makes an earnest attempt to 
  downplay the industrial ambiance. The door opens, letting in 
  the echoes of hammers on metal while also revealing a soot-
  stained dwarf dressed in blacksmith’s garb: Venture-Captain 
  Holgarin Smine. In one hand, he effortlessly carries a large 
  basket, while the other holds a magnificent double-headed 
  axe of lustrous adamantine. He sets both on the table before 
  removing a cloth-wrapped bundle and a selection of bread, 
  cheese, and cider from the basket.
  “All right, Pathfinders. Got a task for you—dangerous lands, 
  dangerous task.” He speaks in his infamously staccato manner. 
  “You come well recommended,” he adds with an approving nod. 
  “I know you’re up to it.”
  The dwarf unwraps the bundle, revealing a sheaf of twine-
  wrapped notes. “Ever heard of Gojan the Sharp? Early Pathfinder, 
  renowned explorer, he wandered Numeria for a decade. Found 
  all sorts of strange places outside Silver Mount he couldn’t 
  explore in one lifetime; one of ‘em was Sulfur Gulch. Society’s 
  known about lots of these places, but not that one. Long time 
  ago, the gnome Eylysia hid away the findings.” Smine 
  exaggerates a scowl, adding, “Not good Pathfinding 
  policy, that. Always report. You know that already.”
  Patting the stack of notes, he continues. 
  “Some others found the notes, so it’s good as 
  new to us; you’d be the first to explore it. Trouble 
  is that it’s Kellid territory—Ghost Wolves’ land. 
  Lots of Kellids hate Numerian technology, but 
  Ghost Wolves? They really hate it. The good 
  news is Gojan did the Ghost Wolves a big 
  favor and never collected. They owe us one, 
  and that favor’s going to be not killing 
  Pathfinders when they explore Sulfur 
  Gulch.” Smine picks up the axe 
  reverently. “We’ve set up a 
  meeting with Xol-Nomag, the 
  current chieftain. Bring this as 
  a gift. Get safe passage. Don’t get 
  killed by Kellids. Then go to Sulfur 
  Gulch, and find out what it’s about—
  what was it for, who lived there, how it 
  all worked. If you smuggle anything out, 
  be real careful. Wearing fur doesn’t make Ghost Wolves stupid. 
  They have magic and wits to spare. And try to make a good 
  impression. We might need them on our side someday. Or at 
  least not killing us on sight.”
  The dwarf rubs his calloused hands together. “That’s it. 
  Any questions?”
  As Venture-Captain Smine slides the PCs the pile 
  of notes, give the players the Player Handout, which 
  represents an entry from Gojan the Sharp’s journals as 
  annotated by the gnome Eylysia. Smine also hands over 
  the Kellids’ gift, a finely made adamantine greataxe 
  with several custom touches and Smine’s maker’s mark 
  stamped near each edge. He then answers the PCs’ 
  questions as best he can. In addition to the answers 
  below, he can also provide equivalent information to 
  having succeeded at a DC 15 Knowledge check for any of 
  the entries below; however, let the PCs recall what they 
  can first, and let Smine fill in some of the rest.
  What else can you tell us about the Ghost Wolves? “Not 
  much else to tell. They loathe technology. So if you’ve got 
  any, don’t flaunt it. You can still bring what you have, 
  though. They take these debts seriously, and they won’t 
  attack—unless provoked.”
  
  Jala Spirit-Eye
  5
  WARDENS OF SULFUR GULCH
  Will we have to worry about Technic League 
  interference? Smine grins. “Doubtful. The Ghost Wolves 
  despise the League. They’ll keep the technomancers off 
  your backs.”
  Is there any other info on Sulfur Gulch? 
  “Not much, which is why 
  we’re exploring it. Place 
  gives off smoke, I hear. 
  Nasty stuff, and poisonous 
  too. No signs of tech near 
  the surface. If there were, 
  the Ghost Wolves would’ve 
  smashed it.”
  Can we use A Thread 
  Of Silver? This question 
  is a references to a rare 
  book that presents various 
  insights about Numerian 
  sites and technology. Smine 
  sheepishly shakes his head. 
  “Nope. Lent it out to a team 
  headed 
  near 
  Iadenveigh.” 
  He frowns in thought for 
  a moment before adding, 
  “Expected them back about 
  now. I’ll ask a different group 
  to check on ’em. Focus on the Gulch.”
  KNOWLEDGE (DUNGEONEERING 
  OR ENGINEERING)
  Based on the result of a Knowledge (dungeoneering 
  or engineering) check, the PCs might know about the 
  technology and ruins for which Numeria is famous. Each 
  PC notes all of the information with a DC less than or 
  equal to the result of her check.
  15+: Numeria is known for its mysterious technology. 
  Many of Numeria’s ruins contain deadly mechanical 
  guardians called robots.
  20+: Due to its extreme age, both the technology itself 
  and the ruins it comes from are plagued with malfunctions 
  and glitches. Pristine technology is extremely rare and 
  extremely valuable, yet even partly functional devices are 
  worth quite a bit. The Technic League maintains a tight 
  embargo on smuggling technological devices, which 
  drives up the price further for those who can make it out 
  of Numeria with any goods. 
  25+: Experienced explorers associate Numeria’s “ruins” 
  with the remains of an otherworldly vessel that fell from 
  the sky millennia ago. Little is known about the vessels’ 
  creators, all of whom likely perished in the cataclysmic 
  crash. Even the rare humanoid facsimiles known as 
  androids associated with Numerian technology struggle 
  to understand their true origins.
  KNOWLEDGE (GEOGRAPHY)
  Based on the result of a Knowledge (geography) check, 
  the PCs might know about the Sellen Hills and its sites. 
  Each PC notes all of the information with a DC less than 
  or equal to the result of her check.
  15+: The Sellen Hills are a harsh land, ill suited for 
  human habitation. The only noteworthy settlement 
  is Chesed, a city built where the Sellen 
  River meets the Lake of Mists and 
  Veils. Beyond its walls, most of 
  the population is nomadic and 
  ethnically Kellid. Chesed serves 
  as a capable base of operations 
  for anyone risking the Numerian 
  wilderness.
  20+: Like the rest of Numeria, 
  technological ruins dot the Sellen 
  Hills. Most of these remain 
  unexplored due to the danger of 
  the region, to say nothing of the 
  danger the ruins themselves 
  hold. Even so, some explorers 
  dare the protective locals’ 
  ire and mechanical threats 
  in search of profit.
  25+: Sulfur Gulch juts 
  from the side of a gully in an 
  expanse even more barren than the 
  surrounding region. The vapors that 
  permeate the area have choked out nearly all plant life.
  KNOWLEDGE (LOCAL)
  Based on the result of a Knowledge (geography) check, 
  the PCs might know about the Sellen Hills and its sites. 
  Each PC notes all of the information with a DC less than 
  or equal to the result of her check.
  15+: Most of Numeria’s population is Kellid. While 
  many settled down in the region’s few cities, numerous 
  tribes still wander the wilds. Their long history of 
  clashing with neighbors for the land’s scarce resources 
  gives these tribes a reputation for savagery, though many 
  Kellids prove quite warm and hospitable under peaceful 
  circumstances.
  20+: The Ghost Wolves are notorious for their open 
  hatred of technology and their hit-and-run raids against 
  the Technic League. Because they claim extensive 
  stretches of the Sellen Hills, fewer sites there have fallen 
  prey to scavenging opportunists. 
  25+: Kellids have a largely deserved reputation for 
  distrusting arcane magic. The same is not true for 
  the Ghost Wolves, who celebrate and train promising 
  spellcasters to help fend off the alien constructs that 
  sometimes emerge from the ruins. The Ghost Wolves are 
  
  Xol-Nomag
  PATHFINDER SOCIETY SCENARIO
  6
  especially fond of invisibility, which protects against the 
  constructs’ deadly light beams.
  MEETING THE GHOST WOLVES
  Once the meeting ends, the PCs have an opportunity to 
  stock up on supplies in Tymon before hopping aboard a 
  riverboat bound up the Sellen River toward Chesed. The 
  trip takes a few weeks as the boat winds its way through 
  the waterlogged woodlands of the River Kingdoms and 
  crosses into the scrublands of Numeria. Several days later, 
  the captain points out a pile of rocks adorned by a series 
  of sun-worn cloth streamers, identifying it as a common 
  signal that a local tribe awaits visitors. The crew lands the 
  PCs on the east bank shortly thereafter, wishing them luck 
  before departing for Chesed.
  Within an hour, a small band of Ghost Wolves warriors 
  arrives with weapons sheathed and silvery mail partly 
  hidden by their rough cloaks. The group’s leader is Jala 
  Spirit-Eye, a handsome warrior who confirms that the PCs 
  are Pathfinders before welcoming them and complimenting 
  them on any apparent strengths such as muscles, weaponry, 
  or impressive animal companions. As he observes, “You 
  must be confident that you can gain Xol-
  Nomag’s 
  favor.” 
  He 
  laughs, his stoic look 
  becoming 
  one 
  of 
  friendly amusement. 
  “Confidence is good. 
  Come, come along. We 
  will take a meal together 
  at our camp, and then you 
  can present your case to her.”
  Any 
  PCs 
  who 
  wish 
  to 
  converse 
  with 
  the 
  band find them quite 
  gregarious. The Kellids 
  share tales of battle against 
  the Technic League, especially 
  with obvious warriors among 
  the PCs. They are less amicable 
  toward any PC who is openly 
  bearing 
  advanced 
  technology, 
  although they are not hostile. Jala 
  is particularly friendly and open with 
  the PCs, and he’s happy to engage in 
  conversation; he indicates that the Ghost 
  Wolves could benefit greatly from trade 
  with the Society, especially for new spells 
  and other magical wisdom. PCs who 
  learn this may be able to use this to their 
  advantage both in the Ghost Wolves’ 
  camp, as well as when confronting Jala 
  again at the end of the adventure.
  The Ghost Wolves have pitched their camp a day’s journey 
  from the river, and the settlement is abuzz with activity. Some 
  wrestle and spar, while others mend weapons and armor. 
  Within a broad tent, half a dozen mystics consult books, 
  familiars, and each other while discussing magical theory. 
  Kellids of all ages busily butcher an immense boar, cutting it 
  into strips to preserve while a several older members lead in 
  an energetic work song to keep the pace lively. Throughout 
  the afternoon, children busy themselves with play or by 
  shadowing the adults. Xol-Nomag is not present when the 
  PCs first arrive, but she returns early in the evening with a 
  group of scouts.
  While the PCs wait for an audience with the chieftain, 
  they can ingratiate themselves with the other Kellids. The 
  Ghost Wolves don’t mind a bit of distraction so long as it 
  doesn’t detract from their main tasks, and visitors who can 
  share in the work earn the tribe’s appreciation. Use this as a 
  short opportunity to let each PC roleplay interacting with a 
  few of the Ghost Wolves while giving them an appreciation 
  for the Kellids as something more than barbaric caricatures. 
  In each case, let the PC demonstrate her value 
  to the tribe with a check or clever use of an 
  ability. That might involve helping butcher 
  the boar, showing off her strength to the 
  wrestling warriors, joining the 
  musicians, teaming up with 
  a witch NPC to share spells 
  between familiars (a PC can 
  learn two new spells whose 
  level are lower than the 
  highest level she can cast), or 
  any other suitable task. Use DC 
  18 as a base DC for most skill 
  checks and 20 as a base AC or 
  CMD for feats of martial prowess 
  (increase these to 20 and 23 respectively 
  in Subtier 10–11), and consider granting 
  as much as a +5 bonus on any check 
  for good roleplaying or being able 
  to speak Hallit. Note the number of 
  successes, as these impact the PCs’ 
  meeting with Xol-Nomag.
  AUDIENCE WITH XOL-NOMAG
  As evening sets in, the Ghost Wolves begin 
  preparing a communal feast of dried fruit, 
  hard cheese, and meat carved and roasted 
  from the immense boar. Entertainment takes 
  the form of tales both solemnly historic 
  and vividly comedic, including a lively 
  story Jala tells of a bumbling spine dragon. 
  If the PCs wish to join in,  the Ghost Wolves 
  welcome narratives from beyond Numeria.
  
  7
  WARDENS OF SULFUR GULCH
  Xol-Nomag is present at the meal, but she does not 
  approach or address the PCs yet, instead observing them 
  sternly from afar. Even her own tribe treads carefully around 
  her, treating her with a blend of awe, devotion, and fear. As 
  the meal ends, Jala approaches the PCs and offers to escort 
  them to meet Xol-Nomag. The barbarian chieftain sits cross-
  legged upon a tall heap of spread furs, her spiked club resting 
  across her knees and her eyes partly closed as if in meditation. 
  She lifts her head and fixes the PCs with a piercing stare as 
  they approach.
  “We know why you have come, Pathfinders. Long ago, one of 
  your kind did a service for us, and now you hope to turn that 
  debt into an open invitation to explore our lands.” Her eyes 
  narrow, and she gives a predatory grin. “You cannot think we 
  are so simple. We know what you are here for. No technology 
  leaves our lands, and our debt does not change that.” She leans 
  back, as if waiting for a response.
  Despite her stern rebuke, Xol-Nomag is loath to 
  forsake her ancestors’ obligation to Gojan the Sharp 
  (and by extension, the organization he represented). To 
  convince her to honor their request, the PCs must make 
  their case, such as by explaining how they overcame great 
  dangers before, how they’re extremely trustworthy, or by 
  promising to abide by any other restrictions the Ghost 
  Wolves wish to impose on their expedition. Once the PCs 
  have explained themselves, have one of the participating 
  PCs attempt to succeed at a DC 23 (DC 27 in Subtier 10–
  11) check; Diplomacy is the default skill, though other 
  skills such as Bluff or Perform (oratory) might better fit 
  the PCs’ approach. Grant the check a +3 bonus if at least 
  half of the PCs successfully impressed the Ghost Wolves 
  earlier in the day, and increase this bonus to +6 if all of 
  the PCs succeeded. Impose a –5 penalty if the PCs do not 
  give Xol-Nomag Smine’s adamantine greataxe as a gift. 
  Also impose a –5 penalty if any of the PCs are obviously 
  carrying or equipped with technological equipment, such 
  as that from Pathfinder Campaign Setting: Technology Guide.
  Development: If the PC succeeds at the check, Xol-
  Nomag relents and declares that a band of her warriors 
  will accompany the PCs to Sulfur Gulch in the morning. 
  However, she makes it clear that no technological devices 
  are to leave the site that the PCs did not carry before 
  entering; anything they try to remove will be destroyed. 
  If the PC exceeds the check by 10 or more, the Pathfinders 
  suitably impress Xol-Nomag, and she conveys her same 
  technophobic warning but expresses greater trust in 
  the PCs; this affects events during the scenario’s final 
  encounter with the Ghost Wolves.
  Following a successful negotiation, Jala inspects 
  the PCs and their equipment using detect magic and 
  technomancyTG. If asked, he explains that he needs to know 
  what they arrived with, and thus what they are permitted 
  to carry away. If a PC is so inclined, she can attempt a 
  Sleight of Hand check opposed by Jala’s Perception (+10) 
  to stash an item out of his spells’ line of effect or distract 
  him using Bluff against his Sense Motive (+15) long 
  enough to cast a spell like nondetection. If Jala catches a PC 
  attempting to evade his divinations, he reprimands them 
  and takes extra care checking the PCs for the rest of the 
  campaign—effectively taking 20 during later encounters.
  Once this process is complete, he shows them to their 
  accommodations. The band sets out the next day, cutting 
  southeast toward Sulfur Gulch, which the group reaches 
  on the late morning of the second day.
  If the PCs fail the check, Xol-Nomag is unconvinced 
  that the Society will honor the Ghost Wolves’ wishes. She 
  informs the PCs that they have safe passage through her 
  people’s land, but if they are to reach Sulfur Gulch, they 
  do so at their own peril, without guides, and without 
  mercy should they do anything to endanger the tribe. 
  The PCs can set out at their leisure but must succeed at a 
  DC 25 Knowledge (geography) or Survival check in order 
  to find Sulfur Gulch based on Gojan’s weathered records. 
  Should they fail, they arrive at Sulfur Gulch nearly a week 
  later and are fatigued after being lost in the wilds.
  A. SULFUR GULCH (CR 8 OR CR 11)
  Sulfur Gulch is part of a network of wind-weathered 
  arroyos partly obscured by shaggy scrub grass. A chemical 
  smell lingers in the air where the trail descends, leaving 
  the land virtually barren for several hundred feet. The 
  only visible gas is a faint, greenish vapor that wafts from 
  a foot-wide crack in the gully that leads to the crashed 
  starship module. As the PCs arrive, the tunnel entrance 
  on the map is blocked by earth and rock. Wary, the Ghost 
  Wolves spread out and watch their surroundings, hoping 
  not to linger too long.
  Any creature with tremorsense or a PC who succeeds at 
  a DC 25 Perception check can feel the ground trembling 
  faintly—a result of the buried air compressors and 
  damaged reactor that still operate intermittently in the 
  Aerotech Synthesis Compound. This trembling grows 
  slightly stronger as the PCs approach the hillside crack. 
  Furthermore, the green gas begins venting with greater 
  pressure, even beginning to whistle slightly. Sensing 
  that someone is near, Isirah’s shade has redirected a large 
  quantity of the facility’s gases to the buried entrance. By 
  the time a PC approaches within 60 feet, the pressure has 
  grown so great that a nearly 20-foot-wide stretch of the 
  gully explodes outward in a shower of soil, stone, and 
  choking mist.
  The sickly green fog behaves as a fog cloud centered on 
  the new entrance, but it obscures the area for only 1 round 
  before it disperses. After the first round, the encounter 
  
  A. Sulfur Gulch
  1 square = 5 feet
  Path�nder Flip-Mat: Hill Country
  N
  PATHFINDER SOCIETY SCENARIO
  8
  
  9
  WARDENS OF SULFUR GULCH
  area is washed in a thin miasma of foul-smelling gas. 
  Beyond its offensive stench, it imposes no mechanical 
  penalties except against a creature with the scent ability, 
  which is sickened for 1 minute unless it succeeds at a DC 
  18 Fortitude save.
  Creatures: Isirah’s shade commands only a small force 
  of robots. Not wishing to allow another trespasser to 
  escape as Gojan did, she sends them all to incapacitate and 
  capture the intruders. These robots begin the encounter 
  just inside the fresh cave and spill out, using the thick 
  fog to cover their egress. As the robots attack, the Ghost 
  Wolves assist the PCs in destroying the technological 
  menaces; see the Ghost Wolves’ Aid sidebar on page 9. 
  If the Ghost Wolves did not guide the PCs here, simply 
  ignore this feature.
  SUBTIER 7–8 (CR 8)
  GEARSMEN (4) 
  CR 4
  hp 42 each (Pathfinder Bestiary 5 207; see page 29)
  TACTICS
  During Combat A gearsman selects a random PC as a target, 
  attacks until the target falls unconscious, and then seeks out 
  a new target. It uses nanite repair on itself if brought below 
  20 hp.
  Morale The robots fight until destroyed.
  SUBTIER 10–11 (CR 11)
  ADVANCED GEARSMEN (4) 
  CR 5
  hp 42 each (Pathfinder Bestiary 5 288, 207; see page 28)
  TACTICS
  Use the tactics in Subtier 7–8
  WARDEN ROBOT 
  CR 9
  hp 112 (Pathfinder #87: The Choking Tower 88; see page 29)
  TACTICS 
  During Combat The warden activates its infrasonic field on the 
  first round of combat and moves to affect as many foes as 
  possible. Thereafter, it makes full attacks with its combined 
  arms ability, splitting its attacks among multiple foes. If 
  targeted by a spell, it uses its dazzler ability on the caster on 
  its next turn.
  Morale The warden fights until destroyed.
  Development: Once the fight is over, Jala voices his 
  suspicions that there are more of the constructs active 
  nearby. In order to keep them from escaping, he and the 
  other Ghost Wolves intend to guard this entrance while 
  the PCs explore. He warns the Pathfinders that should 
  machines continue to emerge, the warriors may have to 
  collapse the entrance. With a touch of graveyard humor, 
  he adds, “Whether you’ve escaped or not.”
  Friendly as he may be, Jala is regrettably sincere in his 
  threat. Fortunately, the PCs should face little difficulty 
  completing the rest of the scenario in a timely fashion, 
  even if they take the better part of a day to study the 
  ruins. Instead, use this promise as incentive to keep the 
  adventure moving.
  Treasure: In addition to copper, steel, and more 
  mundane metals, the gearsmen’s bodies consist of small 
  amounts of gold, platinum, and sundry sky metals that 
  the PCs can salvage with 1 hour’s work. Each of the 
  gearsmen has 1,000 gp worth of such precious metals.
  Rewards: If the PCs fail to defeat the robots, reduce 
  each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 767 gp.
  Out of Subtier: Reduce each PC’s gold earned by 959 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,151 gp.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one gearsman from the encounter.
  Subtier 10–11: Remove one advanced gearsman from 
  the encounter. In addition, corrosion has reduced the warden 
  robot’s hardness to 5.
  Scaling Encounter A
  The Ghost Wolves hate robots and help the PCs destroy 
  as many of the constructs as they can. Rather than place 
  individual NPC warriors on the map and dedicate time to 
  rolling their attacks and damage, this aid is able to take two 
  different forms.
  Jala Spirit-Eye: At the end of the first round of combat, 
  Jala activates his inspire courage (+2) bardic performance 
  ability. He continues this performance throughout the 
  duration of the combat.
  Ghost Wolves Warriors: At the beginning of each PC’s 
  turn, she can determine how one of the warriors is helping 
  her, such as by distracting gearsmen or focusing their attacks 
  on the PC’s targets. This assistance either grants the PC a 
  +2 bonus on all her attacks, increases the damage dealt by 
  her weapon attacks by 1d6, or grants her DR 3/— against 
  the robots’ attacks. The benefit lasts until the beginning 
  of her next turn. Alternatively, the PC can have a warrior 
  simply strike one of the robots, dealing 2d6+4 damage that 
  bypasses the robot’s hardness.
  If the robots render the PCs unconscious, the Ghost 
  Wolves eventually finish off the constructs. In this case, Jala 
  casts cure serious wounds the PC he believes most capable 
  of healing the other PCs.
  Ghost Wolves’ Aid
  
  PATHFINDER SOCIETY SCENARIO
  10
  AEROTECH SYNTHESIS COMPOUND
  The compound is a large expanse of passages, laboratories, 
  and storage facilities with an approximate footprint of 
  300 feet square. Many of these areas are inaccessible, 
  having crumpled on impact or collapsed over time, 
  leaving few viable routes for the PCs to investigate. As 
  the PCs explore, they encounter the areas described in 
  the following sections. Travel from one mapped area to 
  another typically takes a few minutes. 
  Isirah’s shade inhabits what remains of the compound, 
  and she gazes upon her domain through several dozen 
  intact cameras, monitors, and other sensors. The power 
  generators are trapped beyond the easy reach of the PCs in 
  closed-off areas, and these machines continue to provide 
  a modest amount of energy—enough that Isirah’s shade 
  can ration it between her sensors and a few of the gas 
  manufactories. The glow of control panels and several 
  ceiling lights provides dim light throughout the complex. 
  The compound’s walls consist of an adamantine-iron 
  alloy, which has hardness 15 and 30 hit points per inch 
  of thickness.
  Haunts: Although Isirah’s shade cannot aggregate with 
  robots, she can manifest haunts in many of the encounter 
  areas. This process relies heavily on the compound’s 
  technology, and the PCs can neutralize such technological 
  haunts beyond dealing damage with positive energy. As 
  a standard action, a PC adjacent to either a camera or a 
  monitor can sabotage the device with a successful DC 
  25 Disable Device or Knowledge (engineering) check. A 
  PC with the TechnologistTG feat gains a +5 bonus on this 
  check, and once per day that PC can attempt to disable 
  two adjacent devices as part of the same action. The PCs 
  can also elect to demolish these devices with raw damage, 
  though resorting to this technique destroys valuable 
  technology that they could have studied and documented. 
  Cameras and monitors have 10 hit points and hardness 
  10, except where otherwise noted, and electricity attacks 
  deal full damage to these electronics. Damage dealt to 
  cameras and monitors also applies to the haunt, up to the 
  device’s current hit points. Disabling a device through 
  other means deals damage to the haunt as though the 
  device had been destroyed. Individual encounters also 
  detail how these devices’ debilitation might affect a haunt 
  (such as by reducing their offensive capabilities).
  Because Isirah’s shade commands a small community 
  of haunted souls, each time the PCs neutralize a haunt, 
  they also weaken the shade. This impacts the encounter 
  in area C6. Track only those haunts that the PCs 
  neutralize; do not count haunts that merely go dormant 
  after activating.
  B. STORAGE CORRIDORS
  Many of the rooms near the entrance collapsed on 
  impact, leaving only one way for the PCs to travel as they 
  first enter the compound. Due to the endemic gas leaks 
  from damaged pipes and conduits, the dark gray, metal 
  passageways here are stained yellow-green by residue in 
  many places.
  B1. Compound Entrance (CR 7)
  Isirah’s shade observes the intruders carefully from 
  hidden sensors, studying their behavior for clues about 
  their tactics.
  Trap: To test the intruders’ capabilities, Isirah’s shade 
  vents toxic gases into the corridor. This functions as a 
  trap, and a PC with the TechnologistTG feat has a chance 
  to notice it as though she possessed the trap spotter rogue 
  talent. In addition, a PC with the TechnologistTG feat can 
  choose to reverse the vents’ flow, causing them to suck 
  away the area’s foul fumes instead. Even though the shade 
  activates the trap manually, a PC can still notice it well 
  ahead of time while searching for traps by detecting the 
  vents and the traces of caustic gas that are seeping out.
  ALL SUBTIERS (CR 7)
  TOXIC VENTING 
  CR 7
  Type mechanical; Perception DC 20; Disable Device DC 25
  EFFECTS
  Trigger manual; Reset automatic (1 hour)
  Effects poison gas (5d6 acid damage and caustic decay poison); 
  never miss; multiple targets (all targets in the 10-ft.-by-20-ft. 
  marked area)
  Caustic Decay—inhaled; save Fort DC 18; frequency 1/round 
  for 3 rounds; effect 1d3 Con; cure 2 consecutive saves.
  B2. Storage
  This chamber is a mess of shattered boxes and other detritus, 
  and the lights flicker and crackle. A few intact-looking objects 
  lie near the eastern wall, including a book-sized sheet of 
  glittering crystal.
  This is where Isirah uploaded herself into her AI 
  core—and where she died mid-process, her body broken 
  by the trauma of impact. This room sustained heavy 
  damage, disabling the area’s cameras and preventing 
  Isirah’s shade from perceiving anything in there.
  Treasure: While the explorer’s body rotted away 
  millennia ago, her gear remains. This includes her 
  To accommodate a group of four PCs, the toxic gas deals acid 
  damage only; ignore the poison component.
  Scaling Encounter B1
  
  B. Storage Corridors
  1 square = 5 feet
  Path�nder Map Pack: Starship Corridors and Starship Chambers
  N
  B1
  B2
  B3
  T
  11
  WARDENS OF SULFUR GULCH
  cameraTG, flashlightTG, and emergency raftTG (all fully 
  charged) in addition to her chameleon suitTG (40 charges). 
  In Subtier 10–11, her emergency shelterTG (30 charges) 
  is present as well. All of these items are timeworn. In 
  addition, her cyberart—the twining strands that made 
  up the tattoos on her face—and a skillslot with a Mark II 
  Survival skillchip (Mark III in Subtier 10–11) lie among 
  her possessions.
  Perhaps the greatest prize, though, is Isirah’s compact 
  AI core: a rectangular sheet of pale blue crystal the size of 
  a large journal, reinforced with adamantine and laced with 
  skymetal horacalcum. The AI core has hardness 20 and 80 
  hp, and weighs 8 pounds. This technological artifact contains 
  the starfarer’s mind, uncorrupted by millennia of undeath. 
  Her curiosity remains undimmed, and she is desperate for 
  human contact and the opportunity for exploration.
  
  Isirah Tana
  PATHFINDER SOCIETY SCENARIO
  12
  Isirah’s AI core has remained in power-saving mode 
  for thousands of years, waking occasionally only to 
  attempt memory repair. If a PC touches it, the core begins 
  waking up to full operational levels. This causes the 
  crystal sheet to shimmer with swirls of color. The image 
  quickly resolves into that of a dark-skinned woman, who 
  looks around for a moment as if disoriented. Once she 
  gets her bearings, her face lights up with excitement, and 
  she eagerly greets them in Androffan, an alien language 
  practically unknown on Golarion. In the highly likely 
  case that none of the PCs can understand her, she tries 
  to prompt them to speak so that her auto-translator 
  function (see below) can familiarize her with one of 
  their languages.
  Even though Isirah is curious about the PCs, the 
  Pathfinders no doubt have questions for her. Some of the 
  most likely (and their answers) are provided below. For 
  many questions, especially those about her society or the 
  ship, she simply stares blankly and shakes her head.
  Who are you? The woman smiles. “Isirah... Isirah Tana.” 
  She pronounces her name slowly, at first—Iss-sai-rah—as 
  if she had almost forgotten it. “I was an explorer... I think.”
  What are you? “I’m a human. Or do you mean this 
  thing?” She mimics knocking on the screen from inside. 
  “It’s an AI core—artificial intelligence. 
  I stored my mind in here, somehow. 
  I’m not sure why, but I remember... 
  I think something very dangerous 
  was happening.”
  Where are you from? Isirah smiles 
  dreamily. “The stars.”
  What is this place? The image of 
  Isirah looks all around, as if inspecting 
  her 
  surroundings 
  through 
  the 
  screen. “The Ay... Ay... A-something.” 
  She looks nonplussed. “We called it 
  the Compound.”
   ISIRAH TANA 
  CR —
  NG artificial intelligence (Pathfinder 
  Campaign Setting: Technology Guide 58)
  Init +3; Senses Perception +10
  DEFENSE
  Fort +3, Ref +3, Will +7
  STATISTICS
  Int 16, Wis 10, Cha 18
  Skills Acrobatics +13, Climb +17, Craft 
  (mechanical) +3, Diplomacy +7, Knowledge 
  (engineering) +3, Knowledge (geography, 
  nature) +6, Perception +10, Sense Motive +4, Stealth +13, 
  Survival +9, Swim +17
  Feats Alertness, Athletic, Craft Technological ItemTG, Skill Focus 
  (Perception), Skill Focus (Survival), TechnologistTG
  Languages Aklo, Androffan; see auto-translator
  SQ auto-translator, cartographer, imperfect transference, lived 
  experience, technological guidance
  SPECIAL ABILITIES
  Auto-Translator (Ex) Specialized subroutines in Isirah’s AI core 
  can decipher any spoken or written language she observes 
  for at least 1 minute. She can store only one language in this 
  way, and learning a new language purges the previous one 
  from Isirah’s memory.
  Cartographer (Ex) Isirah studies any area she travels through, 
  creating a map that she can display onscreen.
  Imperfect Transference (Ex) Isirah’s transfer into the AI core 
  was not only hasty, but incomplete. She has a –10 penalty on 
  all Intelligence-, Wisdom-, and Charisma-based skill checks 
  (already calculated into the bonuses above). In addition, 
  many of her memories and emotions are distorted. Isirah 
  can lose this ability depending on the events in area C6. 
  Isirah is sweet, helpful, and deeply curious, if somewhat 
  naive—a stark contrast to her malevolent shade. Before her 
  transfer into the AI core, Isirah served as a dedicated explorer 
  of newly discovered planets. Her eagerness to explore and 
  learn is still very strong, especially regarding the PCs and 
  their world. Magic particularly fascinates 
  Isirah, and even something as minor as 
  a cantrip evokes childlike delight from 
  the starfarer. Some of her emotional 
  responses are dulled or negated due 
  to the imperfect mental transfer; for 
  example, Isirah seems unable to feel any 
  manner of anger (instead acting oddly 
  confused when vexed), and sarcasm is 
  wasted on her.
  Isirah’s role in the scenario is to generate 
  curiosity about the site, facilitate PC 
  exploration, and aid PCs in understanding 
  the Compound and its unique challenges. 
  As such, her contributions to the narrative 
  can vary based on the GM’s needs—she 
  can identify the function of the chambers 
  for the PCs, give background on items 
  they find, or simply provide flavor as she 
  explores her former home with them. 
  The faulty transfer damaged many of 
  Isirah’s memories, leaving her able to recall 
  only disconnected echoes of life aboard 
  the ship or the planets she explored. Most 
  encounter locations include notes about her 
  reaction to specific areas or events, as environmental stimuli 
  can jog her memory. 
  Presenting Isirah
  
  13
  WARDENS OF SULFUR GULCH
  Make the following adjustment to accommodate a group of 
  four PCs.
  Subtier 7–8: If the PCs reduce the haunt’s hit points to 
  7 or lower before it manifests, reduce the damage it deals 
  to 4d6.
  Subtier 10–11: No adjustment
  Scaling Encounter C1
  Lived Experience (Ex) Isirah still remembers a number of 
  (currently-useless) physical skills from her time as a human. 
  She has 10 ranks each in Acrobatics, Climb, Stealth, and 
  Swim, and treats them as class skills.
  Technological Guidance (Ex) Isirah can verbally guide others 
  through technological tasks. She can grant a PC the benefits 
  of her Technologist feat for the purpose of performing 
  physical tasks (such as reversing the vents in certain areas), 
  but the action takes twice as long to complete; tasks that 
  require a standard action instead take a full-round action.
  Rewards: If the PCs do not recover Isirah’s gear, reduce 
  each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 888 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,159 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,430 gp.
  B3. Junction (CR 7)
  The corridor splits in a four-way junction. The walls are 
  increasingly thick with bulbous pipes, from which the 
  sound of rushing wind is audible. 
  The southern corridor ends abruptly 15 feet from the 
  junction, crimped and crushed shut; the docking bay 
  once lay in that direction. The area contains four cameras 
  (hardness 10, hp 10), one at each corner of the intersection, 
  and each one points down one hallway.
  Haunt: When the PCs approach the intersection, 
  Isirah’s shade manifests one of the many haunts that 
  compose her undead collective—a haunt formed from 
  crew killed by vented gases during the crash.
  ALL SUBTIERS (CR 7)
  TOXIC CLOUD 
  CR 7
  CE haunt (10 ft. by 10 ft.)
  Caster Level 9th
  Notice Perception DC 21 (to hear the hissing of leaking pipes 
  and see the cameras faintly glowing)
  hp 14; trigger proximity; delay 1 round; reset 1 day
  Effect The area fills with a 20-foot-radius cloud of poison gas, 
  as per cloudkill (DC 17). The forms of choking, dying humans 
  are faintly visible through the cloud. At initiative count 10, 
  if no living creatures are within its area, the cloud moves 10 
  feet toward the nearest living creature. The cloud persists for 
  9 rounds.
  Cameras Disabling or destroying a camera prevents the haunt 
  from perceiving anything in that direction, and it acts as 
  though no living creatures are in that direction.
  Development: After the haunt fades or is destroyed, 
  several ghostly images are visible: a number of ephemeral 
  robots march into the eastern corridor from the north 
  hall. The PCs can easily recognize these as the robots they 
  fought in area A. A PC who succeeds at a DC 15 Perception 
  check detects a faint breeze from the western corridor. 
  If the PCs mention this, Isirah notes that her personal 
  chambers were in that direction.
  Isirah’s Reactions: Isirah has never encountered a 
  haunt before, and while she is immune to both inhaled 
  poison and mind-affecting effects (including haunts), the 
  supernatural experience is still jarring for the starfarer.
  C. THE SYNTHESIS LABS
  The deeper the PCs travel, the greater the influence of 
  Isirah’s shade becomes. 
  C1. Gojan’s Gate (CR 7)
  If the PCs travel west from area B3, they reach this 
  collapsed chamber.
  This chamber’s western end is shattered, revealing a wall of 
  collapsed soil. The earth is loosely packed, and the air circulates 
  gently as if stirred by a light breeze.
  The corridor once led to the crew’s chambers, but that 
  portion of the ship tore away as the compound separated 
  from the starship. This is where Gojan the Sharp entered 
  the compound centuries ago, and where Isirah’s shade 
  received the inspiration for her grand plan. Gojan 
  collapsed the tunnel with an alchemical device during 
  his escape. The area contains two cameras (hardness 10, 
  hp 10).
  Haunt: Many of the compound’s crew, including Isirah 
  herself, perished during the catastrophic crash into 
  Golarion. When the PCs enter this chamber, Isirah’s 
  shade manifests one of their haunts here.
  ALL SUBTIERS (CR 7)
  TRAUMATIC IMPACT 
  CR 7 
  CE slow haunt (CR 7)
  Caster Level 9th 
  Notice Perception DC 18 (to feel the sickening sense of falling 
  and to notice the cameras’ faint glow)
  hp 14; trigger proximity; delay 1 round; reset 1 day
  Effect At initiative count 0, all creatures in the room or the 
  
  C. The Synthesis Labs
  1 square = 5 feet
  C6
  C5
  C4
  C3
  C2
  C1
  N
  PATHFINDER SOCIETY SCENARIO
  14
  
  Isirah’s Shade
  15
  WARDENS OF SULFUR GULCH
  adjacent 20 feet of corridor feel the bone-shattering impact 
  of the crash. This deals 9d6 points of bludgeoning damage 
  to each affected creature and renders them exhausted for 9 
  minutes. A creature that succeeds at a DC 18 Fortitude save 
  takes half damage and is fatigued for that duration instead.
  Cameras Disabling the cameras here damages the haunt but 
  doesn’t otherwise impair it.
  Development: If the 
  PCs defeat the haunt, 
  another vision appears. 
  The wall of earth to the 
  west seems to fall away, 
  revealing a tunnel from 
  which 
  a 
  gear-laden 
  explorer emerges. 
  As the air  thickens 
  with 
  yellow-green 
  mist, he pulls a gem 
  from his pouches and 
  smashes it, releasing 
  an air elemental that 
  begins 
  dispersing 
  the 
  mist.  The 
  PCs immediately hear a cold, hollow-sounding voice from 
  all around, making several demands all at once. PCs that 
  speak Androffan understand the words; otherwise, see 
  Isirah’s Reactions below. The robots from the vision in 
  area B3 march into view, prompting the explorer to beat 
  a hasty retreat while throwing a flask. The container 
  explodes, collapsing the tunnel as the vision ends.
  Isirah’s Reactions: As in area B3, Isirah is unharmed 
  by haunts. She can also translate the voice’s words: “What 
  is that/Give me that/I want it now,” followed by “Robots, 
  get him/I need him/Bring him to me.” Isirah’s personal 
  chambers are long gone, but the starfarer doesn’t mention 
  the loss. If the PCs inquire, she replies with faint melancholy 
  that she doesn’t remember what her room was like anyway.
  Treasure: A PC who succeeds at a DC 18 Perception 
  check (DC 20 in Subtier 10–11) spots a wand of fog cloud 
  (25  charges) sticking out of the collapsed earth where 
  Gojan dropped it as he fled. 
  Rewards: If the PCs do not acquire the wand, reduce 
  each PC’s gold earned by the following amount.
  All Subtiers: Reduce each PC’s gold earned by 188 gp.
  C2. The Shade’s Dominion (CR 9 or CR 12)
  If the PCs travel north from area B3, they reach this large 
  chamber, which is laid out like an auditorium, with rows 
  of seats pointed toward a large pane of black glass set into 
  the curving northern wall.
  The area contains two cameras (hardness 10, hp 10) in 
  addition to the large monitor (hardness 10, hp 20). As in 
  area B1, this room has several large vents that a PC with 
  the TechnologistTG feat can, as a standard action, activate 
  with a successful DC 20 Disable Device or Knowledge 
  (engineering) check. Activating these vents to expel air 
  affects the caustic stalkers that appear later (see Creatures 
  below) as though they were exposed to severe winds. A PC 
  is able to activate the vents from panels adjacent to each 
  of the doors.
  As the PCs enter the 
  chamber, Isirah’s shade 
  activates the big monitor, 
  using it as a way to 
  communicate with the 
  PCs directly. Using an 
  auto-translator similar to 
  that of Isirah’s compact 
  AI core, the shade has 
  by now analyzed and 
  learned at least one of the 
  PCs’ languages. Read or 
  paraphrase the following.
  The black glass on the far wall 
  suddenly lights up, resolving into the image 
  of a dark-skinned woman surrounded by clouds of yellow-green 
  smoke. Her gaze is cruel and imperious, and she exhales poison 
  gas with every breath.
  “Natives.” Her voice is hollow and cold. “Lay down your 
  weapons and surrender, and perhaps I will permit you to live.”
  While the PCs are unlikely to submit, Isirah’s shade 
  is willing to talk before launching her attack; it’s been 
  millennia since she had a real conversation. The shade 
  is egomaniacal, demanding, and cruel, but measures 
  of her old curiosity remain. Some likely avenues of 
  conversation, including her answers to likely questions, 
  appear below.
  Who are you? “Isirah Tana. Among others.”
  Others? “I am all of those who died in the crash. I 
  am many who are one.” A PC who succeeds at a DC 22 
  Knowledge (religion) check identifies her as a rare 
  anomaly: a sentient collective of haunts.
  What about this (indicating the AI core)? Isirah’s 
  shade looks momentarily shocked before gesturing 
  dismissively. “I tried to save a copy of myself on that 
  device. But as you can see... the real me is quite intact.” 
  A PC who succeeds at a DC 14 Sense Motive check (DC 16 
  in Subtier 10–11) realizes that the shade was unaware of 
  the AI’s survival; a PC who exceeds this DC by 5 or more 
  realizes that she is more deeply affected than she lets on. 
  (see Development).
  What is this place? “You are in the Aerotech Synthesis 
  Compound. Once, it created rare gases for technological 
  operations. Now, it will create a perfect elemental form.”
  
  PATHFINDER SOCIETY SCENARIO
  16
  What is it you want? “I desire freedom. I will take an 
  elemental form and depart this place.”
  What happens if we surrender? Isirah’s shade hesitates 
  for a moment before responding. “You are capable, and I 
  lack assistants. You will aid me in creating a body with 
  which to depart this place. What becomes of this place 
  afterward is of no consequence.” A PC who succeeds at a 
  DC 20 Sense Motive check can tell that the shade fully 
  expected to fight and was unprepared for compliance. 
  Exceeding this DC by 5 or more also conveys that the shade 
  is contemplating ways to betray the PCs if they help. If the 
  PCs agree to help, see Development below for more details.
  Unless the PCs agree to help the shade, negotiations 
  eventually break down, or the shade tires of talk. She then 
  launches her attack (see Creatures and Haunt below).
  Isirah’s Reactions: This is Isirah’s first encounter with 
  true undead, and she is horrified at how twisted and evil 
  her shade has become. She is initially shocked silent by the 
  revelation of her own undead existence; however, she may 
  join the conversation (at the GM’s discretion). Consider 
  having Isirah ask any of the questions above that the PCs 
  miss; alternatively, she asks her haunt self about herself 
  and her history. While the shade refuses to answer any of 
  the latter questions, a PC who succeeds at a DC 14 Sense 
  Motive check (DC 16 in Subtier 10–11) senses the shade’s 
  growing disquiet about the AI; a PC who succeeds by 5 or 
  more realizes that the AI’s survival somehow threatens the 
  shade’s undead existence. See Development, below.
  Creatures 
  and 
  Haunt: 
  Employing 
  centuries 
  of 
  research, Isirah’s shade concentrates the Compound’s 
  caustic gases into elemental creatures, which seep out of 
  the vents. Each caustic stalker is connected to the vents 
  by hazy strands of gas; while attacking the strands has 
  no effect, these loose tethers leave the stalkers especially 
  vulnerable if a PC reverses the vents.
  Not satisfied with her elemental puppets, Isirah’s 
  shade also channels her frustration and desperate desire 
  for physical existence into a potent haunt. Rather than act 
  on the surprise round, the haunt acts on initiative count 
  20. It persists until neutralized or until 2 rounds after the 
  PCs destroy the last caustic stalker.
  SUBTIER 7–8 (CR 9)
  CAUSTIC STALKER 
  CR 7
  hp 73 (The Emerald Spire Superdungeon 153; see page 28)
  TACTICS
  During Combat A stalker uses its breath weapons on the first 
  round of combat, affecting as many different creatures as 
  possible. It attacks with its slams thereafter, using its breath 
  weapon as it become available.
  Morale The stalker fights until destroyed.
  DESPERATE DEMAND 
  CR 7
  CE persistent haunt
  Caster Level 11th
  Notice Sense Motive DC 15 (to realize the shade’s intentions)
  hp 40; trigger manual; reset 1 day
  Effect Isirah’s shade reaches out to possess a humanoid 
  creature, affecting it as per dominate person (Will DC 19 
  negates). A dominated creature’s eyes glow yellow-green, 
  and gases seep from its mouth. The shade possesses enough 
  knowledge of outsiders to identify and avoid targeting 
  native outsiders. A dominated creature attacks its former 
  allies to the best of its ability. The haunt dominates only 
  one creature at a time, but if no creature is dominated at 
  initiative count 20, the haunt targets a creature with its 
  effect again.
  Defenses The shade’s consciousness infuses the haunt, letting 
  it actively resist destruction; when the haunt must make a 
  saving throw, instead of automatically failing, it attempts a 
  saving throw with a bonus of +9. 
  Cameras and Monitor Isirah’s shade depends on the cameras 
  to accurately target creatures; if the PCs disable or destroy 
  both cameras, the shade dominates a random target 
  creature. Furthermore, the haunt cannot target invisible 
  creatures or those affected by hide from undead. The 
  monitor provides a platform from which the shade can 
  project her malevolence; disabling it reduces the saving 
  throw DC to resist the domination effect by 4.
  SUBTIER 10–11 (CR 12) 
  CAUSTIC STALKERS (3)  
  CR 7
  hp 73 (The Emerald Spire Superdungeon 153; see page 28)
  TACTICS
  During Combat A stalker uses its breath weapon in the first 
  round of combat, affecting as many creatures as possible. It 
  attacks with its slam thereafter, 
  Morale The stalkers fight until destroyed.
  PENETRATING DEMAND 
  CR 10
  hp 60
  Effect This haunt functions as the desperate demand haunt 
  above, except that immediately before the haunt attempts 
  Make the following adjustment to accommodate a group of 
  four PCs.
  Subtier 7–8: The caustic stalker is unable to use its breath 
  weapon until the third round of combat. In addition, reduce 
  the haunt’s hit points by 10.
  Subtier 10–11: Remove one caustic stalker from the 
  encounter. In addition, reduce the haunt’s hit points by 20.
  Scaling Encounter C2
  
  Caustic Stalker
  17
  WARDENS OF SULFUR GULCH
  to dominate a creature, it attempts to dispel all effects that 
  protect against mental control on the target, as if using a 
  targeted greater dispel magic.
  Cameras and Monitor This operates at in Subtier 7–8, but the 
  monitor instead has 40 hit points, and the DC to disable it 
  increases to DC 30.
  Development: As the PCs defeat the haunt, the shade 
  cries, “You can never defeat me! I am beyond your reach!” 
  A PC who succeeds at a DC 15 Knowledge (religion) or DC 25 
  Sense Motive can assess that the haunt suffuses the entire 
  ruin; in order to destroy the haunt, they would have to 
  draw the entire haunting presence into a vulnerable form. 
  Furthermore, ghostly undead are often held to the world 
  by unfinished business, and completing that business can 
  end their haunting; since Isirah was driven by the need 
  to survive, directly confronting the shade with Isirah’s 
  existence and persuasive words could help her soul find 
  its final rest. Any PC who became possessed by the haunt 
  knows this automatically. Additionally, such a PC gains 
  an intuitive understanding of Isirah’s shade, gaining a +5 
  bonus on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks against her for the rest of the scenario.
  In the unlikely event that the PCs agree to assist 
  Isirah’s shade, she directs them to area C6 to help her 
  create her elemental body. If the PCs deviate to explore 
  other areas first, the shade interprets the act as betrayal 
  and becomes hostile. Once the PCs arrive in the synthesis 
  core, the shade directs skilled PCs to help her make the 
  final adjustments to her new gaseous body; she orders 
  those who seem ill-suited to the work to wait in the hall 
  outside. This task requires three successful DC 15 skill 
  checks drawn from the following list, using no skill 
  more than once: Craft (alchemy), Knowledge (arcana), 
  Knowledge 
  (dungeoneering), 
  Knowledge 
  (engineering), Knowledge (nature), Knowledge 
  (planes), or Use Magic Device.
  Those with the TechnologistTG feat gain a 
  +5 bonus on checks to use this machinery and 
  can determine that there are two significant 
  ways to perform the shade’s request. The first 
  would disperse fragments of the shade into 
  multiple bodies, weakening the colony of haunts 
  to the point it would have great difficulty manifesting 
  afterward. The second method would draw the entire 
  colony into a single, powerful body, the destruction of 
  which could eliminate the haunting presence entirely. 
  Without the TechnologistTG feat, the PCs’ assistance 
  defaults to the first option.
  After the PCs provide assistance, the haunt surrogates 
  (see area C6) manifest, and the shade voices her 
  displeasure at not manifesting as one massive elemental. 
  If the PCs selected the second option above, the shade 
  manifests as Isirah’s aggregate. She then gloats and 
  attacks the PCs. In either case, the PCs’ aid makes Isirah 
  considerably stronger, as though they had neutralized 
  no haunts whatsoever. If the PCs cannot help Isirah, she 
  manifests as haunt surrogates anyway and attacks.
  Duplicitous PCs might agree to help Isirah’s shade but 
  covertly sabotage the machinery. In this case, the PCs 
  must succeed at two DC 25 Disable Device or Knowledge 
  (engineering) checks, and any participating PC must also 
  succeed at a DC 31 Bluff or Sleight of Hand check to hide 
  what he’s doing. If the PCs fail the checks to sabotage 
  the machinery or cannot hide their sabotage, Isirah 
  attacks. If they succeed on all counts, they cause Isirah 
  to manifest as if the PCs had defeated three additional 
  haunts in the ruins (maximum 5), selected at random. If 
  one of the participating PCs also has the TechnologistTG 
  feat, he can decide whether the shade manifests as haunt 
  surrogates or the aggregate.
  
  PATHFINDER SOCIETY SCENARIO
  18
  C3. Observation Chamber (CR 5)
  This chamber contains a bank of consoles—several shattered—
  that encircle the room. Chairs lie scattered and broken all 
  around on the floor.
  This is where security members observed the 
  compound, using the cameras that Isirah’s shade now 
  uses to manifest haunts. This area contains five monitors 
  (hardness 10, hp 10).
  Haunt: When one of the PCs is adjacent to one of 
  the monitors, Isirah’s shade manifests a haunt formed 
  from crewmembers killed when several machines here 
  exploded during the crash.
  ALL SUBTIERS (CR 5)
  EXPLOSIVE CALAMITY 
  CR 5 
  CE slow haunt
  Caster Level 7th
  Notice Perception DC 21 (to see monitors begin to faintly glow) 
  or Knowledge (engineering) DC 16 (to identify pending 
  malfunctions)
  hp 20; trigger proximity; reset 1 day
  Effect At initiative count 0, the chamber fills with a fiery 
  explosion that spills out into the hall. This acts as per fireball 
  (Reflex DC 16 for half), centered 5 feet west of the doorway.
  Development: If the PCs defeat the haunt, the remaining 
  monitors flicker to life. They show Sulfur Gulch from the 
  outside as caustic gases pour from the small gully. The 
  gases twist into a massive cloud, hundreds of feet tall, 
  with a vaguely humanoid form. The final image is of the 
  compound’s corridors, now silent and empty. A PC who 
  succeeds at a DC 15 Intelligence check or DC 20 Knowledge 
  (arcana or planes) check identifies the cloud creature as an 
  elemental inhabited by the haunts in this ruin.
  Treasure: A PC who succeeds at a DC 20 Perception 
  check (DC 25 in Subtier 10–11) finds a security locker 
  under the consoles.  The locker contains a small number 
  of skillchips that have corroded from the plant’s vapors, 
  wiping their data. While they are nonfunctional, Isirah 
  indicates that they might be repairable. The locker also 
  contains a timeworn sonic pistolTG (In Subtier 10–11, this 
  is a timeworn sonic rifleTG). The weapon is fully charged, 
  as the occupants never saw combat.
  Rewards: If the PCs don’t find the security locker, 
  reduce each PC’s gold earned by the following amount. 
  In addition, cross the Custom Skillchip boon off the 
  Chronicle sheet.
  Subtier 7–8: Reduce each PC’s gold earned by 622 gp.
  Out of Subtier: Reduce each PC’s gold earned by 942 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,263 gp.
  C4. Aerotech Filtration Engine
  A metal lattice prevents access to part of the corridor. Beyond, 
  a large cylindrical device whirs faintly, drawing in air.
  This large turbine-like device constantly scrubs 
  the compound’s air, reclaiming leaked gases or their 
  components for synthesis. A PC with the TechnologistTG 
  feat (or who has Isirah’s aid) who succeeds at a DC 15 
  Knowledge (engineering) check recognizes that the 
  device is running significantly below capacity.
  Hazard: The turbines draw in nearby air, presenting 
  a threat to creatures that are gaseous (such as under the 
  effects of gaseous form) or Tiny or smaller. Such a creature 
  must succeed at a DC 15 Fortitude save when approaching 
  within 10 feet of the grating or be swept into the turbine, 
  sucked through a one-way valve, and shunted into one of 
  the tanks in area C5. A corporeal creature also receives 
  a DC 20 Reflex save to catch itself on the grating, and 
  traveling through the turbine deals those creatures 5d6 
  points of slashing damage. The air inside the tanks is 
  caustic and not breathable, dealing 2d6 points of acid 
  damage per round to anything inside. Reversing the flow 
  or otherwise venting a trapped creature is possible only 
  from the controls in area C5.
  C5. Reclamation Chamber (CR 7 or CR 10)
  Two immense metal cylinders attached to a series of metallic 
  pipes and conduits occupy much of the west side of this room. 
  The susurrus of moving air is audible within these containers. 
  Technological consoles covered in controls and glass displays 
  wind along the north and east walls.
  This is where the compound’s crew monitored 
  and regulated several key compression and storage 
  containers. The area contains two cameras (hardness 10, 
  hp 10) and 4 monitors (hardness 10, hp 15). The cylindrical 
  canisters are built to resist considerable internal pressure 
  (hardness 10, 30 hit points, Strength DC 28). 
  A PC with the TechnologistTG feat (such as with Isirah’s 
  aid) can perform several actions here. First, such a PC 
  can perform a controlled venting of one or both gas vats, 
  such as to free a trapped ally inside without damaging 
  the container. Such an action takes 3 rounds of work at 
  the consoles. 
  Second, by succeeding at a DC 15 Disable Device or 
  Knowledge (arcana, engineering, or planes) check (DC 
  20 in Subtier 10–11), the PC can assess that the systems 
  here could be overclocked. This would cause a buildup 
  of chemical gas in the synthesis core, giving the shade 
  enough elemental material to form a vulnerable body. 
  Using the system to draw extra gases into the synthesis core 
  
  19
  WARDENS OF SULFUR GULCH
  requires three separate DC 15 skill checks: a Knowledge 
  (arcana or planes) check to regulate the elemental flow, a 
  Craft (alchemy) or Knowledge (dungeoneering) check to 
  correctly balance the chemical makeup, and a Knowledge 
  (engineering) check to ensure accurate results. In Subtier 
  10–11, the DCs increase to 20. In both subtiers, the DCs 
  of these checks increase by 5 if the PCs breached one of 
  the cylindrical canisters here. These checks require the 
  TechnologistTG feat, but Isirah can guide each PC through 
  the process using her technological guidance ability (and 
  can attempt the Knowledge [engineering] check herself 
  if necessary). 
  Haunt: Once there are at least three creatures in this 
  room or once a creature begins manipulating the console, 
  Isirah’s shade unleashes one of her deadliest haunts: one 
  formed from those who died from radiation around the 
  compound’s reactor.
  SUBTIER 7–8 (CR 7)
  REACTOR MELTDOWN 
  CR 7
  CE haunt
  Caster Level 7th
  Notice Perception DC 17 (to notice faintly glowing cameras and 
  monitors) or Knowledge (engineering) 15 (to interpret the 
  console’s warnings about reactor leakage)
  hp 15; trigger proximity; reset 1 day 
  Effect Deadly radiation floods the room. Creatures in the area 
  suffer the effects of moderate radiationTG (1d4 Con drain, 
  Fortitude DC 17 negates), while creatures in the adjoining 20 
  feet of hallways suffer the effects of low radiationTG (1 Con 
  drain, Fortitude DC 14 negates). This radiation does not have 
  a secondary effect.
  Cameras and Monitors If the PCs disable at least one camera 
  or monitor, the shade rushes the haunt and creates a less 
  effective manifestation; the haunt’s radiation deals only 
  Constitution damage.
  SUBTIER 10–11 (CR 10)
  REACTOR MELTDOWN 
  CR 10
  CE haunt
  Caster Level 10th
  Notice Perception DC 19 (to notice faintly glowing cameras and 
  monitors) or Knowledge (engineering) 17 (to interpret the 
  console’s warnings about reactor leakage)
  hp 20; trigger proximity; reset 1 day
  Effect Deadly radiation floods the room. Creatures in the area 
  suffer the effects of high radiationTG (2d4 Con drain, Fortitude 
  DC 22 negates), while creatures in the adjoining 20 feet of 
  hallways suffer the effects of low radiationTG (1d4 Con drain, 
  Fortitude DC 17 negates). This radiation does not have a 
  secondary effect.
  Cameras and Monitors If the PCs disable at least one camera 
  or monitor, the shade rushes the haunt and creates a less 
  effective manifestation; the haunt’s radiation deals only 
  Constitution damage, not Constitution drain.
  Development: If the PCs defeat the haunt, Isirah’s 
  shade briefly appears on the remaining monitors, 
  unleashing a storm of invectives before vanishing. Any 
  PC who witnesses this outburst knows that the shade is 
  losing what little self-control she possessed, and that she 
  could easily be goaded into making herself vulnerable.
  Treasure: An open compartment in one of the tanks 
  contains the shade’s failed attempt to create elemental 
  gems from pressurized gases. These gems have no magical 
  properties, but are worth 50 gp each as curiosities. There 
  are two gems in Subtier 7–8, and four gems in Subtier 
  10–11. While these stones have little monetary value, 
  their strange magical resonance makes them especially 
  intriguing to magical researchers and arcane gemcutters; 
  treat these gems’ value as 1,500 gp for the purpose of 
  fulfilling faction objectives, such as that on the Scarab 
  Sages Faction Journal Card.
  In addition, a timeworn filter maskTG (4 charges) sits 
  on the console. In Subtier 10–11, a timeworn inertial 
  dampening beltTG (15 charges) rests in one of the chairs.
  Rewards: If the PCs fail to acquire the room’s treasures, 
  reduce each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 91 gp.
  Out of Subtier: Reduce each PC’s gold earned by 255 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 420 gp.
  C6. Synthesis Core (CR Varies)
  Numerous machines connected by a maze of floor-level pipes 
  fill most of this room, in some places reaching all the way to 
  the chamber’s twenty-foot-high ceiling. To the west stands a 
  gigantic cylinder filled with churning gases.
  As in other areas, the synthesis core contains 
  numerous vents. Reversing the vents requires a character 
  with the TechnologistTG feat to be adjacent to any wall and 
  succeed at a DC 20 Disable Device check as a standard 
  action. Successfully reversing the vents affects the haunt 
  surrogates and Isirah’s aggregate as if they were exposed 
  to severe winds. 
  For a group of four PCs, reduce the Fortitude save DC 
  to resist the radiation by 2. Half of the effect deals 
  Constitution damage, and the other half (rounded down) is 
  Constitution drain.
  Scaling Encounter C5
  
  PATHFINDER SOCIETY SCENARIO
  20
  As the PCs enter, the gases in the core reshape into 
  the face of Isirah’s shade, seething with barely contained 
  rage and frustration. If the PCs overclocked the systems 
  in area C5, they can attempt to trick or antagonize the 
  shade into fully entering an elemental body, rendering 
  her vulnerable to their attacks. She watches for signs or 
  messages from each PC, using them all to assess how best 
  to respond. As a result, each PC must attempt a DC 16 
  skill check (DC 20 in Subtier 10–11) listed below; if half 
  or more succeed, Isirah’s shade sees fit to emerge into her 
  stronger—but ultimately vulnerable—aggregate form.
  Bluff: The PC strives to appear weak and easily 
  vanquished, tempting an attack.
  Diplomacy: The PC convinces the shade to go to her 
  final rest with pride.
  Intimidate: The PC challenges the shade to show them 
  a real challenge.
  Sense Motive: The PC needles the shade, targeting 
  specific emotional vulnerabilities.
  Isirah’s Reactions: The AI Isirah would like to see her 
  shade reach a merciful rest. She assures her shade that 
  her final act was not in vain and that she successfully 
  saved herself, begging the undead spirit to move on. 
  Isirah aids any one PC who attempts a Diplomacy check 
  against the shade (whether before or during combat); her 
  aid automatically provides a +4 bonus the check.
  Creatures: Which foes the PCs face here depends greatly 
  on their actions in the compound as well as how many of the 
  shades they’ve neutralized. If the PCs have both overclocked 
  the systems in area C5 and successfully provoked the shade, 
  the entire haunting colony emerges into a single elemental 
  body: Isirah’s aggregate. This cracks the immense synthesis 
  core to the west before spilling into the room to confront the 
  PCs. The process also exposes the synthesis core’s internal 
  components, including a technological device known as the 
  synthesis rod (see Treasure below).
  If the PCs fail to accomplish one or both of these tasks, 
  the undead shade instead remains safely ensconced within 
  the compound’s vast computer system. Instead, several 
  aspects of herself (i.e. haunt surrogates) seep from the gas-
  producing machinery.
  No matter the result, only one type of elemental foe 
  forms, being inevitably hostile. However, if the PCs 
  neutralized—not just survived—one or more of the 
  haunts in areas B3, C1, C2, C3, and C5, Isirah’s shade has 
  fewer allied haunts and is significantly weaker as a result. 
  See the Scaling Encounter C6 sidebar for more details.
  SUBTIER 7–8 (CR VARIES)
  HAUNT SURROGATES (2) 
  CR 9
  Variant caustic stalker (Pathfinder Module: The Emerald Spire 
  Superdungeon 153)
  CE Medium outsider (air, elemental)
  Init +12; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 23, touch 23, flat-footed 14 (+8 Dex, +1 dodge, +4 profane)
  hp 115 (10d10+60)
  Fort +12, Ref +15, Will +5
  Defensive Abilities amorphous, haunted form; DR 5/—; 
  Immune elemental traits, acid
  Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 slams +18 (1d10 plus 1d10 negative energy plus 
  chemical burn)
  Ranged energy bolt +15 (5d6 energy) 
  Special Attacks breath weapon (15 ft. cone, 5d6 acid plus 
  poison, Reflex DC 20 for half, usable every 1d4 rounds), 
  chemical burn (1d10 acid, DC 20)
  TACTICS
  During Combat A surrogate uses its breath weapon on the 
  first round of combat, affecting as many different creatures 
  as possible. It attacks with slam thereafter, using its breath 
  weapon as it becomes available. One aspect flies above the 
  combat, arcing electricity at spellcasters and archers. If an 
  aspect is reduced to 30 hp or less, it flies up and switches to 
  arcing electricity.
  Morale Isirah’s aspects fight until destroyed.
  STATISTICS
  Str —, Dex 27, Con 20, Int 5, Wis 14, Cha 11
  Base Atk +10; CMB —; CMD —
  Feats Dodge, Improved Initiative, Mobility, Toughness, 
  Weapon Finesse
  Skills Fly +29, Perception +15, Stealth +21
  Languages Auran
  SQ misty form
  SPECIAL ABILITIES
  Breath Weapon (Su) In addition to taking acid damage, any 
  creature harmed by a caustic stalker’s breath weapon must 
  succeed at an additional DC 20 Fortitude saving throw or be 
  affected by caustic creep poison.
  Caustic Creep—inhaled; save Fort DC 20; frequency 1/round for 
  4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Chemical Burn (Su) Any creature struck by the caustic stalker, 
  or that strikes it with a natural weapon or unarmed attack, 
  is affected as if by the burn special attack, but takes acid 
  damage instead of fire damage. The chemical burn persists 
  for multiple rounds, just as a normal burn, but can be ended 
  early if the affected creature is doused in at least 1 gallon 
  of liquid (requiring a full-round action from the victim or 
  another creature) or fully submerges itself in water.
  Energy Bolt (Su) A haunt surrogate can fire a bolt of energy as 
  a standard action. This ranged touch attack has a maximum 
  range of 100 feet and no range increment, and it deals 5d6 
  
  21
  WARDENS OF SULFUR GULCH
  points of damage. When activating this ability, the surrogate 
  chooses whether to deal acid or electricity damage.
  Haunted Form (Su) Despite being alive, a haunt surrogate is 
  healed by negative energy and harmed by positive energy 
  as if it were an undead creature. It also gains a +4 profane 
  bonus to its AC.
  Misty Form (Su) A caustic stalker’s body is composed of 
  a semisolid chemical mist similar to thick foam. The 
  caustic stalker does not have a Strength score and cannot 
  manipulate or wear solid objects. This form grants it the 
  amorphous defensive ability, and enables it to move through 
  areas as small as 1 inch in diameter with no reduction to its 
  speed. A caustic stalker cannot enter water or other fluids, 
  and is treated as a creature two size categories smaller 
  than its actual size (Tiny for most caustic stalkers) for the 
  purposes of how wind affects it.
  Vulnerable to Wind (Ex) A caustic stalker takes damage 
  every round that it’s exposed to stronger than moderate 
  winds: 1d6 points of damage for strong winds, 2d6 points 
  of damage for severe winds, and an additional 1d6 points 
  of damage for each wind force category beyond severe 
  (Pathfinder RPG Core Rulebook 439). Gust of wind is 
  considered severe wind for this ability. A caustic stalker 
  cannot use its breath weapon while being affected by 
  stronger than moderate winds and for 1 minute afterward.
  ISIRAH’S AGGREGATE 
  CR 12
  Unique haunt-infused elemental
  CE Huge outsider (air, elemental)
  Init +9; Senses all-around vision, darkvision 60 ft.; 
  Perception +19
  Aura stench (DC 23, 10 rounds)
  DEFENSE
  AC 21, touch 21, flat-footed 12 (+4 deflection, +8 Dex, +1 dodge, 
  –2 size)
  hp 148 (14d10+98)
  Fort +15, Ref +14, Will +11
  Defensive Abilities amorphous, haunted grace, negative 
  energy affinity; DR 10/—; Immune acid, elemental traits, 
  mind-affecting effects, undead immunities
  Weaknesses sentimental, vulnerable to wind
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 slams +20 (2d6 plus 2d6 negative energy plus 
  chemical burn) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30-ft. cone, 5d6 acid damage 
  plus fear plus poison, Reflex DC 23 half, usable every 1d4 
  rounds), chemical burn (2d6, DC 23)
  TACTICS
  During Combat Isirah’s aggregate maneuvers to include as 
  many foes as possible in her stench aura before using her 
  breath weapon. In subsequent rounds, she splits her slam 
  attacks among multiple creatures, using her breath weapon 
  when it becomes available. All the while, she gloats about 
  her newfound freedom and speculates aloud about the 
  terrors she might inflict after untold ages of captivity.
  Morale Isirah’s aggregate fights until destroyed.
  STATISTICS
  Str —, Dex 26, Con 22, Int 20, Wis 10, Cha 18
  Base Atk +14; CMB +16; CMD 39 (can’t be tripped)
  Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, 
  Skill Focus (Intimidate), Skill Focus (Knowledge [planes]), 
  Spring Attack, TechnologistB, Toughness, Weapon Finesse
  Skills Craft (mechanical) +17, Diplomacy +16, Fly +29, 
  Intimidate +22, Knowledge (engineering) +17, Knowledge 
  (geography, nature) +20, Knowledge (planes) +26, 
  Perception +19, Sense Motive +16, Spellcraft +15, Stealth +17
  Languages Androffan, Auran, Common, Hallit, Ignan, Terran
  SQ ghost in the machine, misty form
  SPECIAL ABILITIES
  Breath Weapon (Su) Isirah’s aggregate can breathe a cone of 
  caustic gas infused with the screaming spirits of her fellow 
  crewmembers. In addition to taking acid damage, any 
  creature harmed by the aggregate’s breath weapon must 
  also succeed at a DC 23 Fortitude save and a DC 23 Will 
  save. A creature that fails the Fortitude save is exposed to 
  the aggregate’s poison. A creature that fails the Will save is 
  shaken for 1d4 rounds.
  Chemical Burn (Su) Any creature struck by the aggregate, 
  or that strikes her with a natural weapon or unarmed 
  attack, is affected as if by the burn special attack, but takes 
  acid damage instead of fire damage. The chemical burn 
  persists for multiple rounds, just as a normal burn, but 
  can be ended early if the affected creature is doused in at 
  least 1 gallon of liquid (requiring a full-round action from 
  the victim or another creature) or fully submerges itself 
  in water.
  Ghost In The Machine (Ex) Isirah’s shade is an undead 
  collective acting as an AI, granting the aggregate both her 
  feats as an artificial intelligence and those of the elemental 
  she inhabits. Despite not being undead, she has all the 
  immunities of a creature of the undead type, including 
  immunity to mind-affecting effects.
  Haunted Grace (Su) Isirah’s aggregate gains a deflection bonus 
  to AC equal to her Charisma modifier.
  Misty Form (Su) The aggregate’s body is composed of a 
  semisolid chemical mist similar to thick foam. Isirah’s 
  aggregate does not have a Strength score and cannot 
  manipulate or wear solid objects. This form grants her the 
  amorphous defensive ability, and enables her to move 
  through areas as small as 1 inch in diameter with no 
  reduction to its speed. She cannot enter water or other 
  fluids, and is treated as a Medium creature for the purposes 
  of how wind affects her.
  
  PATHFINDER SOCIETY SCENARIO
  22
  Poison (Ex) Caustic corruption—inhaled; save Fort DC 23; 
  frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Sentimental (Ex) Isirah’s shade still envies the happy life she 
  had before losing her life, and she finds the existence of 
  the compact AI core both fascinating and unsettling. A PC 
  can display the compact AI core prominently, appeal to the 
  shade, and attempt a DC 20 Diplomacy check as a full-round 
  action. If successful, the aggregate is staggered for 1 round 
  and takes 4d6 damage that bypasses its damage reduction 
  as the shade’s will to exist crumbles.
  Vulnerable to Wind (Ex) Isirah’s aggregate takes damage 
  every round that she’s exposed to stronger than moderate 
  winds: 1d6 points of damage for strong winds, 2d6 points 
  of damage for severe winds, and an additional 1d6 points 
  of damage for each wind force category beyond severe 
  (Pathfinder RPG Core Rulebook 439). Gust of wind is 
  considered severe wind for this ability. She cannot use 
  her breath weapon while being affected by stronger than 
  moderate winds and for 1 minute afterward.
  SUBTIER 10–11 (CR VARIES)
  HAUNT SURROGATES (5) 
  CR 9
  hp 115 each (see Subtier 7–8)
  ISIRAH’S AGGREGATE 
  CR 15
  Unique haunt-infused elemental
  CE Huge outsider (air, elemental)
  Init +9; Senses all-around vision, darkvision 60 ft.; 
  Perception +19
  Aura stench (DC 25, 10 rounds)
  DEFENSE
  AC 24, touch 24, flat-footed 13 (+5 deflection, +10 Dex, 
  +1 dodge, –2 size)
  hp 183 (19d10+133)
  Fort +17, Ref +18, Will +13
  Defensive Abilities amorphous, haunted grace, negative 
  energy affinity; DR 10/—; Immune acid, elemental traits, 
  mind-affecting effects, undead immunities
  Weaknesses sentimental, vulnerable to wind
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 slams +25 (2d8 plus 2d8 negative energy plus 
  chemical burn) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (30-ft. cone, 10d6 acid damage 
  plus fear plus poison, Reflex DC 25 half, usable every 1d4 
  rounds), chemical burn (2d8, DC 25)
  TACTICS
  Use the tactics in Subtier 7–8. Note that Vital Strike augments 
  only the aggregate’s base slam damage, not the bonus 
  negative energy damage.
  STATISTICS
  Str —, Dex 30, Con 22, Int 20, Wis 10, Cha 20
  Base Atk +19; CMB +21; CMD 46 (can’t be tripped)
  Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Improved Lightning Reflexes, Improved 
  Vital Strike, Iron Will, Lightning Reflexes, Mobility, Skill 
  Focus (Intimidate), Skill Focus (Knowledge [planes]), 
  Spring Attack, TechnologistB, Toughness, Vital Strike, 
  Weapon Finesse
  To accommodate a group of four PCs, adjust the encounter 
  as though the PCs had neutralized two additional haunts 
  (see below), selected at random. If this would increase the 
  number of haunts neutralized to six or more, reduce the 
  remaining enemies’ starting hit points by 25%.
  Neutralizing Haunts
  Isirah’s shade draws her strength from the other haunts that 
  she directs, and these allied haunts play a significant role in 
  this encounter. For each haunt the PCs neutralize—not just 
  survive—in areas B3, C1, C2, C3, and C5, the haunt-infused 
  elementals here become weaker. This can reduce the 
  number of haunt surrogates present or impact their abilities 
  based solely on the number of haunts neutralized. Against 
  Isirah’s aggregate, it instead modifies or removes some of 
  the aggregate’s abilities depending on the specific haunts 
  the PCs neutralized. These adjustments are cumulative.
  Haunt Surrogates: The following apply to the surrogates.
  Subtier 7–8: If the PCs neutralize 1–2 haunts, reduce the 
  save DC of the surrogates’ breath weapon, caustic creep, and 
  chemical burn by 2. For 3–4 haunts, remove the surrogates’ 
  DR and profane bonus to AC. For 5 haunts, remove one 
  surrogate from the encounter.
  Subtier 10–11: If the PCs neutralize 1 haunt, remove one 
  surrogate from the encounter. For 2–3 haunts, remove an 
  additional surrogate. For 4–5 haunts, reduce the DC of the 
  surrogates’ breath weapon, caustic creep, and chemical burn 
  abilities by 2.
  Isirah’s Aggregate: The following apply to the aggregate 
  depending on which haunts the PCs neutralized.
  Area B3: Reduce the save DC of the aggregate’s breath 
  weapon, chemical burn, and poison by 2.
  Area C1: Reduce the aggregate’s DR to 5/—.
  Area C2: The aggregate reflects Isirah’s human form 
  and vulnerabilities; it loses its immunity to critical hits and 
  precision damage, and instead gains the benefits of the 
  moderate fortification armor special ability.
  Area C3: Reduce the save DC of the aggregate’s breath 
  weapon, chemical burn, and poison by 2.
  Area C5: The aggregate loses its stench aura.
  Scaling Encounter C6
  
  SYNTHESIS ROD
  PRICE
  25,000 GP
  SLOT none
  CAPACITY 3 charges
  WEIGHT 8 lbs.
  USAGE special
  CONSTRUCTION
  CRAFT DC 30
  COST 12,500 GP
  23
  WARDENS OF SULFUR GULCH
  Skills Craft (mechanical) +17, Diplomacy +17, Fly +36, 
  Intimidate +22, Knowledge (engineering) +17, Knowledge 
  (geography, nature) +20, Knowledge (planes) +26, 
  Perception +22, Sense Motive +16, Spellcraft +15, Stealth +20
  Languages Androffan, Auran, Common, Hallit, Ignan, Terran
  SQ ghost in the machine, misty form
  SPECIAL ABILITIES
  The aggregate’s special abilities function as in Subtier 7–8 with 
  the following exceptions.
  Breath Weapon (Su) Isirah’s aggregate is able to breathe 
  a cone of caustic gas that is infused with the screaming 
  spirits of her fellow crewmembers. In addition to taking 
  acid damage, any creature harmed by the aggregate’s 
  breath weapon must also succeed at a DC 25 Fortitude save 
  and a DC 25 Will save. A creature that fails the Fortitude 
  save is exposed to the aggregate’s poison. A creature that 
  fails the Will save is frightened for 1 round and then shaken 
  for 1d4 rounds.
  Poison (Ex) Caustic corruption—inhaled; save Fort DC 25; 
  frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Development: If the PCs are able to defeat the haunt 
  surrogates, Isirah’s shade shuts down the compound’s 
  fail-safes and prepares to flood the site with highly 
  concentrated caustic gases. The various monitors begin 
  flashing a countdown, which the AI Isirah translates as 
  90 seconds. Any creature remaining in the compound at 
  the end of this time takes 10d6 acid damage per round 
  from the deadly substance and risks suffocation. This 
  also damages the compound’s structural integrity; 
  within 1 hour, all of area C has collapsed, sealing much 
  of the compound and allowing the shade to scheme 
  ineffectually for ages to come.
  If the PCs defeat Isirah’s aggregate, her ancient soul 
  can finally reach the Boneyard and Pharasma’s judgment. 
  The aggregate itself boils away, leaving behind a ghostly 
  image of Isirah as she appeared in life. The image smiles 
  sweetly and reaches out to touch the AI core before fading. 
  Her touch fills gaps in the AI core’s data, completing the 
  transfer started long ago and restoring many of Isirah’s 
  lost memories.
  Treasure: If the PCs fought and defeated the aggregate, 
  they can retrieve the synthesis rod from the shattered 
  core. Otherwise, they can still recover enough valuables 
  here to offset its value.
  Rewards: If the PCs fail to defeat the haunt surrogates 
  or aggregate, reduce each PC’s gold earned as follows. In 
  addition, cross the synthesis rod off the Chronicle sheet 
  if they did not defeat the aggregate.
  Subtier 7–8: Reduce each PC’s gold earned by 750 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,000 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,250 gp.
  The synthesis rod is a new technological item created for this 
  scenario. Statistics appear on the Chronicle sheet. This rod is 
  fully charged when the PCs acquire it.
  Synthesis Rod
  RETURN TO SULFUR GULCH (CR 9 OR CR 12)
  Jala and his warband await the PCs just outside the 
  entrance (use the same map from encounter A), ready 
  to check them for new technology before guiding them 
  back to civilization. How this resolves depends on earlier 
  events in the adventure.
  If the PCs earned greater trust from Xol-Nomag back 
  at the Ghost Wolves’ camp, Jala doesn’t examine them or 
  their words too closely. A successful DC 17 Bluff check (DC 
  22 in Subtier 10–11) from one PC is all that is required 
  to pass, assuming the PCs made a reasonable attempt 
  to hide any new technology they acquired. Otherwise, 
  Jala inspects them with technomancyTG. Unless the PCs 
  hid these items with nondetection or similar spells, Jala 
  Nanites contained within this synthesis rod gradually 
  convert air into rare chemical gases. A fully charged 
  synthesis rod contains 3 charges and regains 1 charge 
  every 24 hours. By spending 1 charge as a standard 
  action, the wielder can release a blast of caustic poison 
  in an adjacent 5-foot square. By spending 2 charges, the 
  area increases to a 15-foot cone. Creatures in the affected 
  area take 3d6 points of acid damage (Reflex DC 16 half). 
  Any creature harmed this way is also exposed to caustic 
  creep poison.
  Caustic Creep—inhaled; save Fort DC 15; frequency 
  1/round for 4 rounds; effect 1d2 Con; cure 2 
  consecutive saves.
  Kineticists are especially equipped to channel this 
  rod’s abilities. Either by expending 1 additional charge 
  or accepting 1 point of burn that cannot be reduced, the 
  blast’s acid deals 3d6 damage or an amount equivalent 
  to the kineticist’s energy blast, whichever is higher. 
  When doing so, the kineticist can also use her substance 
  infusion save DC in place of the poison’s save DC. Once 
  per day, a kineticist able to channel air can activate this 
  enhanced effect without expending an additional charge 
  or accepting burn.
  Craft Technological Item, nanotech lab
  
  PATHFINDER SOCIETY SCENARIO
  24
  is almost certain to spot these items. Combat is not yet 
  inevitable, however.
  Jala is one of the least fanatical and most pragmatic 
  Ghost Wolves, and he openly admits that he had hoped 
  to foster better relations for trade; PCs who seize 
  this opportunity have one last chance to salvage the 
  relationship. With a successful DC 27 Diplomacy check 
  (DC 30 in Subtier 10–11) and a reasonable argument, a PC 
  can convince Jala to look the other way. If the PCs offer 
  him scrolls as a bribe, the PC gains a circumstance bonus 
  on the check equal to the scroll’s highest spell level; at 
  the GM’s discretion, especially rare spells might grant a 
  higher bonus. Offering a complete spellbook results in an 
  automatic success, as such items are deeply prized by Jala 
  and his colleagues.
  If the PCs succeed, the mystic smiles warmly. He 
  declares the PCs and their Society friends of the tribe, and 
  offers them a gift in commemoration of their alliance, 
  equivalent to the Ghost Wolves’ gear as if the PCs had 
  defeated them in combat. If the PCs fail, he shakes his 
  head sadly before demanding that the PCs relinquish 
  their new technology for destruction. His warriors draw 
  steel, and the PCs must either surrender their relics 
  (including Isirah) or fight.
  Creatures: In Subtier 7–8, Jala and four warriors are 
  present; in Subtier 10–11; Jala is instead accompanied by 
  five Ghost Wolf elites. Jala confronts the PCs once they 
  are about 30 feet outside the entrance, and the other 
  warriors array themselves loosely within 40 feet of him.
  Isirah’s Reactions: Isirah (wisely) remains quiet during 
  this encounter, keeping her AI core dark to avoid notice.
  SUBTIER 7–8 (CR 9)
  JALA SPIRIT-EYE 
  CR 7
  Human bard 8
  CN Medium humanoid (human)
  Init +4; Senses see invisibility; Perception +12
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 56 (8d8+16)
  Fort +6, Ref +8, Will +7; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee adamantine greatsword +12/+7 (2d6+3/19–20)
  Ranged composite longbow +8/+3 (1d8+2/×3)
  Special Attacks bardic performance 22 rounds/day (move 
  action; countersong, dirge of doom, distraction, fascinate, 
  inspire competence +3, inspire courage +2, suggestion)
  Bard Spells Known (CL 8th; concentration +12)
  3rd (3/day)— clairaudience/clairvoyance, cure serious 
  wounds, dispel magic
  2nd (5/day)—cure moderate wounds, glitterdust (DC 16), 
  heroism, invisibility
  1st (5/day)—cure light wounds, grease (DC 15), hideous 
  laughter (DC 15), technomancyTG, ventriloquism (DC 15)
  0 (at will)—dancing lights, detect magic, light, mending, 
  prestidigitation, resistance
  TACTICS
  Before Combat As he senses the PC arrive, Jala casts heroism 
  on himself.
  During Combat Jala begins combat by using his inspire courage 
  ability and casting glitterdust to identify invisible PCs and 
  blind the rest. On subsequent rounds, he casts offensive 
  spells or dispels his foes’ spells as appropriate.
  Morale Jala is loath to abandon his companions, so he uses 
  invisibility and cure serious wounds to keep himself in 
  the fight until it’s clear the Ghost Wolves are defeated. 
  In that event, he orders a retreat and attempts to escape 
  to inform Xol-Nomag of the PCs’ actions. Failing that, 
  he surrenders.
  Base Statistics Without heroism, Jala’s statistics are Fort +4, 
  Ref +6, Will +5; Melee adamantine greatsword +10/+5 
  (2d6+3/19–20); Ranged composite longbow +6/+1 
  (1d8+2/×3); CMB +10; Skills Bluff +15, Climb +9, Diplomacy 
  +15, Intimidate +15, Knowledge (engineering, geography, 
  history) +16, Knowledge (others) +5, Perception +10, Perform 
  (comedy) +15, Perform (oratory) +15, Sense Motive +15, 
  Spellcraft +12, Stealth +11, Swim +6
  STATISTICS
  Str 14, Dex 10, Con 14, Int 12, Wis 8, Cha 18
  Base Atk +6; CMB +10; CMD 18
  Feats Combat Casting, Dazzling Display, Improved Initiative, 
  Weapon Focus (greatsword)
  Skills Bluff +17, Climb +11, Diplomacy +17, Intimidate +17, 
  Knowledge (engineering, geography, history) +18, 
  Knowledge (others) +7, Perception +12, Perform (comedy, 
  oratory) +17, Sense Motive +17, Spellcraft +14, Stealth +13, 
  Swim +8
  Languages Common, Hallit, Orc
  SQ bardic knowledge +4, lore master 1/day, military 
  traditionISR, spirit eye, versatile performances 
  (comedy, oratory)
  Combat Gear scrolls of technomancyTG (4); Other Gear +1 
  mithral shirt, adamantine greatsword, composite longbow 
  (+2 Str) with 20 arrows, dagger
  SPECIAL ABILITIES
  Military Tradition (Ex) Jala is proficient with greatswords and 
  longbows. This alternate racial trait originally appeared 
  in Inner Sea Races, and replaces the bonus feat he would 
  receive as a human.
  Spirit Eye (Su) Jala Spirit-Eye has undergone a grueling series 
  of vision quests that granted him the ability to see invisible 
  and ethereal creatures, as if under the constant benefits of 
  the see invisibility spell.
  
  25
  WARDENS OF SULFUR GULCH
  GHOST WOLF WARRIORS (4) 
  CR 3
  Human barbarian 4
  CN Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 12 (+4 armor, +3 Dex, +1 dodge, 
  –2 rage)
  hp 47 (4d12+12)
  Fort +7, Ref +6, Will +6
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 50 ft.
  Melee mwk greatsword +10 (2d6+7/19–20)
  Ranged composite longbow +7 (1d8+3/×3)
  Special Attacks rage (11 rounds/day), rage power (swift 
  foot [2]) 
  TACTICS
  During Combat A warrior activates his rage class ability and 
  charges into battle.
  Morale If reduced to 9 hp or less—or if ordered to retreat—a 
  warrior drinks his potion of invisibility and attempts to flee 
  the battle.
  Base Statistics When not raging, a warrior’s statistics are 
  AC 18, touch 14, flat-footed 14; hp 39; Fort +5, Will +4; 
  Melee mwk greatsword +8 (2d6+4/19–20); Str 16, Con 13; 
  CMB +7; Skills Acrobatics +10 (+14 to jump), Climb +8, 
  Swim +8.
  STATISTICS
  Str 20, Dex 16, Con 17, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +9; CMD 20
  Feats Dodge, Iron Will, Lightning Reflexes
  Skills Acrobatics +10 (+18 to jump), Climb +10, Knowledge 
  (engineering) +4, Perception +8, Stealth +7, Survival +8, 
  Swim +10
  Languages Common, Hallit
  SQ fast movement
  Combat Gear potion of invisibility, 3 adamantine arrows; Other 
  Gear mithral shirt, composite longbow (+3 Str) with 20 
  arrows, masterwork greatsword, 70 gp
  SUBTIER 10–11 (CR 12) 
  JALA SPIRIT-EYE 
  CR 7
  See Subtier 7–8.
  GHOST WOLF ELITES (5) 
  CR 6
  Human barbarian 7
  CN Medium humanoid (human)
  Init +3; Senses Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 13 (+5 armor, +3 Dex, +1 dodge, 
  –2 rage)
  hp 72 (7d12+21)
  Fort +8, Ref +7, Will +7
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 1/—
  OFFENSE
  Speed 50 ft.
  Melee +1 greatsword +13/+8 (2d6+8/19–20)
  Ranged composite longbow +10/+5 (1d8+3/×3)
  Special Attacks rage (17 rounds/day), rage powers (raging 
  leaper, swift foot [2])
  TACTICS
  During Combat Approximately half of the elite warriors drink 
  potions of invisibility and maneuver to where they can strike 
  unarmored spellcasters and similarly soft targets before 
  pressing the attack. They use Spring Attack to stay mobile 
  near heavy-hitting foes.
  Morale Use the tactics in Subtier 7–8.
  Base Statistics When not raging, the elites’ statistics are 
  AC 19, touch 14, flat-footed 15; hp 58; Fort +6, Will +5; 
  Melee +1 greatsword +11/+6 (2d6+5/19–20); Str 16, 
  Con 13; CMB +10; Skills Acrobatics +13 (+17 to jump), 
  Climb +10, Swim +9.
  STATISTICS
  Str 20, Dex 16, Con 17, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +12; CMD 23
  Feats Dodge, Iron Will, Lightning Reflexes, Mobility, 
  Spring Attack
  Skills Acrobatics +13 (+28 to jump), Climb +12, Knowledge 
  (engineering) +7, Perception +11, Stealth +10, Survival +11, 
  Swim +11
  Languages Common, Hallit
  SQ fast movement
  Combat Gear potion of invisibility (2), 2 +1 construct-bane 
  adamantine arrows; Other Gear +1 mithral shirt, +1 
  greatsword, composite longbow (+3 Str) with 20 arrows, 
  110 gp
  Make the following adjustment to accommodate a group of 
  four PCs.
  Subtier 7–8: Remove one Ghost Wolves warrior from 
  the encounter. 
  Subtier 10–11: Remove two Ghost Wolves elites from 
  the encounter.
  Scaling Encounter D
  The Return to Sulfur Gulch encounter is optional. If fewer 
  than 45 minutes remain in which to finish the adventure, 
  the Ghost Wolves perform only a cursory search before 
  departing, declaring the tribe’s debt to the Society fulfilled.
  Optional Encounter
  
  PATHFINDER SOCIETY SCENARIO
  26
  Treasure: If the PCs impress Jala, whether by 
  successfully 
  hiding 
  their 
  technology 
  or 
  through 
  diplomacy, he presents them with a trove of Ghost 
  Wolf gear and tools—an adamantine greatsword, 
  mithral shirts, potions of invisibility, and more; these are 
  functionally identical to what the PCs would have gained 
  by fighting the band. This gift represents a pledge of 
  continued cooperation between the Kellid tribe and the 
  Pathfinder Society.
  Rewards: If the PCs do not defeat the Ghost Wolves or 
  receive their gift, reduce each PC’s gold earned by the 
  following amount. If you skip this encounter for lack of 
  time, ignore these reductions. If the Ghost Wolves find 
  and destroy any technology the PCs recovered, cross 
  those items off the Chronicle sheet, but do not reduce the 
  total gp earned from those encounters.
  Subtier 7–8: Reduce each PC’s gold earned by 1,105 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,594 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,083 gp.
  CONCLUSION
  Once their expedition to Sulfur Gulch is complete, the 
  PCs can make their way out of Numeria. If they preserved 
  ties with the Ghost Wolves, Jala Spirit-Eye leads them 
  back to the Sellen River; otherwise, they find their own 
  way back to Tymon. Venture-Captain Smine welcomes the 
  PCs back, congratulating them on their successes. The 
  dwarven venture-captain is extremely excited to meet 
  Isirah, both as a unique source of Numerian lore and as 
  a fellow explorer. Within minutes he’s begun convincing 
  her to join the Pathfinder Society, though neither one 
  is entirely clear what that might entail for someone in 
  her condition. If the PCs damaged relations with the 
  Ghost Wolves, Smine shakes his head in disappointment, 
  briefly admonishing them for losing one of the Society’s 
  few Numerian allies.
  By retrieving Isirah’s compact AI core, the PCs have 
  found a rich source of lore regarding Numeria’s ruins; 
  this earns each PC the Portable Technologist boon on 
  his Chronicle sheet. If the PCs permanently destroyed 
  Isirah’s shade by defeating the aggregate in area C6, 
  they also restored another portion of Isirah’s memory. 
  She is able to help the PCs restore one of the damaged 
  skillchips from area C3, earning each character the 
  Custom Skillchip boon. 
  REPORTING NOTES
  If the PCs preserve or strengthen the Society’s 
  relationship with the Ghost Wolves tribe, check box A on 
  the reporting sheet. If the PCs defeat Isirah’s aggregate 
  and thus lay the haunts to rest, check box B.
  PRIMARY SUCCESS CONDITIONS
  If the PCs interact with the compact AI core and defeat 
  either Isirah’s aggregate or the haunt surrogates, they 
  fulfill their primary objective and earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs’ secondary objectives are tied to how much 
  they learn, how definitively they resolve the threats at 
  Sulfur Gulch, and whether they preserve the Society’s 
  alliances. To fulfill this, they must accomplish three 
  of the following four objectives: Preserve the Society’s 
  alliance with the Ghost Wolves by both impressing 
  Xol-Nomag and resolving the final encounter with Jala 
  peacefully; defeat Isirah’s aggregate rather than the haunt 
  surrogates; transport Isirah’s intact compact AI core out 
  of Numeria; and avoid inflicting extensive damage to 
  the compound at the GM’s discretion (primarily tied to 
  minimizing the PCs’ destruction of technology while 
  neutralizing haunts). If successful, each PC earns 1 
  additional Prestige Point.
  
  27
  WARDENS OF SULFUR GULCH
  Player Handout: Gojan’s Notes
  Searching the area around Sulfur Gulch, I discovered a small tunnel nearby. After 
  widening it with a magic wand, I was able to venture inside the ruin hidden below. The 
  site was surprisingly functional; the walls shook, the air hissed. Indeed, as I entered, 
  the air grew thick with poison mists, as though Sulfur Gulch itself resented my entry. 
  Drawing forth an enchanted gem, I summoned an air spirit to clear the poison forthwith. 
  This, however, had unanticipated results.
  As the elemental whirlwind blew back the poison air, I heard the ruin itself gasp. 
  Small machines on the wall grew luminescent, as if a presence had entered into them, 
  and I heard a voice from all around. It sounded like the strange language associated with 
  other Numerian ruins—a language with which I’m only passingly familiar—but I felt its 
  grasping desire and knew what it said it for a demand. From the far tunnel, metal men 
  emerged, my capture clearly their intent. They were many, and I one, and so I made my 
  retreat, closing the tunnel behind me.
  When I report this to the Society, I must recommend a full team of skilled adventurers—
  Sulfur Gulch sleeps lightly.
  Waking this place up seems... unwise. Even for us.
  —E. 
  
  PATHFINDER SOCIETY SCENARIO
  28
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  Casutic Stalker
  Reaching hands, a fierce and eerie visage, and a powerfully 
  abrasive stench all stem from this hissing cloud of churning gases.
  CAUSTIC STALKER 
  CR 7
  N Medium outsider (air, elemental, extraplanar)
  Init +12; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 19, flat-footed 10 (+8 Dex, +1 dodge)
  hp 73 (7d10+35)
  Fort +10, Ref +13, Will +4
  Defensive Abilities amorphous; DR 5/—; Immune acid, 
  elemental traits
  Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 slams +15 (1d6 plus chemical burn)
  Special Attacks breath weapon (15-ft. cone, 5d6 acid damage 
  plus poison, Reflex DC 18 half, usable every 1d4 rounds), 
  chemical burn (1d6, DC 18)
  STATISTICS
  Str —, Dex 27, Con 20, Int 5, Wis 14, Cha 11
  Base Atk +7; CMB —; CMD —
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Fly +26, Perception +12, Stealth +18
  Languages Auran
  SQ misty form
  SPECIAL ABILITIES
  Breath Weapon (Su) In addition to taking acid damage, any 
  creature harmed by a caustic stalker’s breath weapon must 
  succeed at an additional DC 18 Fortitude saving throw or be 
  affected by caustic creep poison.
  Caustic Creep—inhaled; save Fort DC 18; frequency 1/round for 
  4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Chemical Burn (Su) Any creature struck by the caustic stalker, 
  or that strikes it with a natural weapon or unarmed attack, 
  is affected as if by the burn special attack, but takes acid 
  damage instead of fire damage. The chemical burn persists 
  for multiple rounds, just as a normal burn, but can be ended 
  early if the affected creature is doused in at least 1 gallon 
  of liquid (requiring a full-round action from the victim or 
  another creature) or fully submerges itself in water.
  Misty Form (Su) A caustic stalker’s body is composed of 
  a semisolid chemical mist similar to thick foam. The 
  caustic stalker does not have a Strength score and cannot 
  manipulate or wear solid objects. This form grants it the 
  amorphous defensive ability, and enables it to move through 
  areas as small as 1 inch in diameter with no reduction to its 
  speed. A caustic stalker cannot enter water or other fluids, 
  and is treated as a creature two size categories smaller 
  than its actual size (Tiny for most caustic stalkers) for the 
  purposes of how wind affects it.
  Vulnerable to Wind (Ex) A caustic stalker takes damage 
  every round that it’s exposed to stronger than moderate 
  winds: 1d6 points of damage for strong winds, 2d6 points 
  of damage for severe winds, and an additional 1d6 points 
  of damage for each wind force category beyond severe 
  (Pathfinder RPG Core Rulebook 439). Gust of wind is 
  considered severe wind for this ability. A caustic stalker 
  cannot use its breath weapon while being affected by 
  stronger than moderate winds and for 1 minute afterward.
  Robot, Gearsman
  Made of what appears to be burnished brass, this construct 
  resembles a suit of armor with a glowing glass orb for an eye.
  ADVANCED GEARSMAN ROBOT 
  CR 5
  N Medium construct (robot)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +4, Will +4
  Defensive Abilities hardness 5; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +11 (1d4+10) or 
  mwk spear +12 (1d8+10/×3 plus 1d6 electricity)
  Ranged mwk spear +8 (1d8+7/×3)
  STATISTICS
  Str 24, Dex 17, Con —, Int 14, Wis 17, Cha 5
  Base Atk +4; CMB +11; CMD 24
  Feats Combat Reflexes, Power Attack
  Skills Craft (any one) +9, Disable Device +10, Perception +10, 
  Profession (any one) +10, Sense Motive +10
  Languages Common
  SQ adaptive learning, charge weapon, nanite repair
  SPECIAL ABILITIES
  Adaptive Learning (Ex) A gearsman has a number of skill points 
  equal to 4 + its Intelligence modifier per Hit Die, and treats 
  Craft and Profession as class skills. In addition, a gearsman has 
  a number of bonus skill ranks equal to its Hit Dice that can be 
  reprogrammed to apply to any one skill—these ranks can’t 
  be split among multiple skills and must apply to one skill. 
  A gearsman can change what skill these bonus ranks apply 
  to up to once per day by concentrating for 1 minute, during 
  which time it can take no other actions. Rather than spend 
  these bonus ranks on a skill, a gearsman can choose to devote 
  them to weapon knowledge, gaining proficiency with a single 
  weapon instead of bonus ranks in a skill. All gearsmen are 
  automatically proficient with all simple weapons.
  
  29
  WARDENS OF SULFUR GULCH
  Charge Weapon (Ex) Any metal weapon wielded by a 
  gearsman becomes charged with electricity and deals 1d6 
  additional points of electricity damage on a hit.
  Nanite Repair (Ex) A gearsman’s nanites heal it, restoring a 
  number of hit points equal to its Hit Dice every hour (4 hit 
  points per hour for most gearsmen). Once per day, as a 
  full-round action, a gearsman can heal itself or any robot it 
  touches of 4d6 points of damage.
  GEARSMAN ROBOT 
  CR 4
  N Medium construct (robot)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +2
  Defensive Abilities hardness 5; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d4+7) or 
  mwk spear +10 (1d8+7/×3 plus 1d6 electricity)
  Ranged mwk spear +6 (1d8+5/×3)
  STATISTICS
  Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
  Base Atk +4; CMB +9; CMD 20
  Feats Combat Reflexes, Power Attack
  Skills Craft (any one) +7, Disable Device +8, Perception +8, 
  Profession (any one) +8, Sense Motive +8
  Languages Common
  SQ adaptive learning, charge weapon, nanite repair
  SPECIAL ABILITIES
  Adaptive Learning (Ex) See the advanced gearsman above.
  Charge Weapon (Ex) See the advanced gearsman above.
  Nanite Repair (Ex) See the advanced gearsman above.
  Robot, Warden
  Crafted of a strange, dull metal, this bulky construct stomps 
  forward on stout, multi-jointed legs.
  WARDEN ROBOT 
  CR 9
  N Large construct (robot)
  Init +8; Senses blindsight 30 ft., darkvision 60 ft., low-light 
  vision; Perception +20
  Aura infrasonic field (30 ft., DC 17)
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 112 (15d10+30)
  Fort +8, Ref +12, Will +10
  Defensive Abilities all-around vision, hardness 10, reactive 
  armor, resilient; Immune construct traits
  Weaknesses vulnerable to critical hits and electricity
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +18 (1d8+4)
  Ranged 2 integrated sonic disruptors +18 ranged touch 
  (2d8 sonic)
  Space 10 ft., Reach 10 ft.
  Special Attacks combined arms, dazzler, integrated 
  sonic disruptor
  STATISTICS
  Str 18, Dex 19, Con —, Int 11, Wis 14, Cha 1
  Base Atk +15; CMB +20; CMD 34
  Feats Alertness, Combat Reflexes, Improved Initiative, Nimble 
  Moves, Point-Blank Shot, Power Attack, Precise Shot, 
  Stand Still
  Skills Climb +10, Perception +20, Sense Motive +16
  Languages Androffan
  SPECIAL ABILITIES
  Combined Arms (Ex) As part of a full-attack action, a 
  warden robot can attack with both melee and ranged 
  integrated weapons.
  Dazzler (Ex) As a standard action, a warden robot can 
  target a single creature with a beam of strobing light 
  that functions as a gaze attack with a range of 60 feet. 
  A creature subject to this attack must succeed at a DC 17 
  Fortitude save or be blinded for 2d4 rounds. A creature 
  that successfully saves is dazzled for 1d4 rounds. A 
  creature with light blindness or light sensitivity takes a –4 
  penalty on the saving throw. This is a light effect, and the 
  save DC is Intelligence-based.
  Infrasonic Field (Ex) Warden robots constantly emit powerful 
  sound waves at a frequency below normal hearing. These 
  vibrations can debilitate living beings within 30 feet. A 
  creature must succeed at DC 17 Fortitude save or fall prone 
  and be nauseated for 1d4 rounds. A warden robot can 
  suppress or resume this ability as a free action. This is a sonic 
  effect, and the save DC is Intelligence-based.
  Integrated Sonic Disruptor (Ex) A warden robot’s arms 
  contain built-in ranged weapons that emit focused sound 
  waves in 100-foot rays that deal 2d8 points of sonic damage.
  Reactive Armor (Ex) A warden robot is covered in a special 
  shell that reacts explosively to powerful strikes. Due to 
  this covering, a warden robot gains light fortification (25% 
  chance to negate critical hits and sneak attacks). When 
  the armor negates a critical hit from a melee weapon, the 
  attacker takes an amount of fire damage equal to half of the 
  damage dealt to the robot. Attackers using reach or ranged 
  weapons avoid this damage.
  Resilient (Ex) Warden robots receive a +3 racial bonus on all 
  saving throws.
  
  PATHFINDER SOCIETY SCENARIO
  30
  
  31
  WARDENS OF SULFUR GULCH
  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 
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  “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; 
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  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, 
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  abilities; places, locations, environments, creatures, equipment, magical or 
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  other trademark or registered trademark clearly identified as Product identity 
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  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 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  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.
  Pathfinder Society Scenario #8–04: Wardens of Sulfur Gulch © 2016, 
  Paizo Inc.; Author: Isabelle Lee.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-04: 
  Wardens of Sulfur Gulch
  
  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
  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
  SUBTIER
  Nanites inside this synthesis rod gradually convert air 
  into rare chemical gases. A fully charged synthesis rod 
  contains 3 charges and regains 1 charge every 24 hours. 
  By spending 1 charge as a standard action, the wielder 
  can release a blast of caustic poison in an adjacent 5-foot 
  square. By spending 2 charges, the area increases to a 15-
  foot cone. Creatures in the affected area take 3d6 points of acid damage (Reflex DC 16 half). Any creature harmed this way is also 
  exposed to caustic creep poison.
  Caustic Creep—inhaled; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Con; cure 2 consecutive saves.
  Kineticists are especially equipped to channel this rod’s abilities. Either by expending 1 additional charge or accepting 1 point of 
  burn that cannot be reduced, the blast’s acid deals 3d6 damage or an amount equivalent to the kineticist’s energy blast, whichever 
  is higher. When doing so, the kineticist can also use her substance infusion save DC in place of the poison’s save DC. Once per day, a 
  kineticist able to channel air can activate this enhanced effect without expending an additional charge or accepting burn.
  Character Chronicle #
  7–8
  10–11
  —
  2,205
  3,892
  —
  3,049
  4,410
  7,784
  —
  6,097
  Out of
  Subtier
  Pathfinder Society Scenario #8-04: 
  Wardens of Sulfur Gulch
  Custom Skillchip: While in the ruins at Sulfur Gulch, you recovered several skillchips (Pathfinder Campaign Setting: 
  Technology Guide 52), tiny technological devices that store vast amounts of practical knowledge and insight. With the 
  help of Isirah Tana, you have repaired one of these skillchips, configuring it for your use only. You may purchase a 
  single Mark III skillchip for 2,700 gp for one of the following skills: Acrobatics, Climb, Craft (mechanical), Diplomacy, 
  Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Survival, or 
  Swim. Note that to benefit from a skillchip, you must first purchase and implant a skillslot (see below).
  Portable Technologist: The explorer Isirah Tana may be constrained to the compact AI core into which she’s 
  imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to 
  learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform 
  skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the 
  adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah 
  before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of 
  these benefits, cross this boon off your Chronicle sheet.
  Core Campaign
  All Subtiers
  Subtier 10–11
  cyberart (100 gp, limit 1; Technology Guide 36)
  scroll of technomancy (25 gp, limit 4; Technology Guide 11)
  skillslot (2,000 gp, limit 1; Technology Guide 38)
  synthesis rod (25,000 gp, limit 1)
  timeworn camera (8 charges; 600 gp, limit 1;  
  Technology Guide 40)
  timeworn chameleon suit (40 charges; 6,000 gp, limit 1; 
  Technology Guide 29)
  timeworn emergency raft (3 charges; 540 gp, limit 1; 
  Technology Guide 44)
  timeworn filter mask (4 charges; 900 gp, limit 1;  
  Technology Guide 44)
  timeworn flashlight (15 gp, limit 1; Technology Guide 45)
  timeworn sonic pistol (6,500 gp, limit 1; Technology Guide 27)
  wand of fog cloud (25 charges; 2,250 gp, limit 1)
  +1 adamantine construct-bane ammunition (226 gp, limit 5)
  timeworn emergency shelter (30 charges; 4,500 gp, limit 1; 
  Technology Guide 44)
  timeworn inertial dampening belt (15 charges; 3,750 gp, limit 1; 
  Technology Guide 48)
  timeworn sonic rifle (13,000 gp, limit 1; Technology Guide 27)
  SYNTHESIS ROD
  PRICE
  25,000 GP
  SLOT none
  CAPACITY 3 charges
  WEIGHT 8 lbs.
  USAGE special
  CONSTRUCTION
  CRAFT DC 30
  COST 12,500 GP
  Craft Technological Item, nanotech lab
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-04 - Wardens of Sulfur Gulch.pdf