TEXT: By Steven T. Helt
  TapesTry’s Toil
  PATHFINDER SOCIETY SCENARIO #6–21 
  TIER 5–9
  
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  Author • Steven T. Helt
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  Pathfinder Society Scenario #6–21: Tapestry’s Toil is a Pathfinder Society Scenario designed for 5th- to 9th-level characters 
  (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
  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.
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  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
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  Tapestry’s Toil
  Pathfinder Society Scenario #6–21
  
  3
  god who took interest in the tapestry, saving them from 
  certain destruction.
  The duergar told Medlock that Hao Jin vanished in 
  late 44th century ar, and the demiplane has slowly begun 
  to falter and decay in the centuries since. The dwarven 
  god Droskar noticed the dwarves’ plight and sent a xorn 
  emissary with a solution: toil in his name, and he would 
  preserve their home. The dwarves did not universally 
  agree to Droskar’s offer, but under the leadership of the 
  young oracle Chergin, the vast majority of the clan offered 
  their prayers to the Dark Smith. Droskar immediately 
  transformed those who accepted his deal into duergar. 
  Chergin took a new last name to honor his new god, 
  and the Ironwhip clan was born. The oracle divined the 
  location of good stone and veins of iron, and moved those 
  loyal to him to a small mountain. He used an old temple 
  of Yamatsumi, the Mountain Lord, as his grand entrance. 
  Teams of duergar scoured the tapestry for slaves, and 
  used their captives’ labor and Droskar’s magic to carve 
  out a new home. 
  Once he established a prosperous settlement, Chergin 
  Ironwhip began performing regular rituals in worship 
  of Droskar, rituals that the Dark Smith claimed would 
  sustain the tapestry’s demiplane and possibly provide 
  F
  or three years, the Pathfinder Society explored and 
  protected what might be their greatest treasure—
  the marvelous Hao Jin Tapestry. With the tapestry in 
  hand, the Society studied the last remnants of cultures 
  and locales that only existed because of the legendary 
  sorcerer Hao Jin’s preservative magic. The Decemvirate 
  hailed the tapestry’s acquisition as a singular victory, 
  well worth the price in gold and lives.
  An artifact as wondrous as Hao Jin’s masterpiece 
  attracts attention, and enemies. The leaders of the Aspis 
  Consortium also sought the wealth and knowledge 
  contained in the work, and they found another means 
  of entering the demiplane. In secret, they accosted 
  some of the demiplane’s residents and plundered their 
  wealth. The Aspis visualized an endgame of stealing 
  the tapestry’s incredible resources out from under their 
  Pathfinder rivals, while the Decemvirate paid the cost of 
  guarding one of Golarion’s most valuable treasures.
  The Aspis Consortium realized that conflict with 
  the Society within the tapestry was inevitable. When 
  the Society eventually closed the consortium’s secret 
  entrance to the demiplane, several groups of Aspis agents 
  were trapped inside. One of these groups of agents was 
  on a mission to tarnish the Pathfinder Society’s name 
  within the tapestry. This group included the ambitious 
  bronze agent Gaer Medlock, who convinced his fellow 
  agents to continue to slander the Society while searching 
  for a way to escape the tapestry. The agents went their 
  separate ways, agreeing to reconvene at regular intervals 
  to share their progress. Medlock himself chose to visit an 
  industrious group of dark dwarves with a reputation for 
  exquisite metalwork.
  Gaer 
  Medlock’s 
  mission 
  exceeded 
  his 
  wildest 
  expectations. He initially sought an ally capable of 
  crafting weapons and producing a formidable fighting 
  force to oppose the Pathfinder Society. The dwarves, 
  who he quickly discovered were duergar, were easily able 
  to fulfill those requests. The duergar explained to him 
  that their people had been working in the tapestry for 
  centuries, and they toiled under the watchful eye of a 
  Tapestry’s Toil
  By sTeven T. HelT
  WHERE ON GOLARION?
  After the Master of Spells finishes his orientation, the entirety 
  of Tapestry’s Toil takes place in the demiplane known as the 
  Hao Jin Tapestry. The physical tapestry hangs under heavy 
  guard in the Pathfinder Society’s Grand Lodge in the city of 
  Absalom. The tapestry is the legacy of the Tian sorceress 
  Hao Jin, who collected memorable locations and dangerous 
  creatures from across the world in a living museum. As the 
  events in Tapestry’s Toil unfold, the PCs learn that Aspis 
  agents trapped inside the demiplane have actively worked 
  against the Pathfinder Society, whom many living in the 
  tapestry view as outsiders and intruders.
  
  Aram Zey
  4
  PATHFINDER SOCIETY SCENARIO
  a way out. Over a century later, Chergin Ironwhip still 
  oversees the same laborious operations day in and day 
  out. The dwarves ceaselessly mine, craft, and forge, 
  dedicating every strike of their hammers, and every 
  crack on a slave’s back, to their god.
  Gaer Medlock offered to help the duergar refine the 
  rituals, hoping for a way to get his agents out of the 
  tapestry and report his progress to the Consortium. 
  However, his experiments with the rituals met with stern 
  lectures about perseverance from the oracle of stone, 
  until Ironwhip finally killed Medlock and reanimated 
  him as personal confidant and servant. The duergar 
  remembers the human’s warning about the 
  Pathfinder Society, and his clan is ready to 
  greet those intruders with steel.
  SUMMARY
  The Pathfinder Society learned that the 
  remnant of a dwarven clan living in the 
  Hao Jin Tapestry might hold a fragment 
  of the Sky Key. Desperate for rescue as 
  the magical forces of Irrisen gathered 
  against them, the dwarves agreed to 
  let Hao Jin sweep their home into 
  her personal demiplane. Master 
  of Spells Aram Zey sends the 
  PCs to locate the dwarves and 
  procure the second fragment of 
  the Sky Key if possible.
  The PCs arrive outside the abandoned 
  village of Naldak’s Point. The village is 
  uninhabited, except for the last resident’s 
  lingering eidolon. After calming the 
  lonely beast, the Pathfinders learn the 
  history of Naldak’s Point since it was brought into the 
  tapestry. On their way to the dwarven settlement, they 
  cross a river that is home to a fossegrim as well as several 
  draugr, the undead remnants of Aspis Consortium 
  agents. After they cross the river, the PCs reach the 
  enclave of dwarves, which they discover is actually 
  an enclave of duergar. They fight duergar sentries at 
  the entrance, as well as the spirit oni Tanbaru, who 
  animates iron sculptures to attack the heroes. After the 
  fight, the sprit oni, who has no loyalty to the duergar, 
  attempts to parley with the PCs. 
  Once the PCs enter the duergar’s fortress, they must 
  find its leaders. As they search through its halls, they 
  encounter small roving bands of warriors. They also 
  encounter the smith Mueritt and Xixel, the xorn emissary 
  of Droskar. If the PCs can make it past the blacksmith’s 
  forge and navigate another series of patrolled hallways, 
  they reach the sanctuary where Chergin Ironwhip 
  entertains guests and conducts the rituals Droskar 
  demands to sustain the demiplane. Chergin keeps the 
  Sky Key in a side room off of the sanctuary, and he is 
  unwilling to part with it.
  GETTING STARTED
  Read or paraphrase the following to begin the adventure.
  The Hao Jin Tapestry hangs on the wall of this stuffy basement 
  room in the Grand Lodge. The tattered piece of fabric, five feet 
  wide and seven feet long, looks more like a worn tablecloth 
  than a storied artifact. The Pathfinder Society’s Master 
  of Spells Aram Zey stands before tapestry, 
  his arms folded across his chest. He speaks 
  without greeting.
  “As you all surely know, the Society 
  labors at some cost to assemble a 
  dwarven relic known as the Sky Key.” The 
  Master of Spells produces an intricately 
  sculpted piece of metal decorated 
  with fluid carvings. A sudden flash of 
  excitement fills his weary eyes. “The 
  object I hold in my hands is one of five 
  pieces of that curiosity. The pieces that 
  the Society has obtained so far share 
  the same luster and artistic sensibilities, 
  but have different shapes and functions 
  within the assembled artifact. Today, 
  hopefully, you will retrieve another 
  piece. Previous missions lead us to 
  believe that a fragment of the Sky Key 
  lies within the tapestry, in the company 
  of a dwarven clan that left Golarion for 
  Hao Jin’s realm some time ago. Your task is 
  to enter the tapestry and make contact with 
  these dwarves, discern what they know about the Sky Key, 
  and negotiate for their piece, should they still have it.”
  The taciturn sage produces a hexagonal beard clasp of 
  thick, polished metal. “Pathfinder agents retrieved this beard 
  clasp from one of the sites that we suspected of holding 
  the Sky Key fragment. It belonged to an ancestor of the 
  dwarves who live in the tapestry, and it may assist you in 
  your negotiations. Return it to me if it does not gain you the 
  fragment you seek. We hold no particular ire for the dwarves. 
  Retrieve the Sky Key fragment if possible, but try not to 
  murder anyone.”
  Aram Zey adds grudgingly, “Does anyone have any 
  questions before I send you into tapestry?”
  The Master of Spells answers the PCs questions 
  to the best of his ability. He does not know about the 
  Aspis Consortium’s recent activities in the tapestry, 
  including Medlock’s smear campaign. He knows 
  nothing whatsoever of the schism among the dwarves, 
  
  5
  TAPESTRY’S TOIL
  the pact with Droskar, or the transformation of most of 
  the tapestry’s dwarves into duergar.
  What is the Sky Key? Aram Zey sighs and shakes his 
  head. “I wish I found your ignorance surprising. The 
  Sky Key is an artifact. It once belonged to the dwarves 
  of Jormurdun. The last king of Jormurdun, King 
  Gutheran, split the Sky Key into five pieces, keeping 
  one for himself and giving a piece to each of his four 
  children. The Society is tracking down these pieces so 
  that we can reassemble the artifact.”
  What does the Sky Key do? “Comprehensive research 
  into its properties will need to wait until the Society has 
  the reassembled Sky Key in hand.”
  Can you tell us anything more about the dwarves who 
  live in the tapestry? “They are the descendants of those 
  who followed Prince Naldak, son of the last ruler of 
  Jormurdun, King Gutheran.”
  How can we return from the tapestry? “Each person 
  who enters the Hao Jin Tapestry leaves an eddy in his 
  wake. Simply walk into your eddy, which only you can 
  see or interact with, to come back here. I don’t have time 
  to stand around while you complete your mission at a 
  leisurely pace—if you return before accomplishing your 
  goals, I’ll send a more competent group of Pathfinders 
  to finish the job.”
  Can you tell us anything else about the Hao Jin 
  Tapestry? “The Hao Jin Tapestry is a masterpiece 
  of magical craftsmanship. It is the entrance to the 
  legendary sorcerer Hao Jin’s personal demiplane. She 
  pulled regions from all over Golarion into the tapestry. 
  The tapestry is a living, breathing museum that houses 
  countless historical treasures.”
  Once the PCs have finished asking questions, Aram 
  Zey asks if they have any purchases to make before 
  entering the tapestry. If any PCs need to buy something, 
  he grumbles about “green agents coming to a mission 
  briefing unprepared” before shooing them off to gather 
  their supplies. 
  When all of the PCs are ready to depart, he teaches 
  them a command word and instructs them to place their 
  fingers one at a time on a specific spot in the tapestry. 
  Any PC who follows the Master of Spell’s instructions is 
  whisked away into the tapestry.
  A. RUINS OF NALDAK’S POINT (CR 7 OR 10)
  The hot, humid air announces an abrupt change in the local 
  scenery. A large earthen hill fades into view, surrounded on 
  each side by hills covered in vines, grass, and stands of jungle 
  trees. In one direction, mountains rise until they meet a haze of 
  thick clouds. In the other direction, the deep blue sky is barely 
  visible through an expanse of thick jungle. Just ahead lies a 
  small village, its stone buildings overrun with vegetation.
  When the great dwarven fortress of Jormundun fell, its 
  heirs fled with the pieces of its most prized treasure—
  the Sky Key. One of these heirs, Naldak, established the 
  village of Naldak’s Point in what is today the nation of 
  Irrisen. Before Baba Yaga brought her eternal winter to 
  Naldak’s point, Hao Jin convinced its leaders to allow 
  her to whisk their home into her tapestry. The village 
  prospered and provided a peaceful life for the tapestry’s 
  dwarven residents for centuries, but after Hao Jin herself 
  vanished, the demiplane slowly began to deteriorate. 
  When the dwarves-turned-duergar embraced Droskar’s 
  offer, the gray dwarves left Naldak’s Point. They vowed 
  never to take one of their cousins as slaves, but promised 
  to defend their new settlement to the death. Ironwhip’s 
  contingent seized most of the town’s supplies, and they 
  also took the family’s most priceless heirlooms, claiming 
  the duergar were best suited to protect Naldak’s legacy. 
  Only a small group of dwarves, all from the town’s 
  oldest generation, refused Droskar’s offer. The people of 
  Naldak’s Point aged and died, leaving behind a few empty 
  ruins and one immortal tenanr. As Hao Jin’s preservative 
  magic fades, the jungle steadily reclaims this village.
  A successful DC 25 Perception or Survival check reveals 
  recent signs of looting—uncovered graves, defaced 
  murals, and newly-exposed rubble—all signs of the 
  Consortium’s recent visit.
  Creature: The lone remnant of the dwarven descendants 
  of Naldak is an eidolon named Grodel, trapped inside the 
  demiplane when her master passed away forty years ago. 
  The venerable summoner grieved over the sundering of 
  her dwarven house and tasked her eidolon with telling 
  its tale of woe to any who may happen upon their village. 
  About a year ago, agents of the Aspis Consortium looted 
  the village. They attacked the eidolon until she was forced 
  to flee. Now, Grodel is slow to trust visitors. She prefers 
  to frighten intruders away with a roar that sounds like a 
  hammer striking an anvil. When Grodel comes into view, 
  read or paraphrase the following.
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 
  2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, 
  Pathfinder RPG Monster Codex, Pathfinder RPG Advanced 
  Players Guide, and Pathfinder RPG Ultimate Magic. These 
  rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd, 
  and the relevant rules from the Bestiary volumes and the 
  Monster Codex are reprinted at the end of the scenario for 
  the GM’s convenience.
  
  N
  A. Ruins of Naldak’s Point
  G : Grodel
  G
  GameMastery Flip-Mat: Swamp
  1 square = 5 feet
  6
  PATHFINDER SOCIETY SCENARIO
  
  Grodel
  7
  TAPESTRY’S TOIL
  The horse-sized creature has the face of a dwarven woman 
  wearing a silver nose ring. Her body resembles that of a large 
  bear with scaly wings. A barbed tail writhes wildly behind her 
  as she threatens with a sonorous growl.
  Subtier 5–6 (CR 7)
  GRODEL 
  CR 7
  Female unfettered 
  eidolon (Pathfinder RPG 
  Bestiary 3 110)
  CN Large outsider 
  (extraplanar)
  Init +2; Senses darkvision 
  60 ft.; Perception +11
  DEFENSE
  AC 21, touch 11, flat-footed 
  19 (+2 Dex, +10 natural, 
  –1 size)
  hp 85 (9d10+36)
  Fort +10, Ref +8, Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 
  40 ft. (good)
  Melee bite +16 (2d6+8), 
   
  sting +14 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  Before Combat Grodel prefers to 
  frighten intruders away rather than 
  engage in combat. However, if she expects 
  combat, she flies up and positions herself 
  so that she has a clear charge line to a PC.
  During Combat Grodel makes the best of her 
  mobility, using flyby attack to lash out at PCs.
  Morale If the PCs reduce Grodel to fewer than half her hit 
  points, she mourns the loss of her people through choking 
  sobs. “Master was last dwarf. Just me left, alone. top fight.” 
  If the PCs do not accept her surrender, Grodel burrows into 
  the ground and flees.
  STATISTICS
  Str 26, Dex 15, Con 18, Int 7, Wis 10, Cha 11
  Base Atk +9; CMB +18; CMD 30
  Feats Alertness, Flyby Attack, Improved Natural Attack (bite), 
  Iron Will, MultiattackB, Power Attack
  Skills Acrobatics +14 (+16 when balancing on surface, 
   
  +18 when jumping), Fly +16, Knowledge (local, nature) 
  +2, Perception +11, Sense Motive +6, Stealth +10; Racial 
  Modifiers +2 Acrobatics when balancing on a surface, +4 
  Acrobatics when jumping
  Languages Common, Dwarven
  SQ evolution points (bite, burrow, flight, large, legs [2], 
  sting, tail)
  Gear nose ring worth 50 gp
  Subtier 8–9 (CR 10)
   GRODEL 
  CR 10
  Female unfettered eidolon (Pathfinder RPG Bestiary 3 110)
  CN Large outsider 
  (extraplanar)
  Init +3; Senses darkvision 
  60 ft.; Perception +20
  DEFENSE
  AC 24, touch 12, flat-
  footed 21 (+3 Dex, +12 
  natural, –1 size)
  hp 123 (13d10+52)
  Fort +12, Ref +11, Will +6
  Defensive Abilities improved 
  evasion
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 
  40 ft. (good)
  Melee bite +21 (2d6+9), sting 
  +19 (1d6+4), 2 claws +21 
  (1d6+9)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  Use the tactics in Subtier 5–6.
  STATISTICS
  Str 28, Dex 16, Con 18, Int 7, Wis 10, 
  Cha 11
  Base Atk +13; CMB +23; CMD 36
  Feats Alertness, Flyby Attack, Improved 
  Natural Attack (bite), Iron Will, MultiattackB, 
  Power Attack, Skill Focus (Fly), Wingover
  Skills Acrobatics +15 (+17 when balancing on a surface, +19 
  when jumping), Fly +27, Knowledge (local) +2, Knowledge 
  (nature) +2 Perception +20, Sense Motive +7, Stealth +15; 
  Racial Modifiers +2 Acrobatics when balancing on a surface, 
  +4 Acrobatics when jumping
  Languages Common, Dwarven
  SQ evolution points (bite, burrow, claws, flight, improved 
  evasion, large, legs [2], sting, tail)
  Gear tarnished silver nose ring worth 50 gp
  Development: Grodel distrusts visitors. Her starting 
  attitude toward the PCs is unfriendly;  attempts to reason 
  with her must succeed at a DC 20 Diplomacy check to adjust 
  her attitude to indifferent. Presenting the beard clasp 
  that Aram Zey provided in the adventure’s introduction 
  grants a +2 circumstance bonus on this Diplomacy check. 
  If the PCs fail the check, Grodel attacks. 
  
  8
  PATHFINDER SOCIETY SCENARIO
  After combat, Grodel gives the PCs a chance to speak 
  with her if they accept her surrender (see the Morale 
  section in her stat block). They must still improve her 
  attitude from hostile to indifferent before she agrees 
  to answer their questions, which requires a successful 
  DC 30 Diplomacy check. If the PCs fail this Diplomacy 
  check after combat, she burrows away into the ground. If 
  the PCs gain Grodel’s trust, Grodel hangs her head and 
  tells them what she remembers about Naldak’s Point.
  “Master was last of Naldak’s Point dwarves. They were good 
  and proud until evil came and took the youth away. Now they 
  live in the mountain to the east. Their heads are bald and 
  their skin is gray. They should cut their beards in shame.”
  Grodel knows very few details, but her words foretell 
  the presence of duergar in the future. She points the PCs 
  to the overgrown eastward path that the “gray dwarves” 
  took when they left Naldak’s Point, and gives them 
  the magical treasures that she stores in her home (see 
  Treasure below). 
  If the topic of the recent looting of Naldak’s Point 
  comes up, Grodel reveals that she does not know who was 
  responsible. She points to any PCs who are not dwarves 
  and says, “Look like you.” She did not catch a glimpse of the 
  looter’s Aspis badges or any other identifying equipment.
  Should the PCs fail to communicate with Grodel, they 
  can still find hints of the dwarves’ story. The PCs can 
  make out the details of a defaced mural in a ruined stone 
  building. The mural illustrates angry dwarves facing 
  away from their brethren and carrying a strange heavy 
  device to the east.
  Treasure: After the Aspis Consortium looted Naldak’s 
  Point, Grodel carefully collected everything that she 
  could from the village and stored it in her house. While 
  most items in her house are of little material value, she 
  owns a scabbard of vigor (Pathfinder RPG Advanced Player’s 
  Guide 309). She also has a partially charged wand of stone 
  call (Advanced Player’s Guide 247), which has 6 charges 
  remaining in Subtier 5–6, and 37 charges remaining in 
  Subtier 8–9.
  Rewards: If the PCs do not gain the magic items from 
  Grodel’s house, reduce each PC’s gold earned by the 
  following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 195 gp.
  Out of Subtier: Reduce each PC’s gold earned by 311 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 427 gp.
  B. SLAVE MOUNTAIN
  When Hao Jin transported Naldak’s Point into her 
  tapestry, she placed it near a range of low mountains that 
  was once part of the Sikhyeu Rainforest in Dtang Ma. 
  The mountain fits almost seamlessly into the gathered 
  terrains of the demiplane, with an overgrown dirt road 
  connecting the dwarves’ abandoned village and the 
  duergars’ new home, which they call Slave Mountain.
  B1: Fossegrim Falls (CR 7 or 10)
  The mountain reaches overhead, covered in lush trees and 
  white mist. As warm winds whip around the mount’s rises, 
  wisps of cloud separate from the thick cover and float away. A 
  brief plateau about halfway up the mountain features a sheer 
  cliff, otherwise inscrutable from a distance. 
  The roar of the waterfall overhead explains the thick 
  mist that covers much of the mountain. The vapors become 
  gray clouds as they rise in altitude, but near the base of the 
  mountain they are white wisps rolling out from the pool. The 
  pool’s water is clear and deep, with the spill forcing white 
  bubbles back to a rippling surface. Deep into the pool, away 
  from the frothy cascade, a glint of gold beckons the eye.
  The beautiful pool captured by Hao Jin remained 
  peaceful and undisturbed for centuries. However, since 
  the arrival of the Ironwhip duergar, a cruel mockery has 
  come to replace this tranquility. The waterfall is 30 feet 
  off of the map to the south.
  Creatures: The fossegrim Brahlim migrated here 
  from elsewhere in the tapestry, drawn to the air of cruelty 
  that surrounds the gray dwarves. He lives in the pool, 
  entertaining himself by enticing passersby or drowning 
  those who survive the fall from Ironwhip’s sanctum 
  (area B4). Brahlim’s arrogance has led him to believe 
  that the sacrifices that fall down the waterfall are in fact 
  tributes to him, and he does not know about Ironwhip’s 
  sanctum—he suspects that the victims fall from the 
  waterfall’s source closer to the top of the mountain, but 
  the details of how the victims are acquired and delivered 
  do not interest him. Paradoxically, Brahlim relishes the 
  opportunity to trap and murder visitors, but despises 
  intruders. He doesn’t play with his prey long before 
  killing them, exulting in the shock and horror evoked 
  by a quick drowning. In Subtier 8–9, Brahlim has forged 
  an alliance with another fossegrim, Narimid.
  Aspis Consortium agents lie at the back of the pool, 
  their corpses animated after the horror of being worked 
  to the edge of death death and sacrificed to Droskar. 
  SCALING ENCOUNTER A
  Make the following adjustment to accommodate a group of 
  four PCs.
  Both Subtiers: Grodel’s long years of solitude and 
  recent experiences with the Aspis Consortium have left her 
  distraught. She has the shaken condition.
  
  9
  TAPESTRY’S TOIL
  They exist now only to aid Brahlim in his torture of any 
  who wander by. In Subtier 5–6, two draugr aid Brahlim, 
  while in Subtier 8–9, Brahlim and Narimid direct four 
  draugr captains.
  Hazard: The stones that cross this river are particularly 
  slippery. The DC of all Acrobatics checks to leap between 
  the stones increases by 5. In addition, the river flows swiftly. 
  Any creature that falls in the water must succeed at a DC 
  15 Swim check or be pulled down the river at a rate of 20 
  feet per round. A creature that fails this check by 5 or more 
  begins to drown (see Pathfinder RPG Core Rulebook 445). The 
  small waterfall depicted on the map is an area of rapids. Any 
  creature that wishes to cross the rapids in either direction 
  must first succeed at a DC 20 Swim check. A creature that 
  fails this Swim check takes 2d6 nonlethal bludgeoning 
  damage as it is forcefully smashed into the rocks at the 
  bottom of the river. If a creature swims up to the waterfall, 
  the waterfall has the same characteristics as the rapids, 
  except that creatures cannot swim up the waterfall. Note 
  that all of NPCs in this encounter have a Swim speed and 
  automatically succeed at a DC 20 Swim check.
  Subtier 5–6 (CR 7)
  BRAHLIM 
  CR 6
  Male advanced fossegrim (Pathfinder RPG Bestiary 4 288, 114)
  NE Medium fey (aquatic)
  Init +7; Senses low-light vision; Perception +19
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
  hp 65 (10d6+30)
  Fort +6, Ref +10, Will +9
  DR 5/cold iron
  OFFENSE
  Speed 30 ft., swim 40 ft., water walk
  Melee 2 slams +9 (2d6)
  Special Attacks drowning touch, enchanting music
  Spell-Like Abilities (CL 9th; concentration +14) 
  Constant—water walk
  At will—create water
  3/day—aqueous orbAPG (DC 18), hydraulic torrentAPG
  1/day—control water (DC 19)
  TACTICS
  Before Combat If Brahlim detects the PCs before they detect 
  him, he lies at the bottom of the pool using his treasure 
  form ability and waits for them to approach. If the PCs leave 
  without investigating the “treasure” at the bottom of the pool, 
  he uses his enchanting music ability to bring them closer. 
  During Combat Brahlim tries to separate the PCs, using 
  aqueous orb and hydraulic torrent to push some PCs away, 
  and using his slam attacks on creatures under the effects of 
  his enchanting music to deliver his drowning touch. He uses 
  his underwater invisibility to his advantage.
  Morale Brahlim agreed to guard the approach to the duergar 
  settlement, but he does not have any particular loyalty to 
  the draugr. He surrenders when reduced to 17 hit points or 
  fewer, offering the PCs the treasure at the bottom of the 
  pool as well as the information he knows about the duergar 
  in exchange for his life (see Development below).
  STATISTICS
  Str 10, Dex 17, Con 17, Int 12, Wis 14, Cha 21
  Base Atk +5; CMB +5; CMD 19
  Feats Alertness, Dodge, Improved Initiative, Weapon Finesse, 
  Weapon Focus (slam)
  Skills Bluff +18, Diplomacy +9, Knowledge (geography) +5, 
  Knowledge (nature) +10, Perception +19, Perform (sing) +9, 
  Perform (string instruments) +24, Sense Motive +19, Sleight 
  of Hand +7, Stealth +16, Swim +25; Racial Modifiers +4 
  Perform (string instruments), +4 Swim
  Languages Common, Sylvan
  SQ transparency, treasure form
  Combat Gear wand of cure moderate wounds (25 charges); 
  Other Gear mwk harp
  SPECIAL ABILITIES
  Drowning Touch (Su) A fossegrim can flood the lungs of 
  a creature that is willing, is helpless, is affected by its 
  enchanted music ability, touches it while it’s in treasure 
  form, or is touched by it (traditionally by kissing the 
  creature on the lips). If the target cannot breathe water, it 
  cannot hold its breath and immediately begins to drown 
  slowly. On its turn, the target can attempt a DC 18 Fortitude 
  save to cough up this water; if it fails, it falls unconscious 
  at 0 hp. On the next round, a fallen target must attempt 
  another DC 18 Fortitude save, dropping to –1 hit points and 
  dying if it fails; on the next round it must attempt to save 
  again or lose 1d6 hit points. On the first successful save, 
  the water clears from the target’s lungs and the target 
  stabilizes. The save DC is Constitution-based.
  Enchanting Music (Su) As a full-round action, a fossegrim 
  can play a musical stringed instrument (usually a harp or 
  violin) and target a single creature within 45 feet that can 
  hear and see the fossegrim with an effect identical to the 
  unnatural lustUM spell (CL 9th; DC 20 Will save negates). This 
  action provokes attacks of opportunity. If the target touches 
  or kisses the fossegrim, the fey can affect the target with 
  its drowning touch ability. This is a sonic mind-affecting 
  compulsion effect. The save DC is Charisma-based. 
  Transparency (Su) When underwater, a fossegrim’s body 
  becomes transparent, effectively rendering it invisible. It 
  can become visible or transparent at will as a free action.
  Treasure Form (Su) As a standard action when completely 
  underwater, a fossegrim can create an illusion causing it to 
  resemble a Medium pile of gold and silver coins, glittering 
  jewels, and valuable art objects. If a fossegrim speaks, 
  moves, attacks, or uses any of its special abilities or spell-
  like abilities while in treasure form, the illusion dissipates. 
  
  N
  B1. Fossegrim Falls
  D : Draugr Aspis Agent
  F : Fossegrim
  Pathfinder Flip-Mat: Falls & Rapids
  1 square = 5 feet
  D4
  D3
  F2
  D2
  F1
  D1
  10
  PATHFINDER SOCIETY SCENARIO
  
  11
  TAPESTRY’S TOIL
  A successful DC 20 Will save is required to disbelieve this 
  illusion. If a living creature within the fossegrim’s melee 
  reach touches or physically interacts with the illusion, 
  the fossegrim reaches out to kiss or otherwise touch that 
  creature, automatically affecting the creature with its 
  drowning touch ability. The fossegrim can maintain this 
  illusion indefinitely and can revert to its normal natural form 
  as a free action. This is a mind-affecting illusion (glamer) 
  effect. The save DC to disbelieve is Charisma-based. 
  DRAUGR ASPIS AGENTS (2) 
  CR 2
  Draugr (Pathfinder RPG Bestiary 2 110; see page 26)
  hp 19 each
  Subtier 8–9 (CR 10)
  BRAHLIM AND NARIMID 
  CR 6
  Male advanced fossegrims (Pathfinder RPG Bestiary 4 114; use 
  statistics for Brahlim from Subtier 5–6 on page 9)
  DEFENSE
  hp 65 each
  STATISTICS
  Combat Gear wand of cure serious wounds (25 charges) 
  (Brahlim only) Other Gear mwk harp
  DRAUGR CAPTAIN ASPIS AGENTS (4) 
  CR 4
  Draugr captain fighter 1 (Pathfinder RPG Bestiary 2 110)
  CE Medium undead (water)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 armor, +3 Dex, +4 natural)
  hp 43 each (4 HD; 3d8+1d10+25)
  Fort +8, Ref +4, Will +6
  DR 5/bludgeoning or slashing; Immune undead traits; 
  Resist fire 10
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee mwk greataxe +12 (1d12+10/×3 plus 1 negative level) 
  or slam +10 (1d10+10 plus 1 negative level) 
  Spell-Like Abilities (CL 5th; concentration +10)
  3/day—obscuring mist
  STATISTICS
  Str 25, Dex 17, Con —, Int 12, Wis 16, Cha 20
  Base Atk +3; CMB +10; CMD 23
  Feats Power Attack, Toughness, Weapon Focus (greataxe)
  Skills Climb +14, Intimidate +10, Perception +10, Stealth +10, 
  Swim +22
  Languages Common (can’t speak)
  Gear mwk greataxe, leather armor, 60 gp
  Development: If Brahlim or Naramid surrenders, he 
  offers to provide the PCs with treasure and knowledge 
  in exchange for his life. He hands over his wand, and 
  retrieves the primal elemental gem (water) from the bottom 
  of the pool (see Treasure below). He knows that there are 
  at least one hundred of the “gray dwarves”, and that they 
  keep many slaves. He also knows that the leader of the 
  gray dwarves is a man named Chergin Ironwhip who has 
  “power over stone”. In Subtier 8–9, if either fossegrim 
  surrenders, he hands over the wand, retrieves both primal 
  elemental gems, and relays the same information.
  If any PC is openly wears a wayfinder, or mentions that 
  they are members of the Pathfinder Society, Brahlim 
  tells the PCs that he has heard of the Society’s fearsome 
  reputation and their desire to acquire wealth whatever 
  the cost. He says that he admires the fact that the Society 
  doesn’t let silly ideas like morality stand in their way, 
  but cautions that if they kill him, his allies will seek 
  revenge on the Society. If the PCs seem confused by his 
  declaration, the fossegrim informs them that people who 
  are well acquainted with the Society’s acts have spread 
  the word of the danger of attempting to negotiating with 
  the Pathfinder Society. The fossegrim’s ideas about the 
  Pathfinder Society come from Gaer Medlock’s allies, who 
  were not wearing Aspis badges when they spoke with 
  him. Brahlim has never heard of the Aspis Consortium.
  The draugr wear tattered leather armor with little 
  value. However a DC 15 Perception check allows any PC 
  to notice a bronze badge adorning each of the undead. 
  The badge identifies their wearers as agents of the Aspis 
  Consortium—junior agents lost to Ironwhip’s cruelty 
  before Medlock began his mission.
  Treasure: A variety of coins and gems worth 120 gp 
  total are wedged into a small crevice at the bottom of the 
  river south of the rapid, underneath the location where 
  Brahlim pretends to be a pile of treasure. One primal 
  elemental gem (water) is also wedged in the crevice (in 
  Subtier 8–9, two primal elemental gems). A primal elemental 
  gem functions as an elemental gem in all ways, except that 
  it summons a huge elemental as per the summon nature’s 
  ally VI spell, with a caster level of 11. 
  Faction Notes: Grand Lodge faction PCs should be 
  interested in the Aspis badges worn by the undead. They 
  should also be interested in Brahlim’s declaration that 
  someone has been turning the denizens of the tapestry 
  against the Society.
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one draugr Aspis agent from the 
  encounter, and remove the greataxe from the remaining 
  draugr Apsis agent.
  Subtier 8–9: Remove Narimid from the encounter.
  
  12
  PATHFINDER SOCIETY SCENARIO
  Rewards: If the PCs do not defeat the fossegrim (or 
  fossegrims, in Subtier 8–9) and the draugr, reduce each 
  PC’s gold earned by the following amount. 
  Subtier 5–6: Reduce each PC’s gold earned by 495 gp.
  Out of Subtier: Reduce each PC’s gold earned by 835 gp.
  Subtier 8–9: Reduce each Pc’s gold earned by 1,175 gp.
  B2. The Iron Menagerie (CR 8 or 11)
  From a considerable distance, the cliff face at the base of 
  the mountain appears corrugated from erosion. Two pairs of 
  enigmatic, smiling stone faces are carved into the face of the 
  mountain. These faces flank a precariously tall, ten-foot-wide 
  stone staircase that leads to a flat plateau 60 feet overhead.
  Hazard: The staircase is particularly steep. It once 
  symbolized ascent to a sacred place: the temple to the 
  mountain god Yamatsumi above. However, the duergar 
  have made the steps uneven to trip anyone climbing the 
  staircase. The staircase is so steep that it is essentially 
  vertical. PCs can move up the staircase at half speed by 
  succeeding on one DC 20 Climb check for each move 
  action, or they can move up the staircase at quarter speed 
  by succeeding on one DC 15 Climb check for each move 
  action. A PC who fails a Climb check by 5 or more tumbles 
  down the staircase, taking 1d6 bludgeoning damage per 10 
  feet she falls. A PC who climbs the stairs at a rate of 5 feet 
  per round does not need to roll any skill checks.
  When a PC reaches the top of the staircase, read or 
  paraphrase the following.
  Jagged and barbed iron sculptures of various sizes cover the floor 
  of this large stone plateau. A pair of wide stone stairs ascends 
  to a balcony overhead. Shattered pieces of intricately painted 
  pottery and shreds of fine silk are piled along the walls. Four 
  pillars divide the space, holding aloft stone arches covered with 
  pictograms. A wide pair of iron doors bears a ruby-studded 
  engraving of an inferno and a hefty iron lock. 
  This entryway functions as a temple to Droskar. When 
  the blacksmith Mueritt (area B3) finishes an iron sculpture, 
  she brings it to the menagerie and Ironwhip determines 
  whether it supersedes the present sculptures in quality. 
  If the iron is purer and the image more compelling, the 
  new sculpture is named and placed into the menagerie. 
  The least compelling of the existing iron sculptures is 
  periodically returned to the blacksmith for reforging. 
  The doors to the sanctum are secured with a good 
  quality lock (DC 30 Disable Device to open), and none 
  of the sentinels has the key. The doors have hardness 10 
  and 60 hit points, and the DC to break the doors with a 
  Strength check is 28.
  Creatures: The four sentinels here have been warned 
  that a group of outsiders known as Pathfinders may arrive 
  soon, and are determined to prevent these Pathfinders 
  from breaching the door into their fortress. The sentinels 
  might hear the PCs climbing the stairs if they succeed at 
  a Perception check. The PCs might also hear the guards, 
  who are pacing, if they succeed at a Perception check 
  (Perception DC 10 + 1 for every 10 feet of distance). If 
  no one succeeds at a Perception check, the first PC who 
  climbs 40 feet up the staircase sees the sentinels at the 
  same time that the guards see her. 
  The spirit oni Tanbaru also lurks here. Tanbaru was 
  formerly one of a pair of dosojin kami, guardians of 
  travel and roadways (Pathfinder Adventure Path #52: Forest 
  of Spirits). The pair protected this location when it was a 
  temple of Yamatsumi, as well as the pilgrims who came 
  to pay their respects. When Hao Jin lifted this mountain 
  into her tapestry, Tanbaru’s ward was torn in two, and 
  his counterpart Jiraku was left behind in the Material 
  Plane. The trauma of these separations left Tanbaru in 
  a spiritually vulnerable state. When the duergar defaced 
  the temple, Tanbaru failed in his task of protecting his 
  ward, and reformed as a spirit oni. Now Tanbaru serves 
  the duergar as a way to cling to physical existence, but he 
  resents them and hopes to one day have his revenge. 
  Tanbaru can activate two of the iron sculptures in this 
  room to fight against the PCs. Neither one of the sculptures 
  can take any actions unless Tanbaru sticks to its face and 
  spends a full-round action directing it. In Subtier 5–6, the 
  oni first animates the Medium statue between the two 
  northernmost pillars, then animates the Medium statue 
  between the two southernmost pillars. In Subtier 8–9, 
  the oni first animates the northernmost Large statue, and 
  then animates the southernmost Large statue.
  Subtier 5–6 (CR 8)
  ANIMATED OBJECT, IRON SCULPTURE (2) 
  CR 4
  N Medium construct (Pathfinder RPG Bestiary 14)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 10; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d6+2)
  STATISTICS
  Str 14, Dex 11, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ construction points (additional attack, grab, metal)
  
  N
  B2. The Iron Menagerie
  Ironwhip’s Sanctum
  1 square = 5 feet
  S
  S
  S
  S
  : Sentinel
  S
  : Swareti
  W
  : Sentinel
  S
  : Jergin Ironwhip
  J
  S1
  S2
  S3
  S4
  W
  J
  T
  B5
  B4
  B6
  13
  TAPESTRY’S TOIL
  DUERGAR SENTINELS (4) 
  CR 1
  Duergar sergeant (Pathfinder RPG Monster Codex 50; see 
  page 27)
  DEFENSE
  hp 23
  TACTICS
  Before Combat The sentinels remain vigilant while on duty. 
  If they notice strangers climbing the staircase, they take 
  aim with their heavy crossbows and prepare to fire if 
  intruders advance.
  During Combat The duergar sentinels shout to be heard 
  by guards within the stronghold and fight viciously. They 
  employ team tactics. If they are approached in melee, they 
  use their enlarge person spell-like ability to increase their 
  threatened area and flank with their dwarven waraxes.
  Morale The duergar sentinels fight to the death.
  TANBARU 
  CR 4
  Male variant spirit oni (Pathfinder RPG Bestiary 3 209)
  LE Tiny outsider (oni, native)
  Init +8; Senses darkvision 60 ft., detect magic; Perception +9
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
  hp 37 (5d10+10); fast healing 2
  Fort +3, Ref +8, Will +5
  OFFENSE
  Speed 10 ft., fly 30 ft. (good)
  Melee bite +11 (1d4), gore +11 (1d4 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 8th; concentration +11) 
  Constant—detect magic
  At will—invisibility (self only), mage hand
  3/day—command (DC 14), ear-piercing screamUM (DC 14), 
  lesser confusion (DC 14), obscuring mist
  1/day—darkness, deep slumber (DC 16), dispel magic, mirror 
  image, stone shape
  1/week—commune (CL 12th, 6 questions), permanent 
  image (DC 19)
  TACTICS
  Before Combat Tanbaru uses his at-will invisibility to remain 
  invisible and attaches himself to the face of an iron statue.
  During Combat Tanbaru directs one of the two iron 
  sculptures that have been specially designed to animate 
  with his guidance. If the PCs destroy that sculpture, he 
  flies over to the other sculpture that he can animate and 
  directs it instead. He does not use his own offensive 
  spell-like abilities, because such actions would break his 
  invisbility. Animating the iron sculptures to attack the PCs 
  does not break his invisbiliity.
  
  14
  PATHFINDER SOCIETY SCENARIO
  Morale If the PCs defeat the duergar sentinels, Tanbaru 
  drops his invisibility and attempts to parley (see 
  Development). If the PCs destroy the sculptures that 
  Tanbaru can animate before they defeat the duergar, he 
  flies invisibly above the fray and waits. After the combat, 
  he offers the PCs assistance in navigating the fortress (see 
  Development). If the PCs refuse his offer, he is suddenly 
  overcome with rage. He curses at them in Tien and begins 
  a new combat. He uses any remaining iron statues to fight 
  the PCs, and then attacks them with his spell-like abilities 
  (except permanent image, which he cast earlier in the 
  week). In this second combat, Tanburu fights to the death.
  STATISTICS
  Str 10, Dex 19, Con 14, Int 15, Wis 12, Cha 17
  Base Atk +5; CMB +7; CMD 17
  Feats Ability Focus (poison), Improved Initiative, Weapon 
  Finesse
  Skills Bluff +11, Fly +20, Knowledge (arcana) +10, Knowledge 
  (local) +10, Perception +9, Sense Motive +9, Spellcraft +10, 
  Stealth +20
  Languages Common, Dwarven, Tien
  SQ mask symbiosis
  SPECIAL ABILITIES
  Mask Symbiosis (Ex) A spirit oni can be worn as a mask 
  by a willing Small or Medium creature. While worn in 
  this way, the wearer can see through the oni’s eyes and 
  speak through its mouth, although the wearer retains its 
  own senses and voice. The spirit oni remains a separate 
  creature, and must detach from its host’s face (as a move 
  action) if it wishes to take any action of its own (including 
  attacking or using a spell-like ability). While a spirit oni is 
  worn as a mask, it grants a +2 insight bonus on its host’s 
  Perception checks.
  Poison (Ex) Gore—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d3 Cha; cure 2 consecutive saves.
  Subtier 8–9 (CR 11)
  ANIMATED OBJECT, IRON SCULPTURE (2) 
  CR 7
  N Large construct (Pathfinder RPG Bestiary 14)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 52 (4d10+30) 
  Fort +1, Ref +0, Will –4 
  Defensive Abilities hardness 10; Immune construct traits
  OFFENSE
  Speed 50 ft.
  Melee 2 slams +9 (1d8+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+6), trample (1d8+10, DC 18)
  STATISTICS
  Str 22, Dex 9, Con —, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +11; CMD 20
  SQ construction points (additional attack, constrict, faster [2], 
  grab, metal, trample)
  DUERGAR SENTINELS (4) 
  CR 4
  Duergar fighter 5 (Pathfinder RPG Bestiary 117)
  LE Medium humanoid (dwarf)
  Init +7; Senses darkvision 120 ft.; Perception +3
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
  hp 42 each (5d10+15)
  Fort +6, Ref +4, Will +3 (+1 vs. fear); +2 vs. spells
  Defensive Abilities bravery +1; Immune paralysis, phantasms, 
  poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee mwk dwarven waraxe +9 (1d10+3/×3) or 
  longspear +7 (1d8+3/×3) 
  Ranged +1 composite longbow +11 (1d8+4/×3)
  Special Attacks weapon training (bows +1)
  Spell-Like Abilities (CL 5th; concentration +3)
  1/day—enlarge person (self only), invisibility (self only)
  TACTICS
  Use the tactics in Subtier 5–6. 
  STATISTICS
  Str 14, Dex 16, Con 15, Int 8, Wis 14, Cha 6
  Base Atk +5; CMB +7; CMD 20
  Feats Improved Initiative, Point-Blank Shot, Power Attack, 
  Rapid Shot, Weapon Focus (composite longbow), Weapon 
  Focus (warhammer)
  Skills Climb +4, Intimidate +2, Perception +3 (+5 relating to 
  stonework), Sense Motive +3, Stealth +0, Survival +6; Racial 
  Modifiers +2 Perception relating to stonework, +4 Stealth
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability, armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk breastplate, longspear, +1 composite longbow, mwk 
  dwarven waraxe, with 40 arrows, 163 gp
  TANBARU 
  CR 4
  Male variant spirit oni (Bestiary 3 209; use the statistics for 
  Tanbaru from Subtier 5–6 on page 13)
  hp 37
  SCALING ENCOUNTER B2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove one duergar sentinel from the 
  encounter. Only one of the iron sculptures is designed for 
  Tanbaru to be able to command it. 
  
  15
  TAPESTRY’S TOIL
  Development: After the PCs defeat the duergar, 
  Tanbaru drops his invisibility and offers his assistance. 
  He expresses his gratitude to them for defeating the 
  duergar that he despises, and offers his assistance in 
  navigating the duergar’s fortress. He explains that the 
  duergar destroyed a location that belongs to him and 
  forced him into servitude. He tells the PCs that if they 
  can defeat Chergin Ironwhip, the leader of the duergar, 
  he will gladly provide each of them with assistance in 
  the future. If the PCs agree to assist Tanbaru and he 
  survives to the end of the scenario, they each receive the 
  Tanbaru’s Respect boon on their Chronicle Sheets. 
  The pictographs are illusions, which the oni produced 
  with his permanent image spell. They are deliberately 
  nonsensica. A PC who succeeds at a DC 20 Linguistics 
  or Knowledge (geography) check, or a DC 25 Knowledge 
  (religion) check, knows that pictograms adorn hidden 
  shrines to forgotten deities in the jungles of Dtang Ma, 
  and famously resist all attempts at translation. A PC 
  who succeeds at this check by 5 or more realizes that 
  these pictograms are merely based upon the mysterious 
  pictograms of Dtang Ma. Tanbaru obsessively created 
  these pictograms as an expression of his corruption.
  See the sidebar Navigating Slave Mountain on this 
  page for details on how the PCs find their way through 
  Slave Mountain and locate its leaders.
  Treasure: In addition to the treasure on the duergar, 
  the piles of destroyed artwork contain a collection 
  undamaged silk and lacquered boxes worth 600gp.
  Rewards: If the PCs do not defeat the duergar scouts 
  and either defeat or parley with Tanbaru, reduce each 
  PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 357 gp.
  Out of Subtier: Reduce each PC’s gold earned by 786 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,215 gp.
  B3. Forge of the Dark Smith (CR 7 or 10)
  The smell of musk and hot iron saturates the thick air. Heat 
  is everywhere, with regular blasts of hot wind blowing past 
  in time with the bellows. A single iron sculpture leans on the 
  east wall. Though it bears a strong central frame and several 
  barbed twists, it remains far from complete. The air tastes 
  bitter and metallic.
  The forge is the home of the duergar blacksmith 
  Mueritt and Slave Mountain’s most unusual servant, 
  Xixel, the herald of Droskar. A religious fanatic, Mueritt 
  keeps the forges constantly busy, melting iron mined from 
  the tunnels below and reforging sculptures that fall out of 
  favor with her fellow worshipers. If the Pathfinders enter 
  while she works her craft, she credits Droskar for the gift 
  of metallurgy and the rich iron mines below her home.
  Ironwhip rypically sends new slaves on a tour of the 
  forge to view the fruits of their labor. Their reaction to 
  the blacksmith’s praise of Droskar determines their fate 
  in the mines. Those who accept their fate or embrace the 
  duergar religion receive barracks and food during their stay 
  as miners, and may even be traded to other cultures if they 
  prove valuable. Those who scoff at their fate or Droskar’s 
  name are thrown into the mines and worked until death, or 
  sacrificed to Droskar as a warning to other slaves 
  Creatures: Mueritt addresses the PCs as if they were 
  slaves, despite their weapons, armor, and other wealth. She 
  begins the same prepared speech that she gives every time an 
  unfamiliar face enters her forge.
  NAVIGATING SLAVE MOUNTAIN
  Once the PCs enter Slave Mountain, their next task is to 
  seek out the piece of the Sky Key. The fortress is vast, and 
  houses hundreds of duergar and their slaves. Defeating the 
  entire encampment is beyond the scope of this adventure. 
  Instead, have the PCs attempt a Survival or Knowledge 
  (dungeoneering) check each time they travel from one areas 
  of the mountain to another, to represent how quickly they 
  navigate and how well they evade the guards within. For the 
  purposes of this adventure, the iron menagerie (area B2), 
  forge (area B3), and sanctum (area B4) all count as areas of 
  the mountain, as does any other room within the sanctum 
  that the PCs might seek out. The forge is on the way to the 
  Sanctum, and barring magical means or the discovery of the 
  hidden opening behind the waterfall (area B4), the PCs need 
  to pass through the forge to reach the sanctum.
  If Tanbaru accompanies the PCs, he asks to meld onto a PC’s 
  face. A PC who allows him to do so gains a +10 circumstance 
  bonus on skill checks to navigate Slave Mountain. Otherwise, 
  he gives a series of directions that grant a +5 circumstance 
  bonus. Tanbaru does not know the full map of the mountain, 
  but he can sense the approximate locations of Mueritt and 
  Jergin at all times, because of their role in his corruption.
  The DC of these Survival or Knowledge (dungeoneering) 
  checks is 35 in Subtier 5–6, and 40 in Subtier 8–9. If the 
  PCs succeed on this check, they find their way to the next 
  location without encountering patrols. If they fail this check, 
  they encounter patrols (1 patrol plus 1 more for every 5 
  points by which the check fails). The duergar are no match 
  for the PCs, but each group deal 1d8+2 points of damage 
  to each PC in Subtier 5–6, or 1d8+5 points of damage to 
  each PC in Subtier 8–9. If the PCs use clever tactics, the GM 
  can apply circumstance bonuses to this skill check. Skills 
  such as Disguise and Stealth, and spells such as dimension 
  door, invisibility, and silence are good candidates to grant 
  circumstance bonuses. The idea is to reward creativity, while 
  conveying the sheer numbers of duergar in the mountain.
  
  N
  B3. Forge of the Dark Smith
  M : Mueritt
  X : Xorn
  GameMastery Map Pack: City
  1 square = 5 feet
  M
  X1
  X2
  16
  PATHFINDER SOCIETY SCENARIO
  
  17
  TAPESTRY’S TOIL
  “’Tis Droskar the Dark Smith who sustains us and all who live within 
  the tapestry. He forged us after his own image; hard and strong like 
  iron. He gave us a home and iron from the earth, and laborers to 
  toil in his name and for our sake. Welcome to your final endeavor, 
  slaves. Trust that your new god will remake you in his mines.”
   If the PCs correct her assumption, she praises Ironwhip’s 
  leadership and conveys her desire that whatever agency the 
  PCs represent benefit Slave Mountain. In truth, she has no 
  intention of allowing the PCs to leave her smithy alive, but 
  she wants to learn more about who sent them and why they 
  have come to Slave Mountain. The PCs can discern Mueritt’s 
  intentions if they succeed at a Sense Motive check opposed 
  by her Bluff check. The xorn Xixel was the first emmissary 
  that Droskar to Ironwhip. It works as the blacksmith’s 
  assistant, though its mere presence inspires Mueritt to 
  greater faithfulness.: she is well aware that it is also there to 
  supervise her work at inspiring faith in others. Note that in 
  Subtier 8–9, there are two xorn, Xixel and Xemaki.
  Subtier 5–6 (CR 7)
  MUERITT, DUERGAR BLACKSMITH 
  CR 5
  Female duergar cleric of Droskar 6 (Pathfinder RPG Bestiary 117)
  LE Medium humanoid (dwarf)
  Init +3; Senses darkvision 120 ft.; Perception +3
  DEFENSE
  AC 20, touch 12, flat-footed 20 (+6 armor, +3 deflection, –1 Dex, 
  +2 shield)
  hp 48 (6d8+18)
  Fort +8, Ref +4, Will +9; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +8 (1d8+5/×3 and shaken for 1 round)
  Ranged light hammer +3 (1d4+2)
  Special Attacks channel negative energy 4/day (DC 14, 3d6) 
  Spell-Like Abilities (CL 6th; concentration +7)
  1/day—enlarge person (self only), invisibility (self only)
  Domain Spell-Like Abilities (CL 6th; concentration +9)
  6/day—artificer’s touch (1d6+3, bypasses DR and 
  hardness 6), copycat (6 rounds)
  Cleric Spells Prepared (CL 6th; concentration +9)
  3rd—bestow curse (DC 16), blindness/deafness (DC 16), 
  stone shapeD, wrathful mantleAPG
  2nd—bull’s strength, cure moderate wounds, invisibilityD, 
  spiritual weapon, weapon of aweAPG
  1st—divine favor, commandD (DC 14), endure elements, 
  obscuring mist, shield of faith
  0 (at will)—bleed (DC 13), detect magic, guidance, sparkAPG
  D domain spell; Domains Artifice (Toil subdomain)APG, 
  Trickery
  TACTICS
  Before Combat Mueritt hears the commotion in the hallways, 
  and knows that there are intruders in the fortress. She 
  casts bull’s strength, shield of faith, and wrathful mantle 
  on herself, and weapon of awe on her warhammer. The 
  benefits of all of these spells are already calculated in to 
  her statistics.
  During Combat Mueritt coordinates with Xixel in Terran. 
  She uses copycat to make herself more difficult to hit, and 
  targets PCs with her spells. She does not use her channel 
  negative energy while Xixel is in the room.
  Morale Mueritt is a religious zealot who fights in Droskar’s 
  name. She fights to the death to defend her forge.
  Base Statistics Without the benefits of shield of faith, weapon 
  of awe, and wrathful mantle, Mueritt’s statistics are AC 
  17, touch 9, flat 17; Fort +7, Ref +3, Will +8; Melee +1 
  warhammer +6 (1d8+3/×3); Str 10
  STATISTICS
  Str 14, Dex 8, Con 15, Int 12, Wis 16, Cha 12
  Base Atk +4; CMB +4; CMD 13
  Feats Improved Initiative, Lightning Reflexes, Weapon Focus 
  (warhammer)
  Skills Craft (armor) +12, Craft (weapons) +12, Knowledge 
  (religion) +7, Linguistics +5, Perception +3 (+5 relating to 
  stonework), Sense Motive +7, Spellcraft +5, Stealth –1; Racial 
  Modifiers +2 Perception relating to stonework, +4 Stealth
  Languages Common, Dwarven, Terran, Undercommon
  SQ slow and steady, stability
  Combat Gear wand of cure light wounds; Other Gear mwk 
  breastplate, mwk heavy steel shield, light hammer (5), +1 
  warhammer, 63 gp
  XIXEL 
  CR 6
  Xorn (Pathfinder RPG Bestiary 284; see page 28)
  hp 66 
  Subtier 8–9 (CR 10)
  MUERITT, DUERGAR BLACKSMITH 
  CR 8
  Female duergar cleric of Droskar 9 (Pathfinder RPG Bestiary 117)
  LE Medium humanoid (dwarf)
  Init +3; Senses darkvision 120 ft.; Perception +4
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Mueritt hears the PCs approach, but she is 
  extremely confident in her ability to handle the intruders, 
  and does not cast any spells before combat.
  Subtier 8–9: Xemaki is away serving Droskar elsewhere 
  in the tapestry, and does not participate in the scenario.
  
  18
  PATHFINDER SOCIETY SCENARIO
  DEFENSE
  AC 24, touch 12, flat-footed 24 (+10 armor, +3 deflection, –1 
  Dex, +2 shield)
  hp 71 (9d8+27)
  Fort +10, Ref +6, Will +12; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +10/+5 (1d8+5/×3 plus shaken for 
  1 round) 
  Ranged light hammer +5 (1d4+2)
  Special Attacks aura of repetition (9 rounds/day, DC 18), 
  channel negative energy 4/day (DC 15, 5d6) 
  Spell-Like Abilities (CL 9th; concentration +10)
  1/day—enlarge person (self only), invisibility (self only)
  Domain Spell-Like Abilities (CL 9th; concentration +13)
  At will—master’s illusion (9 rounds/day)
  7/day—artificer’s touch (1d6+4, bypasses DR and 
  hardness 9), copycat (9 rounds)
  Cleric Spells Prepared (CL 9th; concentration +13)
  5th—greater command (DC 19), waves of fatigueD
  4th—blessing of fervorAPG, confusionD (DC 18), divine power, 
  freedom of movement
  3rd—bestow curse (DC 17), blindness/deafness (DC 17), meld 
  into stone, stone shapeD, wrathful mantleAPG
  2nd—bull’s strength, cure moderate wounds, hold person 
  (DC 16), invisibilityD, spiritual weapon, weapon of aweAPG
  1st—bless, commandD (DC 15), divine favor, endure 
  elements, obscuring mist, shield of faith
  0 (at will)—bleed (DC 14), detect magic, guidance, sparkAPG
  D domain spell; Domains Artifice (Toil subdomain)APG, 
  Trickery
  TACTICS
  Before Combat Mueritt hears the commotion in the hallways, 
  and knows that there are intruders in the fortress. She casts 
  bull’s strength, freedom of movement, shield of faith, and 
  wrathful mantle on herself, and weapon of awe on her 
  warhammer. The benefits of all of these spells are already 
  calculated in to her statistics.
  During Combat Mueritt uses copycat to make herself more 
  difficult to hit. She casts blessing of fervor when Xixel and 
  Xemaki are in the room, then targets PCs with her spells. She 
  does not use her channel negative energy when both xorns 
  are in the room, because she can only exclude one of them.
  Morale Mueritt is a religious zealot who fights in Droskar’s 
  name. She fights to the death to defend her forge.
  Base Statistics Without the benefits of bull’s strength, shield 
  of faith, weapon of awe, and wrathful mantle, Mueritt’s 
  statistics are AC 21, touch 9, flat 21; Fort +8, Ref +4, Will +10; 
  Melee +1 warhammer +8 (1d8+1/×3); Str 10
  STATISTICS
  Str 14, Dex 8, Con 15, Int 12, Wis 18, Cha 13
  Base Atk +6; CMB +6; CMD 15
  Feats Heavy Armor Proficiency, Improved Initiative, Lightning 
  Reflexes, Selective Channeling, Weapon Focus (warhammer)
  Skills Bluff +7, Craft (armor) +15, Craft (weapons) +15, 
  Knowledge (religion) +7, Linguistics +5, Perception +3 
  (+5 relating to stonework), Sense Motive +8, Spellcraft 
  +5, Stealth –3; Racial Modifiers +2 Perception relating to 
  stonework, +4 Stealth
  Languages Common, Dwarven, Terran, Undercommon
  SQ slow and steady, stability
  Combat Gear wand of cure light wounds; Other Gear 
   
  +1 full plate, mwk heavy steel shield, light hammer (5),
   
   +1 warhammer, headband of inspired wisdom +2, 13 gp
  XIXEL AND XEMAKI 
  CR 6
  Xorns (Pathfinder RPG Bestiary 284; see page 28)
  hp 66 each
  Development: If the PCs succeed at a DC 25 Perception 
  check, they find a secret compartment in Mueritt’s anvil. 
  The secret compartment contains a small iron key, which 
  opens the locks on all of the manacles in Slave Mountain 
  (see area B6 for further uses of this key).
  Treasure: Mueritt’s forge contains masterwork tools 
  for both armor and weapon crafting. It also contains a 
  wall that displays 800 gp worth of weapons, including 
  one copy of every simple and martial weapon in the 
  Core Rulebook and two masterwork warhammers. Six 
  manacles sit in a pile in the corner of the room, each 
  secured with an average quality lock (DC 25 Disable 
  Device to open). 
  Rewards: If the PCs do not defeat Mueritt, reduce each 
  PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 394 gp.
  Out of Subtier: Reduce each PC’s gold earned by 647 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 901 gp.
  B4. Chergin Ironwhip’s Sanctum (CR 9 or 12)
  The sanctum is a large, multipurpose room. Two rows of stone 
  benches face a lectern, which sits in front of a stylized iron 
  anvil. A thin curtain of water trickles down from the ceiling 
  behind the anvil. Beyond this curtain, a slick ramp descends 
  into a large open window, which reveals the roaring waterfall 
  just beyond. A sturdy table in the southeast corner bears a pile 
  of bloodstained ropes. Barred doors lead out of the room to the 
  east and west. 
  Use the map on page 13 for this room and the two 
  adjacent areas. The doors to Ironwhip’s office (area B5) 
  and the prison cells (area B6) are locked with good quality 
  locks (Disable Device DC 30). Ironwhip carries the keys to 
  these rooms. 
  
  19
  TAPESTRY’S TOIL
  Hazard: The floor of the sanctum behind the anvil 
  slopes downward into the waterfall. Ironwhip used magic 
  to smooth the floor, and redirected part of the waterfall 
  through this room so that water would flow down the 
  ramp. Walking across the ramp at full speed requires a 
  successful DC 20 Acrobatics check. Walking across the 
  ramp at half speed, or standing up from prone while on 
  the ramp, requires a successful DC 10 Acrobatics check. 
  For every 5 points by which a creature fails one of these 
  Acrobatics checks, the creature slips 5 feet toward the 
  waterfall. A creature who reaches the edge of the ramp 
  tumbles down 60 feet to area A below, and takes 6d6 
  points of bludgeoning damage as it lands on the sharp 
  rocks at the base of the waterfall. Scaling the rocks 
  behind the waterfall to return to area B4 without ropes 
  or magical assistance requires a series of successful DC 
  25 Climb checks. 
  Creatures: Chergin Ironwhip rules from this private 
  sanctum. Here, he hosts ritual sacrifices to Droskar. His 
  victims are typically slaves worked to exhaustion. One 
  of these slaves is currently manacled to the wall inside 
  one of the prison cells on east wall (area A6). He feels 
  no remorse for his family’s conversion, or for the awful 
  crimes his grave people committed in order to stay alive 
  and active inside the demiplane. 
  Ironwhip remembers the warnings Medlock gave about 
  the Pathfinder Society and their desire to plunder the 
  tapestry for their own gain. Though the Aspis Consortium 
  itself had similar goals, the constant presence of trapped 
  Consortium agents allowed them to establish trust with 
  various cultures in the demiplane. Ironwhip assumes 
  that the PCs are members of the Pathfinder Society, even 
  if they do not openly carry wayfinders or other signs of 
  their affiliation.
  In addition to Chergin Ironwhip, the sanctum 
  contains his zombie servant, formerly Gaer Medlock, 
  and four sentinels. When the PCs enter the sanctum, 
  read or paraphrase the following.
  A proud duergar in gleaming armor stands next to a corpse 
  in tattered clothing. The duergar narrows his eyes at the 
  intrusion, and gestures toward the undead creature next to 
  him. “This one warned me that you would come. His people 
  are trapped, scattered across the realm like dead leaves. His 
  hate for you was strong. I let him stay, to tell me more about 
  this Pathfinder Society—this band of thieves and braggarts. 
  Even after he blasphemed Droskar’s name, I kept him to 
  remind me of your coming.”
  In a sudden fit of violence, the stout priest shoves the 
  zombie down the ramp. Helpless on the slippery surface, it 
  falls prone and slides into the torrent of falling water.
  Ironwhip holds out his hand and grins menacingly, still 
  clutching a scrap of torn cloth affixed to a stylish bronze pin.
  Subtier 5–6 (CR 9)
  CHERGIN IRONWHIP 
  CR 8
  Male middle-aged duergar oracleAPG 9 (Pathfinder RPG 
  Advanced Player’s Guide 42, Pathfinder RPG Bestiary 117)
  LE Large humanoid (dwarf)
  Init +5; Senses darkvision 120 ft., crystal sight; Perception +10
  DEFENSE
  AC 21, touch 12, flat-footed 20 (+7 armor, +3 deflection, +0 Dex, 
  +2 shield, –1 size)
  hp 80 (9d8+36)
  Fort +6, Ref +4, Will +8
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., earth glide 20 ft.
  Melee +2 warhammer +13/+8 (2d6+7/×3)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 9th; concentration +13)
  1/day—enlarge person (self only), invisibility (self only)
  Oracle Spells Known (CL 9th; concentration +13)
  4th (5/day)—greater magic weapon, inflict critical wounds 
  (DC 18), poison (DC 18), wall of stone (DC 18)
  3rd (7/day)—animate dead, dispel magic, inflict serious 
  wounds (DC 17), meld into stone
  2nd (7/day)—bull’s strength, cure moderate wounds, hold 
  person (DC 16), inflict moderate wounds (DC 16), shatter 
  (DC 16), stone callAPG
  1st (7/day)—cause fear (DC 15), command (DC 15), divine 
  favor, inflict light wounds (DC 15), magic stone, ray of 
  sickeningUM (DC 15), shield of faith
  0 (at will)—bleed (DC 14), detect magic, guidance, mending, 
  read magic, resistance, sparkAPG, stabilize
  Mystery stone
  TACTICS
  Before Combat Chergin casts extended bull’s strength, greater 
  magic weapon, and extended shield of faith on himself, and 
  uses his enlarge person spell-like ability. The benefits of all 
  of these spells are already calculated in to his statistics.
  During Combat Chergin opens combat with his shard 
  explosion ability, then uses a combination of spells and 
  melee combat to fight the PCs. 
  SCALING ENCOUNTER B4
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove two of the duergar sentinels from 
  the encounter. The only spell that Jergin casts before the PCs 
  enter his sanctum is greater magic weapon.
  Subtier 8–9: Replace the duergar sentinels with the 
  duergar sentinels from Subtier 5–6.
  
  Chergin Ironwhip
  20
  PATHFINDER SOCIETY SCENARIO
  Morale Chergin is unwilling to surrender within a temple of 
  Droskar, so he fights to the death. If he believes that he is 
  losing the fight, he attempts to kill a PC and use animate 
  dead to turn her into a skeleton under his control as a final 
  act of spite.
  Base Statistics Without the benefits of bull’s strength, enlarge 
  person, greater magic weapon, and shield of faith, Chergin’s 
  statistics are Size Medium; AC 20 touch 11, flat-footed 19; 
  Ref +5; Melee +1 warhammer +10/+5 (1d8+3/×3); Space 
   
  5 ft. Reach 5 ft.; Str 14 Dex 12; Climb +1, Stealth +1
  STATISTICS
  Str 20, Dex 10, Con 14, Int 9, Wis 13, Cha 18
  Base Atk +6; CMB +12; CMD 22
  Feats Extend Spell, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (warhammer)
  Skills Appraise +3, Climb +4, Intimidate +16, Knowledge 
  (history) +3, Knowledge (religion) +3, Perception +10 
   
  (+12 relating to stonework), Sense Motive +6, Spellcraft 
  +3, Stealth –4, Survival +5; Racial Modifiers +2 Perception 
  relating to stonework, +4 Stealth
  Languages Common, Dwarven, Ignan, Terran, Undercommon
  SQ Droskar’s blessing, oracle’s curse (tongues [Terran]), 
  revelations (crystal sight, earth glide, shard explosion), slow 
  and steady, stability
  Combat Gear potion of cure 
  serious wounds; Other 
  Gear +1 chainmail, mwk 
  heavy steel shield, 
   +1 warhammer, cloak of 
  resistance +1, headband 
  of alluring charisma +2, 
  onyx worth 225gp
  SPECIAL ABILITIES
  Droskar’s Blessing (Ex) 
  When Chergin accepted 
  Droskar’s deal, the god 
  enhanced Chergin’s force of 
  personality to make the oracle a 
  better mouthpiece. Chergin 
  has a +4 insight bonus to 
  Charisma, which is already 
  included in his statistics.
  DUERGAR SENTINELS (4) 
  CR 1
  Duergar sergeant (Pathfinder RPG Monster Codex 50; see 
  page 27)
  DEFENSE
  hp 23
  TACTICS
  Before Combat The sentinels move to the walls of the room, 
  away from the waterfall, and draw their dwarven waraxes.
  During Combat The sentinels coordinate with each other to 
  flank opponents. If Ironwhip enters melee combat, they 
  prioritize flanking with him. Because they do not speak 
  Terran, they cannot recieve new orders from Chergin.
  Morale The sentinels fight to the death, unless Ironwhip is 
  defeated. If the PCs defeat Ironwhip, they all surrender.
  Subtier 8–9 (CR 12)
  CHERGIN IRONWHIP 
  CR 11
  Male middle-aged duergar oracleAPG 12 (Pathfinder RPG 
  Advanced Player’s Guide 42, Pathfinder RPG Bestiary 117)
  LE Large humanoid (dwarf)
  Init +5; Senses darkvision 120 ft., crystal sight; Perception +14
  DEFENSE
  AC 26, touch 13, flat-footed 26 (+7 armor, +4 deflection, +0 Dex, 
  +5 shield, –1 size)
  hp 129 (12d8+72)
  Fort +9, Ref +5, Will +11
  DR 10/adamantine (120 points); Immune paralysis, 
  phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., earth glide 20 ft.
  Melee +3 spell storing warhammer +17/+12 (2d6+8/×3)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 9th; concentration +13)
  1/day—enlarge person (self only), invisibility (self 
  only)
  Oracle Spells Known (CL 12th; concentration +16)
  6th (3/day)—blade barrier (DC 20), mass inflict 
  moderate wounds (DC 21), stone tell
  5th (5/day)—flame strike (DC 19), slay living (DC 
  20), stoneskin, mass inflict light wounds
  4th (7/day)—blessing of fervorAPG, greater magic 
  weapon, inflict critical wounds (DC 19), poison (DC 19), 
  wall of stone (DC 18)
  3rd (7/day)—animate dead, dispel magic, inflict serious 
  wounds (DC 18), magic vestment, meld into stone, prayer
  2nd (7/day)—bear’s endurance, bull’s strength, cure 
  moderate wounds, hold person (DC 16), inflict moderate 
  wounds (DC 17), shatter (DC 16), stone callAPG
  1st (7/day)—cause fear (DC 16), command (DC 15), divine 
  favor, inflict light wounds (DC 16), magic stone, ray of 
  sickeningUM (DC 16), shield of faith
  
  21
  TAPESTRY’S TOIL
  0 (at will)—bleed (DC 15), create water, detect magic, 
  guidance, mending, read magic, resistance, sparkAPG, 
  stabilize
  Mystery stone
  TACTICS
  Before Combat Earlier in the day, Chergin cast magic vestment 
  on his shield, and stored inflict serious wounds in his 
  warhammer. As guards inform him of approaching intruders, 
  he casts extended bear’s endurance, bull’s strength, greater 
  magic weapon, extended shield of faith, and stoneskin on 
  himself, and uses his enlarge person spell-like ability. The 
  benefits of all of these spells are already calculated in to his 
  statistics. Just before the PCs arrive (using his crystal sight 
  ability to time the casting), Chergin casts extended blessing 
  of fervor on himself and on his sentinels.
  During Combat Chergin opens combat with his shard explosion 
  ability, then uses a combination of spells and melee combat 
  to fight the PCs. He makes use of the waterfall hazard if 
  the opportunity arises, using his earth glide ability to avoid 
  slipping down the waterfall himself.
  Morale Chergin is unwilling to surrender within a temple of 
  Droskar, so he fights to the death. He taunts the PCs, offering 
  them slavery instead of death if they surrender instead of 
  “wasting his time.” If he believes that he is losing the fight, 
  he attempts to kill a PC and use animate dead to turn her 
  into a skeleton under his control as a final act of spite.
  Base Statistics Without the benefits of bull’s strength, enlarge 
  person, greater magic weapon, magic vestment, shield of 
  faith, or stoneskin, Chergin’s statistics are Size Medium; AC 
  20 touch 10, flat-footed 19; hp 104; Fort +7, Ref +6; DR none; 
  Melee +1 spell storing warhammer +13/+8 (1d8+3/×3); 
  Space 5 ft. Reach 5 ft.; Str 14, Dex 12, Con 14; Climb +1, 
  Stealth +1
  STATISTICS
  Str 20, Dex 10, Con 18, Int 9, Wis 14, Cha 18
  Base Atk +9; CMB +15; CMD 25
  Feats Extend Spell, Improved Initiative, Power Attack, 
  Spell Focus (necromancy), Toughness, Weapon Focus 
  (warhammer)
  Skills Appraise +3, Climb +2, Intimidate +19, Knowledge 
  (history) +3, Knowledge (religion) +3, Perception +14 (+16 
  relating to stonework), Sense Motive +10, Spellcraft +3, 
  Stealth –4, Survival +6; Racial Modifiers +2 Perception 
  relating to stonework, +4 Stealth
  Languages Common, Dwarven, Ignan, Terran, Undercommon; 
  tongues (understand only)
  SQ Droskar’s blessing, oracle’s curse (tongues [Terran]), 
  revelations (crystal sight, earth glide, mighty pebble, shard 
  explosion), slow and steady, stability
  Combat Gear potion of cure serious wounds; Other Gear 
  +1 chainmail, mwk heavy steel shield, +1 spell storing 
  warhammer, cloak of resistance +1, headband of alluring 
  charisma +2, key ring, onyx worth 225 gp
  DUERGAR SENTINELS (4) 
  CR 4
  Duergar fighter 5 (Pathfinder RPG Bestiary 117; use the statistics 
  for the duergar sentinels from Subtier 8–9 on page 14)
  DEFENSE
  hp 42
  TACTICS
  Use the tactics for Subtier 5–6.
  Development: If the PCs defeat Ironwhip, a voice calls 
  to them from behind one of the barred doors to the east 
  (area B6). Ironwhip’s keys can open all of the doors in 
  this room. The Sky Key fragment that the PCs seek rests 
  on the table in area B5. Once the PCs have finished their 
  business in the office and the prison, they can either leave 
  via the waterfall or leave through the fortress. Use the 
  rules from the Navigating Slave Mountain sidebar on 
  page 17 if the PCs escape in this second way.
  Faction Notes: Grand Lodge faction PCs should 
  take interest in the  Aspis Consortium badge from the 
  zombie’s clothes, as well as the recent Aspis activities that 
  Ironwhip implies in his speech.
  Rewards: If the PCs do not defeat Chergin Ironwhip, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 1,148 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,420 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,693 gp.
  B5. Ironwhip’s Office (CR 8 or 11)
  A gleaming, solid, ovoid piece of metal with four 
  cylindrical indentations and strange, fluid engravings 
  rests on top of a long stone table. This piece of metal is a 
  fragment of the Sky Key.
   Trap: The Sky Key fragment rests atop a stone table in 
  this barred alcove. The piece seals off holes in the table’s 
  surface that lead to a chamber filled with poison gas. 
  Moving the Sky Key fragment releases the gas.
  Subtier 5–6 (CR 8)
  INSANITY MIST TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset repair
  Effect poison gas (insanity mist, Pathfinder RPG Core 
  Rulebook 559); never miss; multiple targets (all targets in a 
  10-foot radius)
  Subtier 8–9 (CR 11)
  NIGHTMARE VAPOR TRAP 
  CR 11
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset repair
  
  22
  PATHFINDER SOCIETY SCENARIO
  Effect poison gas (nightmare vapor, Pathfinder RPG Core 
  Rulebook 559); never miss; multiple targets (all targets in a 
  10-foot radius)
  B6. Prison Cell
  Swareti, a gaunt wayang (Pathfinder RPG Bestiary 4 274), 
  is manacled to the wall inside this dingy prison cell, 
  suspended over a pile of dirty straw. The other prison cell 
  is empty. Swareti is from a nearby settlement that was 
  once part of the archipelago of Minata.
  Development: If the PCs defeat Ironwhip, the wayang 
  calls out to them and asks for their aid. If the PCs 
  approach the prison cell, Swareti addresses them in 
  accented Common and asks them to undo the manacles. 
  The manacles are secured with a lock (DC 25 Disable 
  Device to open). If the PCs free Swareti, the wayang 
  thanks them profusely.
  “Thank you, thank you, I cannot thank you enough for 
  defeating that horrible man. He sent a raiding party to my 
  village to capture and enslave. He and that Mueritt force us to 
  work day and night, until we are too tired and weak. They say 
  if we don’t keep up, they will sacrifice us to their god. So many 
  people have already been taken away, and they never return. I 
  collapsed and woke up here, chained to the wall.”
  If the PCs express an interest in freeing the rest of the 
  slaves, Swareti cautions them not to do so, as there are too 
  many duergar in the mountain, even for “mighty heroes” 
  such as themselves. The wayang tells the PCs of a plan to 
  free the other slaves, if only they could find a key to the 
  manacles. The slavers don’t seem to be able to tell wayangs 
  apart, so Swareti could slip among the slaves while wearing 
  unlocked manacles, and wait for the duergar to turn their 
  backs to unlock the manacles of the other slaves. Once 
  freed from their shackles, the slave could run for freedom: 
  the wayangs using their skill at stealth to sneak away, and 
  the other freed slaves taking advantage of the duergar’s 
  relative slowness. If the PCs give Swareti the key from area 
  B3, and agree to the proposed plan, Swareti springs into 
  action after the PCs leave; each PC receives the Wayang’s 
  Favor boon on her Chronicle Sheet. 
  If the PCs wish to participate in Swareti’s plan allow 
  any PCs who wish to assist to run a diversion. PCs who 
  participate in running a diversion take 4d8+8 damage 
  from the duergar they distract in Subtier 5–6, or 4d8+20 
  damage in Subtier 8–9. Regardless of whether or not 
  the PCs participate in freeing other slaves, Swareti 
  successfully escapes Slave Mountain with a group of other 
  slaves. With the PC’s assistance, the wayang is able to 
  rescue more slaves than would have been possible alone. 
  If any of the PCs participate in freeing slaves and either 
  mention being Pathfinders or openly wear wayfinders, 
  several of the slaves remark that perhaps what they have 
  heard about the Pathfinder Society is not the whole truth. 
  If the PCs do reveal that they are Pathfinders, the slaves 
  instead warn them to beware the Pathfinder Society, an 
  organization of ruthless and greedy murderers that they 
  always wear compasses. If the PCs seem confused or deny 
  the rumors about the Society, the slaves tell them that 
  they heard of the Pathfinder Society before they were 
  captured. One of the freed slaves mentions that speaking 
  with a generous man who made a substantial donation 
  to help their community, who was an expert in the 
  Pathfinder Society’s crimes.
  Faction Notes: Grand Lodge faction PCs should be 
  interested in the fact that someone has been turning the 
  inhabitants of the Tapestry against the Society.
  CONCLUSION
  With their leader defeated, the duergar focus on defending 
  their stronghold against further intrusion, and do no 
  pursue the Pathfinders as they leave Slave Mountain, 
  The duergar fortify their position and threaten violence 
  against any residents of the tapestry who provide succor 
  the Pathfinder Society. If the PCs kill Ironwhip but 
  Mueritt lives, she devotes herself to revenge, leading the 
  Ironwhip tribe as they recruit more slaves and conquer 
  nearby settlements.
  When the PCs return to the Grand Lodge, they find 
  Aram Zey staring at the tapestry, deep in thought. The 
  Master of Spells asks the PCs to give a quick summary of 
  their discoveries and any other important information 
  that they learned on their adventure inside the Hao Jin 
  Tapestry. When they finish their report, Aram Zey says 
  the following.
  “The transformation of Naldak’s descendants into duergar was 
  an unexpected and unfortunate development. However what 
  matters is that you recovered another piece of the Sky Key. 
  You successfully completed your mission.” The Master of Spells 
  returns his attention to the tapestry. After a few moments, 
  he barks, “Why are you still standing around? Do you want an 
  award for doing your jobs?”
  A PC who succeeds at a DC 20 Sense Motive check can 
  tell that the Master of Spells is actually quite pleased with 
  their performance. 
  In the following days, the Grand Lodge buzzes with 
  excitement over their discovery of another piece of the Sky 
  Key. The story of the PC’s deeds grows out of proportion, 
  and several junior Pathfinder agents ask the PCs to tell 
  tales of how they defeated thousands of duergar without 
  sustaining a single scratch.
  If the PCs improved Grodel’s attitude to at least 
  indifferent, she considers assisting the Pathfinder 
  
  23
  TAPESTRY’S TOIL
  Society on future missions within the tapestry. If the 
  PCs allied with Tanbaru, he thanks them for their 
  assistance and offers his own assistance in the future in 
  return. He melds onto one of the PC’s faces and travels 
  with them back to the Grand Lodge. If the PCs freed 
  Swareti, the wayang spreads stories of the PC’s heroism.
  Faction Notes: Grand Lodge faction PCs should ideally 
  report both that there are active Aspis agents in the 
  tapestry, and that those agents are working to turn the 
  tapestry’s inhabitants—not just the duergar—against 
  the Society. 
  Reporting Notes
  If the PCs improve Grodel’s attitude to at least indifferent, 
  check box A. If the PCs ally with Tanbaru, check box B. 
  If the PCs free Swareti and give the wayang the key to the 
  manacles, check box C. 
  Primary Success Conditions
  The PCs fulfill their primary goal if they recover the 
  piece of the Sky Key from Chergin’s sanctum. Doing so 
  earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs fulfill their secondary goal by finding allies for 
  the Pathfinder Society within the Hao Jin Tapestry. Doing 
  so requires the PCs to fulfill two of the following three 
  tasks: improve Grodel’s attitude to at least indifferent, 
  ally with Tanbaru, or free Swareti from the prison cell. 
  Fulfilling the secondary success condition earns each PC 
  1 additional Prestige Point. 
  Faction Notes
  If the PCs mentioned the presence of the Aspis 
  Consortium in their summary to Aram Zey, Grand 
  Lodge Faction PCs earn the Aspis Revealed boon with 
  one checkbox. If the PCs mentioned the fact that the 
  Aspis Consortium is working to turn the tapestry’s 
  inhabitants—not just the duergar—against the Society, 
  Grand Lodge faction PCs instead earn the Aspis Revealed 
  boon with two checkboxes.
  
  24
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–21: 
  Tapestry’s Toil
  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.
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  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 
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  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
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  4. Grant and Consideration: In consideration for agreeing to use this 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  8. Identification: If you distribute Open Game Content You must clearly 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  distributed under any version of this License.
  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 #6–21: Tapestry’s Toil © 2015, Paizo Inc.; 
  Author: Steven T. Helt.
  
  25
  TAPESTRY’S TOIL
  
  26
  PATHFINDER SOCIETY SCENARIO
  Draugr
  This barnacle-encrusted walking corpse looks like a zombie, but 
  is dripping with water and gives off a nauseating stench.
  DRAUGR 
  CR 2
  XP 600
  CE Medium undead (water) 
  Init +0; Senses darkvision 60 ft., Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
  hp 19 (3d8+6)
  Fort +2, Ref +1, Will +3
  DR 5/bludgeoning or slashing; Immune undead traits; 
  Resist fire 10
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee greataxe +5 (1d12+4/×3 plus nausea) or
  slam +5 (1d10+4 plus nausea)
  STATISTICS
  Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
  Base Atk +2; CMB +5; CMD 15
  Feats Power Attack, Toughness
  Skills Climb +6, Perception +6, Stealth +6, Swim +11
  Languages Common (cannot speak)
  ECOLOGY
  Environment any coastal
  Organization solitary or crew (2–8)
  Treasure standard (greataxe, leather armor, 
  other treasure)
  SPECIAL ABILITIES
  Nausea (Su) A creature that is damaged by a draugr 
  must make a DC 12 Fortitude save or be nauseated for 
  1 round. The save DC is Charisma-based.
  Draugr smell of decay and the sea, and drip water 
  wherever they go. These foul beings 
  are usually created when humanoid 
  creatures are lost at sea in regions 
  haunted by evil spirits or necromantic effects. The 
  corpses of these drowned sailors cling fiercely 
  to unlife, attacking any living creatures that 
  intrude upon them. Their attacks smear 
  rancid flesh, rotting seaweed, and swaths of 
  vermin on whatever they hit.
  In the case of draugr who manifest 
  when an entire ship sinks, these undead 
  usually stay with the wreck of their ship. 
  Some draugr may be found under the 
  control of aquatic necromancers, while 
  others may wander the seas as undead 
  pirates aboard ghost ships.
  DRAUGR CAPTAIN (CR 3)
  Draugr captains have malevolent, burning red eyes. They 
  may be more richly dressed than other draugr, though 
  their clothes are always in a similar tattered condition.
  A draugr captain is a draugr with the advanced simple 
  template. In addition to this, most draugr captains have 
  additional class levels, usually as barbarians, fighters, or 
  rogues. Draugr captains can also use obscuring mist as a 
  spell-like ability (CL 5th, concentration +8) three times 
  per day, and instead of causing nausea with a successful 
  hit, they bestow 1 negative level on a hit. A draugr captain 
  can even bestow a negative level via a weapon it wields, 
  but if it gains multiple attacks with a weapon, it can only 
  bestow 1 negative level per round in this manner.
  
  27
  TAPESTRY’S TOIL
  DUERGAR SOLDIERS
  Veteran soldiers among the duergar lead groups of warriors 
  or form their own elite strike forces. These soldiers always 
  use enlarge person before combat.
  DUERGAR SERGEANT 
  CR 1
  XP 400
  Duergar fighter 2
  LE Large humanoid (dwarf)
  Init +0; Senses darkvision 120 ft.; Perception +2
  DEFENSE
  AC 16, touch 9, flat-footed 15 (+7 armor, –1 size)
  hp 23 (2d10+8) 
  Fort +6, Ref +0, Will +2 (+1 vs. fear); +2 vs. spells
  Defensive Abilities bravery +1; Immune paralysis, phantasms, 
  poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee mwk dwarven waraxe +5 (2d8+4/×3)
  Ranged heavy crossbow +3 (2d8/19–20)
  Spell-Like Abilities (CL 2nd; concentration –1)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 17, Dex 10, Con 16, Int 10, Wis 15, Cha 4
  Base Atk +2; CMB +5; CMD 16 (20 vs. bull rush or trip on 
  solid ground)
  Feats Cleave, Power Attack, Weapon Focus (dwarven waraxe)
  Skills Handle Animal +1, Perception +2, Ride –2, Survival +6
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability
  Combat Gear potions of cure light wounds (2), alchemist’s fire 
  (2); Other Gear banded mail, heavy crossbow with 10 bolts, 
  mwk dwarven waraxe, 9 gp
  DUERGAR CAPTAIN 
  CR 8
  XP 4,800
  Duergar fighter 9
  LE Medium humanoid (dwarf)
  Init +0; Senses darkvision 120 ft.; Perception +2
  DEFENSE
  AC 22, touch 10, flat-footed 20 (+10 armor, +1 deflection, 
  +1 natural, –1 size)
  hp 90 (9d10+36)
  Fort +10, Ref +4, Will +6 (+2 vs. fear); +2 vs. spells
  Defensive Abilities bravery +2, Immune paralysis, phantasms, 
  poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +2 dwarven waraxe +17/+12 (2d8+12/19–20/×3)
  Ranged mwk heavy crossbow +11 (2d8+1/19–20)
  Special Attacks weapon training (axes +2, crossbows +1)
  Spell-Like Abilities (CL 9th; concentration +6)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 19, Dex 10, Con 16, Int 10, Wis 15, Cha 4
  Base Atk +9; CMB +13 (+15 overrun, +15 sunder); CMD 25 (29 
  vs. bull rush or trip)
  Feats Cleave, Great Cleave, Greater Overrun, Greater Sunder, 
  Greater Weapon Focus (dwarven waraxe), Mounted Combat, 
  Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), 
  Weapon Specialization (dwarven waraxe)
  Skills Climb +6, Handle Animal +3, Perception +2, Ride +8, 
  Survival +8
  Languages Common, Dwarven, Undercommon
  SQ armor training 2, slow and steady, stability
  Combat Gear potions of cure serious wounds (2), 
  thunderstones (3); Other Gear +1 full plate, +2 dwarven 
  waraxe, mwk heavy crossbow with 10 bolts, amulet of 
  natural armor +1, cloak of resistance +1, ring of protection 
  +1, 129 gp
  
  28
  PATHFINDER SOCIETY SCENARIO
  XORN 
  CR 6
  XP 2,400
  N Medium outsider (earth, extraplanar)
  Init +0; Senses all-around vision, darkvision 60 ft., 
  tremorsense 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+11 natural)
  hp 66 (7d10+28)
  Fort +8, Ref +2, Will +5
  DR 5/bludgeoning; Immune cold, fire, flanking; Resist 
  electricity 10
  OFFENSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee bite +10 (4d6+3), 3 claws +10 (1d4+3)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +10; CMD 20 (22 vs. trip)
  Feats Cleave, Improved Bull Rush, Power Attack, Toughness
  Skills Appraise +10, Intimidate +10, Knowledge (dungeonering) 
  +10, Perception +14, Stealth +10, Survival +10; Racial 
  Modifiers +4 Perception
  ECOLOGY
  Environment any (Plane of Earth)
  Organization solitary, pair, or cluster (3–6)
  Treasure standard (precious metals, gems, and magic gems or 
  jewelry only)
  SPECIAL ABILITIES
  All-Around Vision (Ex) A xorn sees in all directions at the 
  same time, giving it a +4 racial bonus on Perception 
  checks. A xorn cannot be flanked.
  Earth Glide (Ex) A xorn can glide through any sort of 
  natural earth or stone as easily as a fish swims 
  through water. Its burrowing leaves no 
  sign of its passage 
  nor hint at its 
  presence to creatures 
  that don’t possess 
  tremorsense. A move 
  earth spell cast on an 
  area containing a xorn 
  moves the xorn back 
  30 feet, stunning the 
  creature for 1 round unless 
  it succeeds on a DC 15 
  Fortitude save.
  Strange creatures as big 
  around as they are tall, 
  xorns have little interest in natives of the Material 
  Plane—except for the gems and precious metals they 
  might be carrying. Lurking beneath the surface for 
  what might seem long stretches of time to humans, a 
  xorn might wait months, even years, for the right treat to 
  come along, assaulting the being carrying its favorite 
  meal, such as a certain gemstone or the right sort of 
  silver. Adventurers who frequent regions inhabited by 
  xorns often carry with them small chunks of raw ore 
  or relatively inexpensive gemstones or crystals to use as 
  bribes. While the price of a gemstone or piece of metal 
  is often in direct proportion to the object’s flavor and 
  desirability as a meal, most xorns are quite gluttonous 
  and prefer quantity over quality when it comes to food.
  Treasure found carried by a xorn or stashed in its 
  lair amounts to little more than snacks set aside for 
  another day. An offering of a particularly delicious (and 
  expensive) jewel or piece of precious metal can swiftly 
  secure a xorn’s temporary allegiance. Since xorns can 
  swim through solid rock with ease, they make excellent 
  guides in underground regions.
  Xorns grow in size as they age. The youngest xorns 
  are approximately 3 feet in size, and can be represented 
  by applying the young simple template to the statistics 
  presented here. The most commonly encountered xorns 
  are about 5 feet tall (and wide), while the largest are 8 feet 
  or more and weigh upward of 9,000 pounds. These elder 
  xorns are giant advanced xorns, but some even greater 
  xorns exist as well, with upward of 15 Hit Dice.
  Often, an elder xorn possesses class levels as well. 
  These creatures are generally leaders, heroes, or even 
  outcasts or villains in xorn society. A classed elder 
  xorn typically has levels in barbarian or rogue. 
  Xorns aren’t particularly religious, but those who 
  do have deep faith are typically 
  druids (though such xorns 
  rarely, if ever, take 
  animal companions, as 
  such followers cannot 
  follow through solid 
  rock, and  instead choose 
  to take the Earth domain). 
  Xorn bards and sorcerers 
  are not unheard of either, 
  with bards favoring 
  Perform (sing) as their 
  focus, and sorcerers 
  almost invariably 
  having the Elemental 
  (earth) bloodline. 
  Xorn
  This squat beast is as wide as it is tall. Strangely symmetrical, it 
  has three arms, three legs, three eyes, and one huge mouth.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  8–9
  —
  —
  1,290
  2,708
  —
  —
  1,998
  2,579
  5,411
  —
  —
  3,995
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 21: 
   Tapestry’s Toil
   
   Aspis Revealed (Grand Lodge): Your explorations inside the Hao Jin Tapestry uncovered the Aspis 
  Consortium’s plots against the Society. Armed with this knowledge, you are more prepared to face Aspis 
  agents in the future. You may cross of one checkbox to apply a +1 insight bonus on all attack rolls, damage 
  rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario. You 
  may instead cross off both checkboxes to apply a +3 insight bonus on all attack rolls, damage rolls, and 
  saving throws against a known agent of the Aspis Consortium for the rest of the scenario.
  Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the 
  strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of 
  Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.
  Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful 
  spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru 
  functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster 
  changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy 
  of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.
  If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from 
  his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your 
  character level as your caster level. After you use one of these spell-like abilities, cross this boon off 
  your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved 
  familiar.
  Subtier 5–6: You may cast dispel magic, fog cloud, or invisibility.
  Subtier 8–9: You may cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape.
  Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, 
  granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon 
  may be used in conjunction with other boons to grant one or more of your characters access to wayang-
  related options.
  All Subtiers
  Subtier 8–9
  cloak of resistance +1 (1,000 gp)
  headband of alluring charisma +2 (4,000 gp)
  potion of cure serious wounds (750 gp)
  primal elemental gem (water) (functions as an 
  elemental gem, except it summons a huge water 
  elemental at CL 11)  (3,300 gp, limit 1)
  scabbard of vigor (1,800 gp; Advanced Player’s Guide 
  309)
  wand of cure moderate wounds (25 charges; 2,250 gp, 
  limit 1)
  wand of stone call (6 charges; 540 gp, limit 1; 
  Advanced Player’s Guide 241)
  +1 spell storing warhammer (8,312 gp)
  headband of inspired wisdom +2 (4,000 gp)
  potion of cure moderate wounds (300 gp)
  primal elemental gem (water) (functions as an 
  elemental gem, except it summons a huge water 
  elemental at CL 11)  (3,300 gp, limit 2)
  wand of cure serious wounds (25 charges; 5,625 gp, 
  limit 1)
  wand of stone call (37 charges; 3,300 gp, limit 1; 
  Advanced Player’s Guide 241)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-21 - Tapestry%3Fs Toil.pdf